Learn professional techniques used to forecast the potential revenue of F2P mobile games including key performance indicators, how to estimate the size of your market, and genre based metric values. …
Can't stop playing Overwatch? I'm right there with you. The game dominated my spare time this year, with me often playing until the wee morning hours, all in the name of the next loot box or to extend my reign of terror in competitive play. In many ways, Overwatch has given me "one more match" syndrome in the way Civilization begs you to play "one more turn." Overwatch has been such a fun experience that I keep coming back to it, but I figured I could also have some fun with my latest gaming obsession. Therefore, I put together this list to let you know when you've passed a certain threshold, going beyond just someone who enjoys the game and into a fanatic that can't let go. So without further ado, you know you play too much Overwatch when…
You've prestiged more than three times and have an annoying, overcrowded portrait to show for it. Sadly, you know it's only going to get worse.
You've pulled countless all-nighters in the name of getting your competitive rank up.
You go into extreme panic if your competitive rank drops below what you started the season with.
You've thought up a ton of ideas for skins for Blizzard's holiday events. Look. Holidays are ripe for the picking, and even if Blizzard won't do them all it's fun to imagine our favorite characters donning attire to celebrate them. After all, we have Valentine's Day, St. Patrick's Day, Easter, Fourth of July, Groundhog Day…
Speaking of which, you're still mad that Solider 76 – AKA Dad – didn't get an ugly Christmas sweater skin.
This also means there are probably a few characters you "ship," such as PharMercy, McBoop, and Meihem.
You've spent more money on loot boxes than you'd ever admit to friends and family.
…meaning you probably have every cosmetic for your favorite characters.
Your computer is full of Overwatch fan art and memes. Hey, the payload jokes just write themselves!
You go home on your lunch break to get in a few matches.
Basically, you've stopped playing other games because it cuts into your chances to get another loot box and/or raise your rank.
You go into a little panic whenever the clock strikes noon.
You've watched the pro scene and try to integrate their strategies into your competitive play because you're that serious about "getting good."
Team composition can affect your current mood. You also analyze and obsess over this more than you should.
Your social life now consists of yelling at people to get on the payload and alerting them you have your ultimate.
Speaking of which, you've had nightmares about a frightening beast called "Overtime" and not reaching the objective in time to defeat it.
You don't know where some of the most important documents on your computer are, but you know exactly where each recorded Play of the Game is.
When the doctor asks you what's wrong, all you can muster is "I need healing."
You've started to live by the words of Zenyatta, impacting his wisdom on your family and friends. Remember, "True self is without form" and "Adversity is an opportunity for change."
When someone pisses you off, you hear D.Va's "Nerf This!" in your head and imagine throwing an explosive mech at them as they try to run away for dear life.
You've used being on a win streak as justification to keep playing match after match. Then when you lose, you say, "I'm not ending my night on a loss."
You don't even care that you're writing an article for work admitting all of these embarrassing things because it's OVERWATCH.
Blue Volcano Studio founder Brendan Votano breaks down the cost of his recent trip to the Tokyo Game Show for the benefit of first-time visitors. …
Japanese game industry trade body CESA recently polled nearly 2,000 game devs in Japan about how much they’re paid, and the results suggest it’s less than devs in the West. …
One year after launching its successful Kickstarter campaign, developer Ys Net and its head Yu Suzuki have released an update on how development of Shenmue III is going. It doesn't answer a lot of questions, but it is something.
According to Suzuki, the team is creating a prototype build for the game began back in January – which he points out is when the project really ramped up. He continues, saying both the game's battles and facial expressions are starting to take shape, leading to lots of cheers from his team. "It makes me feel it will turn out to be a good game," Suzuki says in the video.
The creator closes by asking fans to continue their support of Shenmue III. Not explicitly saying it, but potentially asking for more backing via the game's still-running PayPal campaign.
Shenmue III was announced last year alongside its Kickstarter campaign at Sony's E3 Press Conference as a joint production between Ys Net and Sony. It was met with large fanfare, meeting its funding in full in under 13 hours,and the developer has opened a second crowdfunding effort (the aforementioned PayPal campaign), as well as having been relatively quiet regarding the status of the game, its funding, and which backers would get what rewards.
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No release date has yet been provided for Shenmue III, which is assumed to be still early in its development cycle, though its crowdfunding pages point to a December 2017 launch. Sega has recently shown an interest in re-releasing the first two games in the series.
Suzuki has an uphill battle in front of him, one it may be hard to win. It seems to me that having such a long-awaited, highly-anticipated game comes with a big pro and con. The pro, perhaps most obviously, is the game stands a good chance of being successful, and one could surely argue that it already is. The con, however, is that Suzuki is facing a lot of expectations, from a lot of people. One year after Kickstarting his game, his approach seems dicey, at best. Being this secretive with a game people have invested a lot of money and time into could end up being to his detriment. It'll be interesting to see how this shakes out, and I wish the best for Suzuki and his game, but, as of now, I have my reservations about how good this game will actually be.
Project planning sets the scope of the game and its features and, through those, the amount of effort, time and money that is planned for it. …
Despite offering an expansive open world filled with monsters, political rivalries, and loot, many players of 2015 game of the year The Witcher 3: Wild Hunt spend more time in taverns littered throughout Temeria playing a creative card game called Gwent. CD Projekt Red noticed the intense following the pub game got, so it took the natural next step in creating a standalone digital card game that doubles down on the formula.
Gwent: The Witcher Card Game plays much like the version that appeared in the original game, but with a few minor but important tweaks. First, you are allowed to mulligan up to three cards at the start of every competitive match. Second, your deck is limited to four heroes. From there, the developers rebalanced the action to make sure certain play styles (like aggressively relying on spies in the first round) aren't overpowered, while improving the visuals and user interface. Each card has a premium version that is animated and interactive, allowing the player to change the angle of the card with an analog stick or mouse to appreciate the model. New abilities, cards, and mechanics are coming to Gwent as well.
Competitive play is grouped by skill tiers that players can climb or descend based on their performance while in the groupings. Beyond head-to-head play, CD Projekt Red is fleshing out the experience with offline, 10-hour campaigns for each of the four decks (Northern Realms, Scoia'tel, Skellige, and Monsters) complete with top-down maps to explore and untold stories starring both new and well-known characters from the universe. The stories play out in fully voiced comic book style cutscenes. As with any Witcher game, choice and consequences play a role in the adventures.
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In the demo we watched, Geralt is tagging along with a mercenary named Falibur and an elven guide named Milaen. The group is escorting a small girl named Torina who they find next to a slaughtered guard in a tavern. From here they set out in the open world, heading to an old elven ruin. Here the player can choose to explore or disregard the ruin. Exploration yields a new Gwent card called Scorch, which is an ancient elven recipe for a fire bomb.
As the group approaches a town, the girl transforms into a demon named Zaphire. A Gwent battle ensues in which the player can test out the new card. As the battle plays out, characters placed on the board will react to certain situations with voiced dialogue.
The depth of the Gwent experience for this standalone game is impressive for a free-to-play game. CD Projekt Red says it's still fine-tuning the microtransaction model, but stressed that they don't want it to turn into a grind fest for those who choose not to spend money.
Gwent is scheduled to move into a closed beta for Xbox One and PC in September, with a PlayStation 4 version to come at a later date. To sign up for the beta head here.
Xbox One players showed up in force with yesterday’s Fallout 4 mod rollout. The clamoring for this kind of support on console wasn’t just talk, with huge data demands crushing Bethesda’s servers for a while.
According to Bethesda Game Studios, the mod support launch on Xbox One generated 50 times the amount of traffic as the PC rollout. This gives the developer some metrics to learn from as it heads toward PlayStation 4 support in June.
Mods have long been a large dividing line between consoles and PC. Creating this kind of infrastructure on Xbox One and PlayStation 4 is a big step for living room gaming. The launch shows that there is certainly a market for this feature.