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Cover of FTUE: Stormfall w/ added Megan Fox
13 min
PocketGamer.biz13 min

FTUE: Stormfall w/ added Megan Fox

The mobile strategy game Stormfall: Rise of Balur utilizes a highly structured First Time User Experience (FTUE) to onboard players, heavily relying on celebrity integration and repetitive, task-oriented mechanics.

  • Stormfall: Rise of Balur utilizes celebrity integration, specifically featuring Megan Fox as an in-game tutor, to increase engagement and provide a recognizable guide during the initial tutorial phase.
  • The First Time User Experience (FTUE) is designed as a highly structured, task-oriented loop that relies on 'skinner box' mechanics, such as frequent rewards of speed-ups, currency, and experience points, to reinforce player behavior.
  • The onboarding process transitions from high-frequency, low-agency interactions—where directional arrows dictate every move—to an open-ended state, which serves as a critical friction point that often leads to player churn.
PocketGamer.bizMay 2016
Cover of FTUE: The Walking Dead: No Man's Land
11 min
PocketGamer.biz11 min

FTUE: The Walking Dead: No Man's Land

The First Time User Experience (FTUE) for the mobile strategy game The Walking Dead: No Man’s Land demonstrates a structured, multi-layered onboarding process designed to acclimate players to both turn-based combat and base-management mechanics.

  • The Walking Dead: No Man’s Land utilizes a multi-layered FTUE to bridge the gap between turn-based combat and base-management mechanics, specifically targeting a mass-market audience drawn by the intellectual property.
  • The combat tutorial emphasizes mission objectives over direct engagement, teaching players to manage action points and evaluate the risk-reward ratio of fighting versus reaching exit points.
  • The game incorporates a base-building meta-layer inspired by Clash of Clans, introducing resource management, time-gating, and character progression to establish a long-term core loop.
PocketGamer.bizOct 2015
Cover of Awesome Per Second - Don't Waste Time - Extra Credits
2 min
Extra Credits2 min

Awesome Per Second - Don't Waste Time - Extra Credits

Game design should prioritize the density of high-quality experiences over total play duration, a metric defined as awesome per second.

  • Game design should prioritize 'awesome per second,' a metric that emphasizes the density of high-quality experiences over total play duration.
  • Developers must ruthlessly edit their projects to remove content that is merely 'good' rather than 'great' to maintain a consistent interest curve.
  • The industry-wide pressure to inflate play time to justify price points often leads to the inclusion of mediocre filler content.
Extra CreditsApr 2015
Cover of Snakes and Ladders - How the Meaning of an Ancient Children's Game Adapted Over Time - Extra Credits
5 min
Extra Credits5 min

Snakes and Ladders - How the Meaning of an Ancient Children's Game Adapted Over Time - Extra Credits

Snakes and Ladders serves as a profound example of how game mechanics function as metaphors for cultural values and philosophical beliefs.

  • Snakes and Ladders originated in India approximately 2,000 years ago as a tool for moral and religious education rather than a test of player skill.
  • The game’s mechanics rely entirely on chance to reinforce the concept of fate and the karmic cycle of life, death, and rebirth.
  • In its original Indian iterations, the board layout featured more vices than virtues, reflecting a spiritual philosophy where regression was more common than elevation.
Extra CreditsDec 2014
Cover of PGC Helsinki 2014: Demo Time!
12 min
PocketGamer.biz12 min

PGC Helsinki 2014: Demo Time!

The 2014 PGC Helsinki showcase highlights three distinct mobile game titles, emphasizing the diversity of development strategies within the indie sector.

  • Indie developers are increasingly using soft launches in select regions to validate retention and engagement metrics before committing to global releases.
  • Two Men and a Dog’s 'Zombie Catchers' achieved a 44% content completion rate during its soft launch, validating the market demand for high-quality mobile platformer-base-building hybrids.
  • Hardcore Games is targeting the mobile CCG market with 'Star Admiral,' a 3D-modeled title currently in soft launch across Austria, Switzerland, and Canada that incorporates complex mechanics like energy sacrifice and tactical strike tracking.
PocketGamer.bizOct 2014
Cover of Power Creep - The Trouble with Expansions and Time - Extra Credits
8 min
Extra Credits8 min

Power Creep - The Trouble with Expansions and Time - Extra Credits

Power creep represents a significant design and economic challenge for persistent online games, occurring when new content renders existing elements obsolete through superior numerical performance.

  • Power creep occurs when new content introduces superior numerical performance, rendering existing game elements obsolete and devaluing historical player investments.
  • Relying on raw stat increases to drive progression often leads to the rapid abandonment of legacy content and can trigger a mass exodus of the player base.
  • Designers can mitigate power creep by introducing 'incomparables,' which are gameplay elements that provide distinct, non-numeric utility rather than simple stat upgrades.
Extra CreditsJul 2012