Going to the Store

Free-to-play games. The ol’ f2p. “If they’re free to play, then why do they have a store,” I hear my shoulder demon ask, in a poor impression of Jerry Seinfeld’s worst standup.

And yet, stores they have. We take for granted that there’s a place where you can buy soft currency for hard currency, hard currency for real money, and loot crates. After all, that’s where f2p games make their money, and those devs gotta eat. Right?

Well, not exactly.

I mean, sure. The devs have to eat. Nothing against that. But is the store where f2p games make their money? No. And that shouldn’t be surprising.

The primary purpose of the store in a f2p game isn’t to explicitly sell the player anything.

I’ll go one further:

If you’re using your in-game store as though it’s the primary point of commerce in your f2p game, you’re minimizing the odds that you’ll successfully sell anything within your game.

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Some Thoughts on Creative Vision

Throughout my career, I’ve heard that lead designers should be the visionaries for their projects. That statement contains truth, but it doesn’t contain the whole picture. The lead designer for any project must know what they wish to make, yes. Heck, the lead designer should know what they’d want to make if they had an ideal set of development circumstances.

Knowing what you’d like to make in an ideal world, however, isn’t the same as knowing what you can make in the real world.

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Things That Will Never Be – Part 1

As a game designer, one of the things you have to deal with is coming up with ideas that will never, ever see the light of day.

Over time, you appreciate the process, even if those games will never get produced. With each new idea, you get a little better at articulating what might make an interesting experience.

Like any designer with any time in this industry, I have many ideas that only exist in the form a single document and my mind. Some ideas only exist as an outline. Since I’m digging through my own past documents, I’ll share what I find as I find it.

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