Drawing from insights gained from Facebook and GameRefinery’s brand new report on mobile gaming genres, this episode of the Mobile GameDev Playbook delves into the popular RPG Genre. Titled ‘Genre and great games – Understanding Audiences and Designing Better Mobile Games’, the report provides valuable genre-level insight across mobile games in the US, UK, South Korea and Japan. With a specific eye on RPG’s, the podcast takes an in-depth look at genre fulfilment, community, monetisation and ad preferences for RPG’s. We’re joined by Facebook Gaming to explore the differences and similarities in RPG design across the four main markets as well as what RPG fans are looking for in their games. We’ll also be exploring the winning features common to the most popular RPGs and how game developers can build games that their fans will genuinely love.
GameRefinery’s VP of Games Joel Julkunen joins host Jon Jordan along with special guest Deon Moh, Gaming Marketing Lead for APAC at Facebook. In this role, he not only drives the B2B marketing strategy for the region but also global gaming marketing initiatives for Facebook with the Genre and Great Games report being one of them.
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Topics we will cover in this episode:
1. Discuss the current RPG Market
2. RPG player preferences across markets – motivation, demographics and more
3. RPG monetization and player spend
4. The importance of Social mechanics
5. Ads in RPGs
Intro: Welcome to the Mobile GameDev Playbook. This podcast is brought to you in association with GameRefinery. Join us as we uncover the latest trends in mobile game design.
Jon Jordan: Hello, and welcome to The Mobile GameDev Playbook podcast. I’m your host, John Jordan. This is a podcast that provides insights into what makes a great mobile game and all the latest trends from the $50 billion mobile games industry. Now in this episode, GameRefinery has partnered with Facebook Gaming and Facebook IQ, and they’ve come up with a report called ‘Genre and Great Games – Understanding Audiences and Designing Better Mobile Games.’ This report provides valuable genre-level insight across mobile games in the US, UK, South Korean, and Japanese markets. It focuses on four different genres: strategy, RPG, puzzle, and hyper-casual. For those genres, it delves deep into four key topics, which is genre fulfilment, community, monetization, and advertising preferences. It’s a fantastic report, a lot of stuff in there too much for one single podcast though. In today’s episode, we’re taking a deep dive into one of the most popular and certainly one of the most lucrative of genres, and that’s role-playing games. As ever, bringing his extensive experience into play his GameRefinery chief analyst Joel Julkunen. How’s it going, Joel?
Joel Julkunen: Hi, John. I’m great. How are you?
Jon: Are you ready to go deep into RPGs?
Joel: Yes, yes. Ready to go.
Jon: Good. Our guest this week is Deon Moh from Facebook. Deon has
led the Gaming Marketing team for Facebook in the APAC region for the past two years, driving its B2B marketing strategy, as well as global gaming marketing initiatives for Facebook, including this report. Hello, Deon.
Deon Moh: Hey, John. Hi. Thanks for having me on board.
Jon: Yes. Glad to have you on board. You two are our experts for today’s podcast going into RPGs. Joel, maybe can you provide us with an overview. What’s going on generally in the genre of RPGs?
Joel: Yes, sure. RPG, of course, is one of the most popular mid-core genres in mobile. It can be, of course, divided into several sub-genres like turn-based RPG, action RPG, MMORPG, puzzle RPG, idle RPG. A lot of different games to be enjoyed, but of course, all of these share the same principles, of course, revolving around character development and collection and some level of story elements, item crafting and collection, and treasure hunting and stuff like that. Recently if we look at, for example, the Western markets we can see that there are a couple of older titles that have been really really popular like Summoners War in turn-based RPG. Then a couple of a bit newer ones like MARVEL Strike Force and
then really recent, really successful Seven Deadly Sins. A lot of stuff going on in the genre, of course, and then if you think about features and the trends in RPG, those games have always been revolving around collection and progression mechanics, social elements like guild mechanics playing together with your friends. Now more than ever, it’s event-related co-ops, like raids and playing together with your guildmates against other guilds like Guild Wars, they are really trending. Basically, it can be said that there are not too many successful RPG titles that don’t have any of these deeper social elements or these live event live-ops a lot.
“Now more than ever, it’s event-related co-ops, like raids and playing together with your guildmates against other guilds like Guild Wars, that are really trending.”
Jon: Yes. Now it’s interesting because I think for a good RPG it has to have such a lot of content and it’s getting players so engrossed in these characters that they’re taking from level one, and then whatever the level cap is. They’re spending all this time. It seems that the changes that happen on a day to day basis are minuscule and tiny and maybe you levelled up your sword from level one to level two, not even a character, but then this loops because they last for so long. It’s fascinating how game designers can use that motivation of the player and build all these incredible structures around it.
Deon, you’re coming from the APAC region, and it’s particularly interesting how there’s a difference between Western and Asian RPGs. How do you see that?
Deon: The interesting thing is that gaming is such a global commodity. You get to see top games that really perform well span across similar markets. You get similar games across similar markets, but naturally, there are nuances. One of the interesting things that we’ve seen for RPGs, for example, is in terms of the emotional tone that they look for when you want to decide a new game to try out. In the US things like adrenaline and it being challenging is the emotional tone that they typically look for. In APAC, we’ve seen in some markets, like Japan, actually having a more humorous tone in the way the game is conveyed is actually more attractive. Right. That’s, I think, one of the interesting things to take note about. Also, depending on the sub-genre of RPGs that you’re looking into. For APAC, or, Japan, specifically in the South, the sub-genre is RPG more like MMO RPG actually – they want to hear more from developers on behind-the-scenes, like how was the game made, what is done. Then naturally in the US, you get more just wanting to communicate with the developers and understanding more about the in-app events. You see very different preferences from both sides of the regions.
“The interesting thing is that gaming is such a global commodity. You get to see top games that really perform well span across similar markets. You get similar games across similar markets but naturally, there are nuances.”
RPG player preferences across markets
Jon: In terms of maybe thinking of players, what’s the typical RPG player, who is it? Does everyone play RPGs, or is it kind of focused on a specific genre age breakdown?
Deon: Yes, sure. Based on our insights, we’ve noticed that RPG players across the four markets tend to be the majority are mainly male. Although females actually make up quite a surprisingly closer number than what people would expect. More than 65% are typically between the ages of 18 and 44, so you get a quite good range as well.
The other thing that’s interesting is RPG players, on average, play more games than the typical mobile game player. They are more likely to experiment to try new games. Their every session also lasts longer. The majority of them actually say that they play for more than half an hour, 30 minutes every day. They’re also more likely to play online multiplayer mode. They are, in a sense, more likely to play with other people in their games. That’s probably a pretty good summary of them.
“RPG players, on average, play more games than the typical mobile game player.”
Jon: Okay, cool. Deon, I guess we all assume that RPG is one of the most lucrative sectors in mobile games. Do we have any data around whether people who play RPGs are more likely to spend money on in-app purchases at all? How does that compare to other genres?
Deon: That’s a good question. It’s actually quite interesting. I can’t say for sure if they are more willing to spend money in-game, it depends on who you’re comparing against. If you’re comparing against the general gaming population then yes. They are more likely to make an in-app purchase. What’s interesting is that even though for an RPG genre IAPs or what we call in-app purchases are more common, right? Even though IAPs are more common in the genre, what we’ve noticed with this research is that RPG players are also open to in-app ads as a form of monetization. They’re willing to actually watch ads in-game. 90% of players in Japan and 70% of players in the US say they’re okay with seeing in-app ads. While this is interesting, it’s important to note that you need to cater for their preferences of watching ads in-game, and generally, RPG players prefer longer, less frequent ad breaks compared to shorter, more frequent ones.
“RPG players are also open to in-app ads as a form of monetization. They’re willing to actually watch ads in-game. 90% of players in Japan and 70% of players in the US say they’re okay with seeing in-app ads.”
Jon: Joel, player motivations was a big part of this report. What are the key things that designers who are making RPGs, what are they doing to ensure that they can retain their players and keep them sticking around for as long as possible?
Joel: Yes. Totally. I think you put it really well, Deon, with a lot of interesting data, the data there. Based on our findings, and from my own experience, playing RPG games that fits the picture. RPG players, if you think about the motivations and why they for example, what they look for in the game. It’s a lot about being dazzled by something new or unique, finding something, collecting character. Whether or not this turn-based RPG where you collect your favourite characters and different versions of your characters. Or in an MMORPG, you want to find the best possible gear. There’s a lot of kind of collection and finding and improvement, improving your skills also. Then if you think about mobile games in general, where the social elements, of course, and community elements are really important RPG games are no exception. One of the RPG gamers and the games themselves have a high emphasis on community building, like having guild mechanics, having co-ops, whether or not they’re event-related or PvP or PvE meaning versus monsters. A lot of RPG players also tend to network with other people and help each other achieve something together. Those are also universal characteristics if you think about today’s gamers in general because this is a trend that we can see also in casual games. People want to feel connected.
“RPG gamers and the games themselves have a high emphasis on community building, like having guild mechanics, having co-ops, whether or not they’re event-related”
Jon: Right, we’re talking about a lot of different things here, but one of the major trends that we’re seeing is that really the most successful RPGs are implementing, particularly ones that maybe stand out from current trends that we’re seeing in other genres. How much crossover actually is there between trends across mobile games and RPGs?
Joel: Yes, yes, that’s a really good question. I would say that some of the higher-level trends are universal in mobile games. Like I mentioned the importance in community building or social elements. Also, like live event loops, and live ops that are, of course, something that’s trending across all games. Then if you go specifically to RPG games, for example, community elements, all the RPG games in mobile for years have had guild mechanics or things around communities, at PvPs of course, in arenas and whatever. It seems that nowadays, the best performing RPGs are differentiating from the other RPGs in their so-called key features that we mentioned in the report as well. Features that are much more common and utilized by the top-grossing or top-performing RPG games versus the other ones.
Then when you go deeper to those features like in community features, you can see that there’s a lot more emphasis on different kinds of co-op modes. Whether or not they are co-op synchronous or asynchronous raids or PvEs or guild wars, or they can also be like development efforts to do in your inside your guild you have these research efforts, for example, like clan perks that give a boost to everybody and everybody contributes, or you have this task or quests that everybody in the guild makes an effort towards. Then when we complete the quest, everybody gets rewards. A lot of doing things together is highly trending inside RPG. Then if you go to the competition side like the PvP, player-versus-player gaming, which is a big part of RPG has always been in mobile, how it now is evolving in the top games is that there are more and more different modes, PvP modes coming to these games. For example, RPGs have this asynchronous arena possibility where you go to an arena. You are matched against players with similar power levels, and there are players controlled by the AI. Still, nowadays, there are a lot more different kinds of modes that you can participate in at different player levels. When you have played the game more and more, you don’t get bored with one PvP mode. You have these other PvP modes like World Arena and Summoners War, which is ESports of its own. We’re going to build more depth on the social limits. I would say that is the thing that nowadays, the top RPGs are doing the most.
Jon: Yes, that makes sense. Deon, when we’re looking in the report you did work around what motivates people who are playing RPGs. Can you break out some numbers there about exactly, what are the things that are attracting them?
Deon: Yes, sure. I think when you think of the RPG, it’s a role-playing game, and you try to rank what matters to players, what do they look for in a game? What we noticed that across the board you see is like a simple top three would be things like character immersion, feeling accomplished, and being dazzled by uniqueness are key gaming motivations for RPG players. I think similarly in the report, we also asked them to say okay, if these are the motivations or the expectations, how well does the average RPG genre meet this expectation? We noticed that in some cases, they did it quite well, but in more often, they don’t actually meet them across all the markets. For example, 56% of RPG players in the US say that they play games to immerse themselves into another character of the world. But only 47% feel that current RPG mobile games deliver on this. You do know this discrepancy that happens. Actually, as you move across the market, you start to notice this a bit more, right?
“Character immersion, feeling accomplished, and being dazzled by uniqueness are key gaming motivations for RPG players.”
I think the UK has brought up that RPG players actually expect to be able to play games to connect with other players they know, but the reality is that not all RPG games are able to deliver on this. Which is why I think Joel spoke about these features that the community that’s important, and a lot of it also is along the lines of how well do they build in features that allow people to feel that they are accomplishing something, through in-game progressions, like through life events, special event, currency, characters, etcetera.
Jon: Yes, that makes sense. I think it’s interesting because when I think about maybe just me- when I think about mobile RPGs, I still think more about a singleplayer thing. That’s where the focus is, the player building up these characters and spending a lot of time grinding through all these dungeons or whatever they collect them set up. I guess it’s just historically, that’s what RPGs started out from on mobile. Then over time, as the structures have gotten bigger then developers have taken these retention features and these monetization features that have come from other mobile games or other non-mobile, the PC and console. It’s going to start to layer on actually, with RPGs now. I guess, with every genre, it goes through phases of starting off simple and it gets more and more complicated. The RPGs to me seem to be something that is probably one of the more complex genres now with all these things added on. I will say, maybe I’m not very good at these guys, but normally when I stopped playing an RPG and tried to get into guild, I normally get kicked out fairly quickly because I’m just not playing like all the time. I got a job, so I can’t.
Deon: Yes, that’s something that happens to me and I’m playing games for my job basically, but yes. I would say, I totally agree if I think like myself as a gamer and an RPG what it means to me in the PC console world, yes, there’s a lot of like Elder Scrolls, for example, Oblivion, Skyrim, and Morrowind, of course, they’re all single player emphasis. There’s a lot of the story that is a key emphasis of the whole experience. If you think about console-like Final Fantasy games. Of course, they have a lot of other story limits. Of course, the mobile RPGs also have to, and they try to do it to some extent, but like you said, the mobile environment is really different. If you think about the monetization, you have to have these retention elements and you have to have these all- have a lot of things that take the place away from the story elements and in deeper narratives, if you truly want to make a game that makes money, per se, that’s the rough way to do it. That might be one reason why mobile RPGs are at least the majority of those are putting the story a bit behind, on the backstage and then focusing more on the player experience and the retention. There are, of course, social elements that are really powerful and then live events as well and then tying those two together. If you think about that, who are we monetizing in the game? Usually the whales, players who have been playing for a long time, they are engaged with the game, they have sacrificed a lot of their time and maybe money to get their favorite characters. They are in these guilds that we get kicked out of for the players who play all the time. They get their adrenaline rush and their sense of accomplishment by being the king of kings of the hills in Guild Wars, for example. Even though it’s the same genre, in mobile, and at least when you go to a deeper level in those games, it shifts a bit. They focus on these games.
RPG monetization and player spend
Jon: That’s good. Yes, you brought up monetization. So maybe that’s something we should talk about. I guess it is interesting that because you are very focused on yourself characters and the things you can do to them and the colour progression you have, you have some really nice monetization hooks that the developers are hooking into. People are spending a lot of time and they’re very focused on these characters and what they look like and what they’ve got and they really understand the value of there’s a new kind of gear or that always I want to really level through this quickly to level up because something cool could happen to this character when they get to a certain point.
Deon, have you got any data around the different levels of monetization? I know we roughly, we think a very small percentage of most mobile gamers as a whole ever spend their money on in-app purchases. Do we have any data on what is the percentage of RPG players who spend money?
Deon: Yes, I think what I can talk about instead I think might be insightful is what they choose to buy. Not specifically the item, but what the elements are, randomness versus like the ability to– I don’t know, but pay to win, for example. When you look at it, across the US, UK, South Korea, Japan, naturally, the idea of buying something that’s random, with a random element, for example loot boxes, it’s not uncommon, but it’s not the significant majority. I think the majority know what they’re buying and it’s not random about it.
The only interesting example is in Japan where I expected more loot boxes to come up as an example, but surprisingly it’s not actually even higher than the other regions. That’s one thing that was surprising looking at this. I think the other thing is how willing are you to buy something that includes items that help you to win. Again, this was actually- I think maybe because RPGs are hard. You have to grind against like, who knows, a really tough AI bot or that level.
The more that the majority actually say that, across most markets, they don’t mind buying in-game purchases that actually includes items that help them to win, versus something that doesn’t help you to win, maybe something more aesthetic in nature. I think that to me was quite interesting to take note of. I will cover the ad preferences and the shift to IAA, which to me was also quite unique in itself.
Jon: Yes, definitely makes sense when you’re– I mean, we got pay to win. It’s an interesting mechanic I know. We could do a whole podcast on that and the regional variations they’re in. If you just take it more that you’re leveling up your characters or your- let’s call it your character set- you understand that in a lot of these RPGs, there’s a very clear kind of time is money scenario. Once you’ve been playing these games for a bit, you know how long it takes to gain what you need to level up with the XP or whatever. If you’re leveling up there, you might need some kind of resources to do that. I think actually one of the reasons that RPGs- in some ways, it makes it clearer. If you want to just play the game and grind and you know, if you keep playing, eventually you’ll get there sort of thing, unless the developer suddenly increases the character level cap, or you can pay to get there. I think that actually the more I find, which I tend to play turn-based RPGs, the more you play them, the more you understand what the financial balance is. “Is this actually worth $10 of my time?” Maybe it’s because I tend to play those games a little bit more than other games. I think it becomes quite clear then, clearer in my head at least. I don’t know if that’s something that has trickled to all mobile games, but probably it’s harder to be in some genres, if you can make it very clear. Then, since that it’s paid to win because I’m, as you say, I’m winning because I’m going to be able to beat that level 15 boss that I’ve been struggling to be for a week. I guess that’s why RPGs do generally monetize it.
I was looking at the report. It is really interesting if you look at it from a market point of view, like a country’s point of view. I think it was in Japan that 50% of all mobile revenue, gaming revenue comes from RPGs?
Deon: Yes. That’s huge in Japan. Like if you think about RPGs is by far the biggest genre in Japan, and then even if you go to sub-genres, turn-based RPGs is the dominant one. There are obviously interesting country variations. You can go to South Korea, there’s also a lot of RPGs, but their mixture of different sub-genres is a bit different. Of course, action RPGs and the most are more popular. In my eyes, you mentioned that when you play a game a bit longer like you said, you play like a turn-based RPG a bit more, then you tend to kind of see and realize the value of certain, let’s say bundle offers, for example. You understand clearly that this is what I want to buy or purchase. This is interesting because when you look at this let’s say more successful RPGs. When they introduce something new like they’re trying to monetize something new, there is a lot of work they have to do in terms of price points and balancing and the value that they’re offering to the players, because the pro players are a lot– more veteran players like yourself, for example, they understand that what is the value and the cost of something? There’ll be a couple of examples like in some RPG games when they have for some instance try to introduce new, like decoration, vanity items, or services like equipment items or new mechanics.
“There’s a big difference whether or not you are a newcomer or played for a couple of months, or if you’re a veteran player and that also tends to influence how these games monetize.”
There has been a huge backlash from the audience because they immediately understand that there’s no need for me to purchase this because I get more value by doing this and this and this, but for the newer players, this is not obvious because they don’t understand the economy of the game that well. That is something I think in RPG games, all also in strategy games, all of these mid-core games that have let’s say– that they tend to play months and months to an end. There’s a big difference whether or not you are a newcomer or played for a couple of months, or if you’re a veteran player and that also tends to influence how these games monetize.
The importance of Social mechanics
Jon: It’s a good point there that you– I think again, it’s something for all mobile games, but particularly for these, what becomes very complex games is that they start off very simple. They start to add features over time, and then that’s fine for the players who’ve been playing since the game launched, but then for new players and it can become quite difficult to understand what on earth are all these different arenas. Again, that’s kind of, I guess maybe that’s why there’s always opportunity for new games to launch into a space. One thing I was going to say, and this is maybe, because I’ve said I play a lot of RPGs, do we think that people who aren’t making RPGs could learn some lessons about how to certainly monetize? How to build community? Certainly, it’s something we’ve not mentioned very much. Live events. It seems that a lot of the RPGs have been very good at building these live events, which are events where specific things happen for a certain period of time only. Then you said if you’re not playing the live event, this week, it’s not going to happen again. Do you think that they’ve been a bit underrated generally by mobile game designers?
Joel: Well, yes, a couple of years back, I would say that that would be the case, but I think the other genres have learned a lot from RPG and the mid-core genres. What I mean by this is that if you think about like you mentioned live events, or maybe if you think about guild mechanics and social mechanics. What we have seen in GameRefinery is that there’s a huge trend in casual space now at the moment. Also, that more and more casual games are starting to introduce, for example, guild mechanics. Like you see in match-3 games, Playrix is match-3 games, all of them almost have guild mechanics. They have season passes or battle passes. Then they also have utilized loot boxes and gacha mechanics, which are traditionally more used by RPGs. Yes, there are a lot of things that other developers can learn from RPG games. There’s creating, I think in mobile games, in general, is that there’s a lot of these mechanics that can be used in all genres, basically. For instance, guild mechanics. In your own genre, you just have to learn how to fit that mechanic in the kind of fun in the game so that it doesn’t cause any balance issues or drive your players away. If you think about live up loops, like live currencies, exclusive live event characters of benefits, that can be used in other genres as well to boost the monetization during live events and boost the efficiency of live events. Then if you take up retention mechanics, just go and play any of those top-grossing let’s say US top-grossing, 10 best RPGs and you see how important having a great kind of a social element framework and all of these co-ops and what they can do to your retention. Of course, assuming that the game that you’re making is good by itself, the core game is good. There are a lot of things but this of course can be said across almost any genre. All of these mobile games could learn from each other feature-wise.
Ads in RPGs
Jon: Deon, you mentioned earlier a little bit about the ads and that people who are playing RPGs liked longer ads less frequently, do we have any data around what sorts of ads they like? It strikes me most RPGs are generally in some sort of fantasy type setting. I guess there are probably some in contemporary settings, but generally, it seems to be kind of fantasy settings. I wonder how does a type of ad matter? So if you’re advertising a soft drink, a real-world soft drink, or real-world items. Do you have any thoughts about whether those ads work well or does it work better if it’s other RPGs being advertised?
Deon: I’m just going to speak from my point of view as a gamer. I think, we treat not normally gamers and you take the RPG genre which is definitely not a casual genre. I think there’s a lot of genuineness that players look for. Like, is this something I can relate to in an ad? Naturally, yes, gamers would like to see ads about other games that I will enjoy. Not necessarily does it mean that the soft drink is bad, but that’s just my own preference. I think when you talk about, let’s say in general like the ads that would attract an RPG player. I think we’re speaking about this, like a new game. You’re just launching a new game, you’re trying to see what ad makes sense. There’s two parts of the app that we look at. One is, which I covered a little bit, was the emotional tone. What is the emotional tone of the ad? Like I said, I think there’s nuances between, I think East and West. In the US and UK, you typically see, like the tone is more challenging and adrenaline pumping. That’s typically coming up. I think when you move towards the East, like Japan. Depending on the one you’re looking at, the more humorous or funny thought comes up, instead of it being challenging, which I spoke about. The other thing I think that’s interesting is the ad detail, what do you choose to feature in the ad? I don’t have that soft drink you know, insight for you, but I think when you talk about games, RPG players typically like it when you showcase the main gameplay or the progression of characters and the story. I think one very interesting thing that came up from the Japan site is that they seem to have a preference for showcasing the game’s art style. How close to us in the game to what the ad is showing us, that is something that they really look or have a preference for in Japan. Yes, that’s probably the insight I can give on this part.
“RPG players typically like it when you showcase the main gameplay or the progression of characters and the story. In Japan for example, they seem to have a preference for showcasing the game’s art style.”
Jon: Great. Thank you very much. I think we’re coming to the end of our time, talking about RPGs. Maybe it’s good for me to check a conclusion to what we’ve been saying. I think if people who are listening to the podcast haven’t been playing RPGs, they haven’t had a lot of experience. It’s definitely good to dive into the deep end and start downloading some of these games, particularly ones that come from different territories from where you live. I think it was quite eye-opening how the different regional variations work. I think what we’ve been seeing, what we see certainly from the report is why people play RPGs is really to get immersed into these characters and really get very focused on progression through that. That feeds into a fairly high level of monetization because players can they’re very focused on progression and getting through to higher levels, whether that’s in terms of the environment or against other players. Then they can make a see in their minds, the value of that something, I guess, that’s come more recently to RPGs, but now I’m very strongly as this idea of communities and Gildan Alliance, Then you have to be really committed to the Gildan Alliance if you want to stay in there and not get kicked out. Then maybe surprising some people that, although these are games that are highly monetized, there’s also a strong trend to have ads in there as well. I think in general, still, mobile game developers are not necessarily thinking as deeply as they could do about their ad strategy because it’s very powerful to allow people to gain access to certain currencies and rare items in the game.
That is the overview for RPGs should say thank you very much to Joel and Deon for your insight today.
Joel: Thank you.
Deon: Thank you very much.
Jon: Thanks to you listeners. The report is out now we will have links to that in the show notes. Definitely go and download that is really in-depth into these four different mobile games genres and 90 pages of really fascinating data and facts about that.
Obviously, thank you for listening to the podcast and don’t forget to subscribe to the Mobile GameDev Playbook on your platform of choice. We are releasing a new podcast every month. In fact, I know we have another one, the next one coming I’m really looking forward to. That’s going to be a really great one as well. I want to tell you different subjects to what I’ve been talking about. We’re really covering all bases, but thank you very much for listening and come back next time.
Did you like the episode? If you haven’t listened our previous one yet, you can find it here: Mobile GameDev Playbook Episode 6: Understanding Player Motivations and Archetypes with Rovio and Fundamentally Games