Check This List Twice
Connected to as many game developers large and small as AC+A is, it’s tough to escape the occasional gloomy prognostication on the state of mobile games. The hyper-competitive nature of our industry sometimes afflicts us with a KPIs-first mentality. We never get enough time to just. have. fun.
So in this, 2015’s last Compulsion Loop before the Christmas break, while our team members vote for their picks for Game of The Year (ready for the first Compulsion Loop of 2016), we think all of us should feel fortunate for doing what we do. Because it’s important to be thankful for all the cool @$%^ that fires us up to go to work in such a dynamic, creative industry every year.
Happy Holidays from AC+A,
StormBorn: War of Legends
Why Play? Juicebox Mobile showcases the best of the best tutorials for midcore games. Showing users what to do via a guided FTUE, while at the same time allowing them to explore all the options the game has to offer, makes this game one of the most optimized on-boarding experiences for the RPG genre.
Star Wars: Galaxy of Heroes
Why Play? The movie is right around the corner, but the games are out and it’s clear which game is raking in the most cash, Star Wars: Galaxy of Heroes. It’s a turn based battle game with a heavy focus on collecting characters to bring into battle. The combination leverages EA’s success with similar mechanics in FIFA and MADDEN, but is perfected here. They’ve kept the free to play mechanics that have worked like daily activities, but simplified the core gameplay to focus on the collectability of characters in the world’s most beloved universe.
MADDEN NFL Mobile
Why Play? See how a perennial packaged-goods hit like Madden has cracked the top ten top grossing with an evolved lineup of free to play mechanics. Live events play a big role now, sitting at the top of the game menu. They structure play sessions and give players a reason to return every day.
Does not Commute
Why Play? Play this critical darling for the clever groundhog-day like driving mechanic, and for the unique monetization model where the whole game is free, but the ability to use checkpoints will cost players $2.99. They are monetizing on the game design’s weakness, the repetitious nature of the game.
CompulsionLoop is AC+A’s (adriancrook.com) weekly pursuit of providing a Featured List for those in the games industry. A look at the latest must-play apps, along with short, useful takeaways from our team of game design and product experts. If you have a game that you think your industry colleagues should try, we’d love to hear about it at firstname.lastname@example.org. Don’t forget to tell us why industry insiders should be compelled to try out the game (see what we did there?).
Know a game that you think others should play? Let us know and tell us why we should play it.
Thank you for reading and we look forward to helping you discover more games that you can glean learnings from. Feel free to reply to this email or contact email@example.com — we’re always happy to hear from you.
Have a great week!- Adrian Crook www.adriancrook.com