This post provides a breakdown of Fortnite and the way it monetizes. Fortnite’s Battle Pass and season model is a great way to monetize exclusivity via engagement. And in the case of Fortnite, what makes the Battle Pass especially appealing is not the fact that it rewards players with cosmetic items. It’s that the Battle Pass provides challenges throughout the season – and that provides users with longer-term goals that go beyond the match being played.
It’s very likely you are looking at the daily active users in your game. But are you also looking at your daily active customers? This post discusses why looking at customers is important to get a good reading on your game, and appropriately define who you are developing features for.
This post considers the differences between playing a game and watching a game. And suggests ways to leverage some insights to design features compelling to watch.
Users install and play games on a very regular 24-hour/7-day cycle. This post discusses what that means for your game, and how you can leverage that to design features that capitalize and reinforce that natural tendency.
In this post I explain why having a set of game-centric metrics is crucial to understanding how users are interacting with your game and tying your high-level product objectives with gameplay specific targets.
This post discusses how restricting access of some of the content in your game to customers can be a monetization strategy that is both rewarding for your users and pays off for you.