I’m a pretty big Star Wars fan and I really love Star Wars video games. I have fond memories of playing X-Wing vs. Tie Fighter as a kid and have played most Star Wars based video games since. Recently, I’ve been playing Star Wars Battlefront 2 (BF2), but there’s something that’s really been bothering me. Specifically, Battlefront 2’s reworked progression system is a painfully grindy experience that incentivizes suboptimal gameplay for enjoying the game. However, with a couple small changes, Battlefront 2 could be significantly more fun and rewarding game to play.

Background and Launch Controversy:

To provide some background, BF2 is an online…


As a somewhat avid player of free-to-play mobile games, I frequently come across games with less than optimal player experiences. These experiences may manifest through monetization tactics, UI design, metagame, or actual gameplay components. While I’m usually forgiving of mobile games, every once in awhile I come across a game that seems determined to prevent me from enjoying their game; this has been my experience with Dynasty Warrior: Unleashed.

Note: While this article focuses on one game, in particular, I recognize that many games use the same tactics I’m going to gripe about. …


TL;DR: On April 25th, Heroes of the Storm (HoTS) made a pretty massive update to it’s metagame economy, cosmetic content, and metagame progression systems. Not only has Blizzard introduced multiple new features as part of its HoTS 2.0 update, but the features build off of each other in a way that I believe has helped increase the stickiness of HoTS and encouraged the ‘just one more game’ feeling. While the core gameplay has not been changed, changes in these other systems could help bring back players back to HoTS (revivals) and increase both engagement and retention of existing players.

Key…


In the previous posts I provided a somewhat objective analysis of Warhammer 40,000: Freeblade on topics including gameplay, game loop, in-game economy, and monetization. In this final post I’m going to wrap up the analysis and provide my opinions on what Freeblade does well (What’s Hot), areas for improvement (What’s Not), and some specific recommendations I think the dev team should consider to keep Freeblade engaging.

Part 1 — Game Basics
Part 2 — The Game Loop
Part 3 — Game Economy
Part 4 — Monetization
Part 5 — What’s Hot vs. What’s Not

What’s Hot

Core Gameplay:

At the core I really like…


In the previous posts of Warhammer 40,000: Freeblade Deconstructed we’ve looked at the gameplay of Freeblade, the game loop, and the in-game economy. In this post, I’m going to share my views on monetization in F2P games and explore monetization in Warhammer 40,000: Freeblade.

Part 1 — Game Basics
Part 2 — The Game Loop
Part 3 — Game Economy
Part 4 — Monetization
Part 5 — What’s Hot vs. What’s Not

Mobile gaming has been a gamer’s dream come true. Since mobile apps became available through Apple’s App Store we’ve seen a flood of games from both established and…


In the first post of Warhammer 40,000: Freeblade Deconstructed I provided a high-level overview of the gameplay in Warhammer 40,000: Freeblade. In the second post I dove into the game loops that keep players engaged and coming back.

Part 1 — Game Basics
Part 2 — The Game Loop
Part 3 — Game Economy
Part 4 — Monetization
Part 5 — What’s Hot vs. What’s Not

In this post, I’m going to cover the topics related to the in-game economy of Warhammer 40,000: Freeblade including:

  • In-game currencies
  • Currency sources
  • Currency sinks
  • Ads

In-game currencies: Similar to many of the free-to-play…


In the first post of Warhammer 40,000: Freeblade Deconstructed I gave a high-level overview of the gameplay in Warhammer 40,000: Freeblade. In this post, I’m going to provide an overview of the game loop that keeps players engaged and coming back.

Part 1 — Game Basics
Part 2 — The Game Loop
Part 3 — Game Economy
Part 4 — Monetization
Part 5 — What’s Hot vs. What’s Not

At its core, Warhammer: Freeblade has a simple game loop, and I believe PixelToys, the developer, has done a good job of designing activities in a way that encourages both repeat…


TL;DR: Warhammer 40,000: Freeblade is a relatively new iOS mobile game that I believe does a good job of incorporating monetization, ads, and in-game currencies to reinforce a strong core game loop. Over a series of 5 posts I’m going to deconstruct the cross-section of gameplay and monetization in Warhammer 40,0000:Freeblade, identify what it does well, and where there is room for improvement.

Part 1 — Game Basics
Part 2 — The Game Loop
Part 3 — Game Economy
Part 4 — Monetization
Part 5 — What’s Hot vs. What’s Not

As an avid gamer, I play lots of games…

Matthew Camp

Passion areas include video games, marketing, tech, and leadership.

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