Pokazywanie postów oznaczonych etykietą mobile games. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą mobile games. Pokaż wszystkie posty

niedziela, 4 stycznia 2015

Android, iOS, Windows Phone games cheating.


The past two years, mobile operators and other parties to promote industrial cooperation, the mobile games business was a significant development. It stands to reason, by virtue of the enormous Chinese market capacity of mobile applications, mobile games should be the next big development. But the current situation, the pace of mobile games business is still slower than people expected, market size is far bigger. Therefore, how to accelerate the pace of development in mobile gaming business, as soon as the domestic mobile phone market, big game, and this is all in the industry, an important issue before.   

 Now mobile game market has not yet big, this is a whole industry chain of mobile game industry characteristics and industry development stage. Mobile game makers are moving upstream operators, handset manufacturers and downstream cell phone consumers. Although in recent years the rapid development of mobile games, but both the upstream or downstream of the mobile communications industry, market players are not the mobile phone industry mobile phone games, mobile gaming market did not receive adequate attention, industry, the market did not get good training, just at the edge of small market segments, while the mobile game industry is still at the initial stage of market entry.   

 Specific to the upstream and downstream links, one upstream operators to support and attention is not enough. The current mobile operators mobile games platform also can not satisfy the majority of mobile phone users to easily understand and facilitate the needs of mobile game downloads, the market is also a lack of more platform choices, other than the platform operators often because of policy and management such constraints have not been healthy development. Users need to access more convenient way and download the game means more efficient, lower threshold, so that it easier for users to download the platform support, this platform can not do without operator support.   

 Second, the binding properties of handset. This problem is particularly evident the past two years, mobile phone screen is small, small capacity, resulting in cell phones can only play games, plus color, operational and other deficiencies, lead to poor user experience. Many phones do not support the game features a number of mobile game play can not be downloaded to your phone. These become a major bottleneck in the development of mobile games.   


 Now run on mobile phone platforms are not uniform. The terminals are not compatible between manufacturers, each game requires a different handset models and transplant match, which greatly increased the input cost mobile game developers, elongated-to-market cycle. In the mobile game industry's lack of brand loyalty and product viscosity phase, taking into account economic, game manufacturers are reluctant to spend too much cost in this area, so a game can only play in limited models, limiting the game the dissemination and promotion. But to the user, is an inconvenience, sometimes like a game, only to find themselves models do not support, from so many games to find a suitable phone is not easy to play mobile games users has been affected.   


 Specific to the mobile game products and manufacturers themselves, because their properties by the mobile terminal and the existing properties, the present capacity of mobile games can not do much with the running game on the computer network can not be compared more , mobile games are often only tens of k or 100 k in size, are "small game", feature simple, beautiful images and computer games also can not be compared, which makes the viscosity of its users are not strong enough, often seen as used to boredom or fragmented time, "leisure" brand loyalty for mobile phone games and products are not high viscosity, is fragmented. A lack of brand loyalty and product markets with low viscosity is very difficult and big.   

 In addition, mobile game development degree of difficulty is not high, low barriers to entry, everyone is doing, quite a mixed bag manufacturers to enter this industry, the level of uneven quality games, download games and poor user experience, which dealt a direct blow the user's initiative, leading to customer churn and the expectations of the market is not high.   

 There is also a very important reason is that awareness of mobile gaming is also not high enough, this is a very important issue. China has 4.5 million mobile phone users, but less than 1% of users have downloaded mobile games, mobile game awareness is very low. It is also not mentioned in the industry, training, and the other, or even the entire SP mobile games market is not mature, policies variability and risk-resisting ability of the vulnerable vendors are restricting the development of this industry. Although this two-year mobile gaming industry in constant development, related industrial chain links, such as the performance of mobile terminals has been greatly improved, the new phone out of the game features support for almost all domestic and foreign trade exchanges more frequently than in the past , while the arrival of 3G will be available to the entire mobile phone games and better development opportunities, but it is undeniable that remains still in the mobile phone games and mobile phones the edge of the downstream market, the market capacity has been great, but the market did not do up, the user awareness and acceptance is still relatively low, but also mobile operators, handset manufacturers and mobile terminal manufacturers, games and even mobile phone users, including the mobile game industry chain links together.

Mobile games hacked!!! Android, iOS, Windows Phone and more!


     So you have a great concept for a mobile game and you've heard that free 2 play games with in app purchase is the way to go but you are not sure where to start. Guess what? You are not alone. Designing a good in-game store is very different than designing the core of the game and many game developers are unsure about how to do it right.



Let me take you through some of the keys to designing a store that users will enter frequently and hangout in for long periods:



? Put the store where users can find it and make it a natural part of the game loop

? Create items that players use in your game every day

? Make the store experience an interesting one

? Limit continuous game play



If you implement these elements in your game you are significantly increasing your chances to succeed. Adding a few of these is good but if you want 3 stars try to get them all. Here is more specific advice about each one of these:



Put the Store Entrance Where Users Are



Getting users to naturally enter the store as part of the game flow is very important. Let's check a few methods for achieving this. If your game has levels, it should be easy enough for you to add a button to the store from the screen that notifies the user about a successful level completion. Is your game is a 'survival mode' type game or an 'endless runner'? No problem. These games have limited sessions that usually end with a summary screen. This will be the right place to put your store button. Designing other types of games? If you implement the 4th tip you would actually break the game to sessions and would be able to use the session end screen. Alternatively, you can add the store button to screens that notify the user about achievements.



You can also use virtual goods that require users to activate or equip them and use the store as the interface for picking the active character/vehicle/weapon. This will help you get users to the store more frequently.



Add Items that Players Need Regularly



Ok, so the store is now accessible from every screen in the game but why would a user want to enter it? Let's think about the real world. The store that we enter the most is the one that sells the product we use and consume every day. Let's create some goods like that and make them easy to buy with game coins. How easy? The user should be able to collect enough coins in 1-3 levels or a few minutes of game play. The good itself should be regularly consumed and should make it easier for the user to collect more coins. If you do this correctly you end up with a consumption loop that brings the users to the store almost every time they user plays the game.



Here is how to make an effective regular use good:



? Make it complement the game store (bananas for a monkey, fuel for a car, ...)

? Price it so that users can earn enough to buy it within a few minutes of game play

? Create an item that is fun to use and makes the game more engaging with it

? Give the item powers that will make earning coins easier



Design an Engaging Store



You should also give the user reasons to spend time in your In-App Purchase store (see  for more info about making IAP stores). Think of ways to make the store engaging and interesting for a long time - extend the variety, add some mystery and try to keep it fresh. If you want to look at a good example of store variety - look at CSR racing. That store has over 2 million items you can buy. You can also add mystery by using silhouettes to hide an item until the right time has come. This helps in keeping the user engaged and curious about what the store has to offer. The last bit is to keep your store fresh by adding items, unlocking items and even featuring seasonal items and limited editions.



Add Waiting Mechanics



If you want to really play it like the pros, you need to limit the user ability to play endlessly. This is a bit tricky so you will need to approach this carefully and be careful not to annoy your users. The best way to do it is by experimenting with different levels of limitations and measuring the impact on users until you reach the sweet spot. If you do choose to explore this direction, you should design a resource that is consumed naturally in gameplay and automatically adds up as time goes by. Candy Crush Saga, has 'lifes' and in other games you can see fuel or energy. When the user runs out, she can choose to do one of three things: buy more, stop playing and come back later or wait inside the game. If you followed the rest of the advice, the option of staying inside the game and visiting the store should be a likely choice for a user who wants to kill some time.












I already wrote about the risks in the last tip but if you look at the top games, most of them have some version of it. You just have to make sure you are balancing it correctly. I will discuss how to do it in one of my next posts.



CEO @ Soomla, Entrepreneurs x 3, Blogger x 4 SOOMLA is a platform for adding and managing In-App Purchase Stores in mobile games.



CEO @ Soomla, Entrepreneurs x 3, Blogger x 4 SOOMLA is a platform for adding and managing In-App Purchase Stores -  for more info.Article Source:  @ Soomla, Entrepreneurs x 3, Blogger x 4 SOOMLA is a platform for adding and managing In-App Purchase Stores in mobile games.