GDC Day 2 Daily Report

At this year’s GDC, a group of 12 from Chengdu-based Tap4Fun traveled together—which has this editor green with envy. All I can do is act cute every day and ask the experts on-site at GDC for updates and the latest news from the conference.While we may not be the fastest, Teahouse hopes to provide our fans with a daily overview of GDC in the simplest and most efficient way possible—through our daily reports.



Unity 5 Announced

Unity Technologies has released the latest generation of its engine, Unity 5. This marks another upgrade to the Unity engine series—widely used in the mobile and browser game industries—as it joins the ranks of next-generation engines.

Teahouse Review: Packed with perks.

Riot
Games: Two-thirds of players never finish a game



Many players won’t complete all the missions, even when faced with a game that has a compelling storyline.According to data from the Steam platform, the completion rate for *The Walking Dead* is 66%, *Mass Effect 2* is 56%, *BioShock* is 53%, *Batman: Arkham City* is 47%, and *The Elder Scrolls V: Skyrim*
》was 32 percent.

Most players do not complete the game; on average, only one-third of players finish a game.

Teahouse Review: Even free mobile games don’t make such claims.

The studio behind "Infinity Blade" reveals a new game



During the “Animation Bootcamp: Game Animation Prototyping” panel, Epic Games’ lead animator explained the studio’s design philosophy and showcased corresponding concept art and character models, similar to the 2011 technical demo featuring the hero “Samaritan.” The character will also appear as the protagonist in the upcoming game.

GDC Day 2 Daily Report

Teahouse Review: Looking forward to it.

Kabam: Three Keys to Success in Mid-Core Mobile Games



We recommend that developers treat game development as a profession; fundamental elements such as core gameplay and graphics quality are all crucial components of a game. The market performance of casual games depends on three factors: game exposure, player retention, and goal-based guidance. Goal-based guidance is particularly important; for players who dislike competition, offering daily objectives is recommended, as this helps improve player retention.The key to the success of casual games lies in ensuring players feel a sense of satisfaction from the achievements they earn upon winning. Games also need to provide reasons for players to keep coming back, even after they’ve completed all levels—for example, by adding a PvP mode.

Teahouse Review: The only reason players keep coming back to the game is because of “that person.” Social interaction!

Forgmind: Focusing on content updates and cross-platform development



"Badland," priced at 25 RMB, has reached 100,000 downloads. At the conference, the game’s developer, Forgmind, mentioned that the company’s future strategy will not focus on developing sequels, but rather on continuously updating the original game with new content. The company achieved a total of 7 million downloads during the week the game was offered for free.The company also pledged to bring the game to more platforms, with BlackBerry being Forgmind’s platform of choice—even though it currently has only 7,000 downloads on that platform.A free version with video ads will be released on Android, alongside an ad-free paid version. Currently, the Android version of the game has surpassed 6 million downloads, with an average revenue per user (ARPU) of $0.05. The Windows Phone version will also be launched within two months.

Teahouse Review: With a little more focus, they could do even better.

2013 F2P Development Summary



1. Although simulation and simulation-style games have the potential for long-term profitability, their development and operational costs can easily spiral out of control; game developers should avoid this genre as much as possible;2. When developing a game, developers should aim to ensure that players experience genuine joy and a sense of accomplishment upon completing the game; 3. Tower Defense (TD) games struggle to reach the top of the best-seller charts; currently, only Clash of Clans (COC) has been successful, and its success model is difficult to replicate; 4. The mobile gambling game market is becoming increasingly mature.

Teahouse Review: Summaries always end up taking a group of developers by surprise.

Gamevil Sets Its Sights on Global Expansion

This Seoul-based publicly traded company is set to release five mobile games globally on iOS and Google Play.These include: the RPG mobile game *Zenonia Online* (*The Legend of Zenonia*), the simulation RPG mobile game *Dragon Blaze* (*Glory of the Dragon*), the match-3 RPG mobile game *Dungeon Link* (*Dungeon Link*), which is similar to *Puzzle & Dragons*, the MMO game *Elements Epic Heroes*, and *Mark of the Dragon*, which is similar to *Clash of Clans*.

Teahouse Review: With So Many Imitations, How Can It Go Global?



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原创文章,作者:茶馆小二,禁止转载:https://youxichaguan.com/en/archives/213505

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