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Cover of FTUE: Eternal Arena
14 min
PocketGamer.biz14 min

FTUE: Eternal Arena

The first-time user experience of the mobile card-action RPG Eternal Arena reveals significant friction points in the initial onboarding process, primarily centered on technical implementation.

  • The 168MB secondary download requirement at launch creates a significant barrier to entry, risking user abandonment before the tutorial begins.
  • Implementing background asset downloading during tutorial gameplay is recommended to replace the current forced wait time and improve initial retention.
  • The game utilizes a hybrid model combining action-RPG combat with card-based collection mechanics to drive long-term engagement and monetization.
PocketGamer.bizNov 2015
Cover of Palringo on why mobile messaging is great for gaming
11 min
PocketGamer.biz11 min

Palringo on why mobile messaging is great for gaming

Integrating mobile games into social messaging platforms represents a significant evolution in digital engagement, shifting the focus from isolated gameplay to social-first experiences.

  • Mobile messaging apps have become the primary digital environment for users, surpassing traditional web browsers as the central hub for content discovery and community engagement.
  • Integrating games into messaging platforms bypasses the high competition of saturated app stores by leveraging pre-existing social networks for direct user acquisition.
  • Embedding chat functionality directly into games increases player retention by shifting the value proposition from isolated mechanics to social connections and peer-to-peer loyalty.
PocketGamer.bizNov 2015
Cover of China's Regulatory Environment for Games
Report39 pages

China's Regulatory Environment for Games

China’s gaming industry operates under a highly structured and rigorous regulatory framework designed to align digital entertainment with national cultural standards and social stability.

  • Foreign companies are strictly prohibited from directly operating or controlling online games in China, necessitating complex contractual arrangements to manage intellectual property and profit settlement.
  • All gaming titles must undergo a rigorous, multi-agency approval process to obtain mandatory telecommunication and online publishing permits, as well as individual copyright registrations.
  • Operators are legally required to implement mandatory anti-addiction systems for minors and ensure all content strictly adheres to national cultural standards and censorship guidelines.
Neogames FinlandNov 2015
Cover of FTUE: Mobile Strike
13 min
PocketGamer.biz13 min

FTUE: Mobile Strike

Mobile Strike, a contemporary military-themed strategy game developed by Epic War (a subsidiary of Machine Zone), utilizes a highly structured, tutorial-heavy onboarding process designed to rapidly integrate players into its complex resource-management and alliance-based ecosystem.

  • Mobile Strike, developed by Epic War (a subsidiary of Machine Zone), utilizes a highly structured, tutorial-heavy FTUE that prioritizes immediate engagement with core resource-management loops over narrative or visual spectacle.
  • The onboarding process employs forced progression and visual cues to teach players the game's five soft currencies and complex menu-driven systems.
  • The alliance system is introduced early in the FTUE to drive long-term player retention, social stickiness, and collaborative monetization.
PocketGamer.bizNov 2015
Cover of How Farm Away neatly integrates incent video ads
6 min
PocketGamer.biz6 min

How Farm Away neatly integrates incent video ads

Incentivized video advertising has emerged as a primary monetization strategy for free-to-play mobile games, effectively balancing developer revenue goals with player experience.

  • Futureplay’s Farm Away integrates incentivized video ads directly into core gameplay loops, allowing players to exchange ad views for tangible benefits like temporary gold production multipliers.
  • This monetization model replaces intrusive banner or interstitial ads with a value-exchange system that prioritizes player experience and retention.
  • The game utilizes a dual-monetization strategy that successfully balances traditional in-app purchases with voluntary, short-form video advertising.
PocketGamer.bizNov 2015
Cover of China's Mobile Game Industry's Possibilities for Finnish Game Developers
Report8 pages

China's Mobile Game Industry's Possibilities for Finnish Game Developers

The Chinese mobile game market represents a significant growth opportunity for Finnish developers, having surpassed the United States in total downloads and approaching it in revenue.

  • The Chinese mobile game market is a high-priority target that has surpassed the U.S. in total downloads and is approaching parity in total revenue.
  • Market entry requires a local partner to navigate strict government censorship, licensing requirements, and the technical integration of disparate software development kits.
  • The Android ecosystem is highly fragmented, necessitating distribution across approximately 400 different channels rather than a centralized store model.
Neogames FinlandNov 2015
Cover of FTUE: Farm Away
10 min
PocketGamer.biz10 min

FTUE: Farm Away

Farm Away, a mobile title developed by Futureplay Games, serves as a primary case study for the mechanics and user experience of idle farming games.

  • Futureplay Games designed Farm Away to transition players from active manual tapping to automated idle production, prioritizing immediate gratification over complex resource management.
  • The onboarding process is optimized for brevity, ensuring new users understand the core gameplay loop within the first ten minutes.
  • The game employs a 'view-to-play' advertising model that incentivizes users to watch short video ads in exchange for temporary profit multipliers.
PocketGamer.bizNov 2015
Cover of Completing Mission 4 in Episode 3 Prison Voices in The Walking Dead: No Man's Land
11 min
PocketGamer.biz11 min

Completing Mission 4 in Episode 3 Prison Voices in The Walking Dead: No Man's Land

Completing Mission 4 of Episode 3 in The Walking Dead: No Man's Land requires a strategic departure from standard squad compositions.

  • Mission 4 of Episode 3 requires abandoning standard balanced squad compositions in favor of a specialized, offensive-heavy loadout to counter high-density walker waves.
  • The primary objective is to secure locations by closing doors to block spawn points, a task that leaves the acting unit vulnerable for multiple turns.
  • Armored enemies necessitate a team structure that prioritizes high-damage output over defensive tanking capabilities.
PocketGamer.bizNov 2015
Cover of Biz Daily: Why Activision Blizzard bought King
9 min
PocketGamer.biz9 min

Biz Daily: Why Activision Blizzard bought King

The acquisition of King by Activision Blizzard for $5.9 billion represents a strategic effort to bridge the gap between traditional console and PC gaming and the high-growth mobile sector.

  • Activision Blizzard acquired King for $5.9 billion to bridge the gap between its traditional console/PC business and the high-growth mobile gaming sector.
  • The deal establishes Activision Blizzard as the largest pure-play gaming company in the Western market, providing immediate access to a global, gender-balanced mobile audience.
  • The transaction is valued at $18 per share, a 20 percent premium over King’s pre-deal valuation, and is financed through $3.2 billion in cash and bank loans.
PocketGamer.bizNov 2015
Cover of FTUE: Colopl Rune Story
13 min
PocketGamer.biz13 min

FTUE: Colopl Rune Story

The first-time user experience (FTUE) of the mobile JRPG Colopl Rune Story serves as a case study in balancing accessibility for casual players with the depth required by core gaming audiences.

  • Colopl Rune Story prioritizes early engagement by ensuring players achieve combat victories within the critical first ten minutes of the initial session.
  • The onboarding process utilizes a phased disclosure strategy, restricting access to complex menu systems and meta-game mechanics to maintain a low-pressure environment for new users.
  • To minimize player friction, the game employs a guided tutorial structure featuring visual cues like directional arrows to teach fundamental movement, combat, and resource management.
PocketGamer.bizNov 2015
Cover of How not to unbox an Apple TV
5 min
PocketGamer.biz5 min

How not to unbox an Apple TV

The Apple TV hardware experience emphasizes a premium, highly curated unboxing process that prioritizes tactile satisfaction and user guidance.

  • Apple TV prioritizes a premium unboxing experience through deliberate tactile design and user-friendly features like clearly marked removal tabs for protective films.
  • The device is engineered for a high-quality, substantial build that is intended to differentiate it from competitors such as the Nexus Player.
  • The remote control utilizes a hybrid design with a matte-finish touchpad and integrates Siri to shift the primary user interaction toward voice-activated content discovery.
PocketGamer.bizOct 2015
Cover of FTUE: X-Mercs
13 min
PocketGamer.biz13 min

FTUE: X-Mercs

X-Mercs, a turn-based squad shooter developed by Game Insight, demonstrates a complex onboarding process characterized by significant technical and instructional hurdles.

  • The X-Mercs onboarding process is hindered by a 2GB initial download requirement and prolonged loading times that delay active gameplay for several minutes.
  • The game employs a premature engagement strategy by requesting push notification permissions immediately upon launch, risking early user alienation.
  • The tutorial phase is intensive and slow-paced, requiring players to navigate extensive dialogue and guided combat sequences to learn mechanics like action point management and orbital cannons.
PocketGamer.bizOct 2015

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