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Phillip Black

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Economy Diagramming Using Figma & AI

๐—˜๐—–๐—ข๐—ก๐—ข๐— ๐—ฌ ๐——๐—œ๐—”๐—š๐—ฅ๐—”๐— ๐— ๐—œ๐—ก๐—š ๐—จ๐—ฆ๐—œ๐—ก๐—š ๐—™๐—œ๐—š๐— ๐—” & ๐—”๐—œ Every game/economy diagram worth its salt contains a +Power โ†” +Action slide. It says ๐˜ด๐˜ฐ๐˜ฎ๐˜ฆ๐˜ต๐˜ฉ๐˜ช๐˜ฏ๐˜จ, but usually itโ€™s not enough to understand what the hell is going on. Like traditional economic modeling, diagramming clarifies uncertainty by revealing a game's internal structure or โ€œwiring.โ€ It forces a simplification of assumptions, and, like the effect of understanding the world from a Mercator projection map, the diagram itself shapes one's understanding of reality. The most valuable economy diagram anchors in player action, where currencies play a secondary role. All diagrams start with either spending time or money: the two raw ingredients that all output derives from in games. Each further step is an action-driven refinement of the last stage. Along the way, usually deriving from the final production step, is a โ€œfinalโ€ good. This is ultimately what […]

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7 Things Squad Busters Needs to Experiment with NOW

7 Things Squad Busters Needs to Experiment with NOW The game needs to go crazier. If game development aligns with an explore-exploit model, Squad Busters must continue exploring. That means covering as much exploration space as possible. Eric Seufert makes similar claims in UA creative testing, and those lessons apply similarly to games. The changes from 2.0 were big, but they need to be bigger. 1. Deck Loadout EverywhereDue to short mobile session times, there is insufficient time to build depth through in-round progression. Marvel Snap is a goddamn gift from the CCG gods in this light, and remains the top tier benchmark. Players must be able to theory craft, which rarely happens in real-time. In auto chess, players have specific deployment phases, which is also true for CCGs, MOBAs, and Vampire Survivors. Players also enter with a known strategy.Squad […]

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Squad Bustersโ€™ original thesis has been falsified.

๐—ฆ๐—ค๐—จ๐—”๐—— ๐—•๐—จ๐—ฆ๐—ง๐—˜๐—ฅ๐—ฆ ๐Ÿฎ.๐Ÿฌ & ๐—ฆ๐—ฃ๐—”๐—–๐—˜๐—ซโ€™๐—ฆ ๐—ฅ๐—”๐—ฃ๐—ง๐—ข๐—ฅ ๐Ÿฏ ๐—˜๐—ก๐—š๐—œ๐—ก๐—˜ Squad Bustersโ€™ original thesis has been falsified. What once seemed like KPI paradise: hypercasual-esque core, aggregating Supercellโ€™s beloved IPs ร  la Super Smash Bros., and infinite consumable-based monetization with zero marginal cost, is now unrecognizable.ย ๐˜ ๐˜ธ๐˜ข๐˜ด ๐˜ฃ๐˜ณ๐˜ฐ๐˜ถ๐˜จ๐˜ฉ๐˜ต ๐˜ช๐˜ฏ, ๐˜ข๐˜ฏ๐˜ฅ ๐˜ค๐˜ข๐˜ญ๐˜ญ๐˜ฆ๐˜ฅ ๐˜ช๐˜ต ๐˜ต๐˜ฉ๐˜ฆ ๐˜จ๐˜ข๐˜ฎ๐˜ฆ ๐˜ธ๐˜ช๐˜ต๐˜ฉ ๐˜š๐˜ถ๐˜ฑ๐˜ฆ๐˜ณ๐˜ค๐˜ฆ๐˜ญ๐˜ญโ€™๐˜ด ๐˜ฃ๐˜ช๐˜จ๐˜จ๐˜ฆ๐˜ด๐˜ต ๐˜ค๐˜ฆ๐˜ช๐˜ญ๐˜ช๐˜ฏ๐˜จ! Yet, just a year later, the hypercasual core has vanished, giving way to multiple player-activated abilities and completely removing consumables. Squad Buster 2.0 attempts to simplify nagging launch criticisms, including combat readability, character UX, progression speed, agency out-of-round with unit selection, and agency in-round with abilities. It gets halfway there, but in solving some issues, surfaces others.The original mechanics captured contemporary design zeitgeist: merging, star systems, in-round progression and economy, roguelike, consumables, hero collections, and mods. Itโ€™s a system designerโ€™s dream, but itโ€™s spun the […]

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Overwatch Uses This One Content Productivity Hack

๐—ข๐—ฉ๐—˜๐—ฅ๐—ช๐—”๐—ง๐—–๐—› ๐—จ๐—ฆ๐—˜๐—ฆ ๐—ง๐—›๐—œ๐—ฆ ๐—ข๐—ก๐—˜ ๐—–๐—ข๐—ก๐—ง๐—˜๐—ก๐—ง ๐—ฃ๐—ฅ๐—ข๐——๐—จ๐—–๐—ง๐—œ๐—ฉ๐—œ๐—ง๐—ฌ ๐—›๐—”๐—–๐—ž Overwatch's new Stadium mode officially marks the launch* of Overwatch 2, building on the previous release's perk system. Inside Stadium, there's one content productivity hack, known previously only to the savviest Steam roguelike indie developers: conditional passives. Retention is the sum of each piece of content multiplied by the level of retentive units that content adds. For example, a profile picture may be low-cost but will likely add only a few units of retention per profile picture. In a world where titles like Call of Duty employ thousands of developers, the counter-thesis can't be to just produce smarter, but under an entirely different system instead. FPS developers quickly realized that map packs are poor retentive units producers. Packs typically resulted in a 2-3 week bump in week-over-week retention before resuming long-run equilibrium. The […]

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Forget the 30% – Bring Back IDFA!

๐—™๐—ข๐—ฅ๐—š๐—˜๐—ง ๐—ง๐—›๐—˜ ๐Ÿฏ๐Ÿฌ%โ€”๐—•๐—ฅ๐—œ๐—ก๐—š ๐—•๐—”๐—–๐—ž ๐—œ๐——๐—™๐—” ๐—™๐—ข๐—ฅ ๐—ฅ๐—˜๐—”๐—Ÿ ๐— ๐—ข๐—•๐—œ๐—Ÿ๐—˜ ๐—œ๐—ก๐—ก๐—ข๐—ฉ๐—”๐—ง๐—œ๐—ข๐—ก Blake Robbins and Mitch Lasky argue in Gamecraft Ep.18, "The Mobile Gaming Duopoly," that Apple and Google have squeezed innovation out of mobile gaming. Mobile innovation hasn't vanished; instead, it has splintered. And while it didn't vanish, it ๐˜ฉ๐˜ข๐˜ด slowed, but the culprit isn't IAP or a top-grossing chartโ€”it's ATT. Robbins and Latsky state, "There's this race to the highest ROI categoryโ€ฆcasino, match3, etc. Because the UA spend required to bring those games to mass market scale forces you out of innovative content and into these tried-and-true play patterns." Yet, this is how *all* markets work!As capital expenditure rises, it seeks less risky returns. Venture capital is a perfect example; investors need more market traction at each successive investment stage to write bigger checks. "Tried-and-true" genres like match-3 (M3) run dry of innovation as they […]

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Epic Games Achieves Mobile Webstore Liberation!

๐—˜๐—™๐—™๐—˜๐—–๐—ง๐—œ๐—ฉ๐—˜ ๐—œ๐— ๐— ๐—˜๐——๐—œ๐—”๐—ง๐—˜๐—Ÿ๐—ฌ: ๐—˜๐—ฃ๐—œ๐—– ๐—”๐—–๐—›๐—œ๐—˜๐—ฉ๐—˜๐—ฆ ๐— ๐—ข๐—•๐—œ๐—Ÿ๐—˜ ๐—ช๐—˜๐—•๐—ฆ๐—ง๐—ข๐—ฅ๐—˜ ๐—Ÿ๐—œ๐—•๐—˜๐—ฅ๐—”๐—ง๐—œ๐—ข๐—กย  Developers: you should ship updates to your in-app webstore UX TODAY: side-by-side pricing, knocking down scare screens, and an all-out webstore offensive the likes of which Stash and Xsolla have never seen. Tim Sweeneyโ€™s vendetta and suit against Appleโ€™s alleged antitrust violations have dragged on for four years. After the 2021 ruling and failed appeals, the issue was largely closed: Epic lost on most accounts but won in reducing anti-steering provisions, specifically Appleโ€™s refusal to allow developers to link to any URL containing a non-IAP payment method. These bystentine regulations forced experiences like Formula 1 to split into a standard app, which occasionally links to web content, and a TV app where users may IAP to buy a season subscription, and no web links. The issue, of course, is that the F1 website […]

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In Search of the Casual Habby & Meta SDK

๐—œ๐—ก ๐—ฆ๐—˜๐—”๐—ฅ๐—–๐—› ๐—ข๐—™ ๐—ง๐—›๐—˜ ๐—–๐—”๐—ฆ๐—จ๐—”๐—Ÿ ๐—›๐—”๐—•๐—•๐—ฌ & ๐— ๐—˜๐—ง๐—” ๐—ฆ๐——๐—ž Habby (Happy + Hobby) rewrote mobile's growth playbook when Archero exploded in 2019, and the studio has remained a case study in scaling hybridcasual hits ever since. The game coined "hybridcasual," surpassed $500M in revenue, and, more importantly, created a metaย sturdy enough to be recycled in every project that followed. Despite a surge in hypercasual puzzle games over the last two years, casual developers have yet to adopt the Habby Meta. The "Hobby Core" layers roguelike ability drafting, evoโ€‘fusion gear, elemental Roshambo, and a tryโ€‘failโ€‘progress saga over whatever momentโ€‘toโ€‘moment gameplay is compelling. Capybara Go and Archero 2 are now scaling the same meta to nearly $200m+ a year games, when Android China and ad revenue kick in. Habby is poised to break into the global topโ€‘twenty publishers on the strength of a single, […]

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Why Loot Boxes Exist

๐—ช๐—›๐—ฌ ๐—Ÿ๐—ข๐—ข๐—ง ๐—•๐—ข๐—ซ๐—˜๐—ฆ ๐—˜๐—ซ๐—œ๐—ฆ๐—งย  Nothing is as misunderstood as loot boxes in gaming (virtual currency is a close second). Critics decry them as a normalization of gambling that preys on weak impulse control.ย Strip away the moral panic, and a sanguine explanation emerges: Loot boxes solve two vexing economic problems. Games create highly variable value among players, and secondโ€‘price auctions reveal it. Magic:โ€ฏThe Gathering cards and Counterโ€‘Strike weapon skins routinely fetch five- or even sixโ€‘figure sums. However, while auction houses help maximize price, they exclude large portions of the player base from participation. Loot boxes address this inequality problem by correlating the reservation price (willingness-to-pay) with the actual price.Like any lottery, loot boxes fractionalize value by creating a chance-based โ€œticketโ€.ย Many games extend this to โ€œshardsโ€ or token-like โ€œpiecesโ€ of character that may be summoned when players collect a particular amount. This […]

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AI In Gaming Has Flopped

Two troubling signs for Gaming. First, Danielle Tran from Konvoy reports that AI accounts for only 10% of gaming investments, compared with 71% across all venture activity. Do VCs believe AI will transform every industry except gaming? AI is a growth mechanic, and the idea that gaming wonโ€™t benefit as much is a tough pill to swallow. But itโ€™s not necessarily wrong, as our relationship to entertainment rather than tech may limit AIโ€™s relative effectiveness in optimizing the supply chain. Second, the game from famed AI matchโ€‘3 studio Cosmic Lounge is in soft launch, getting another update this week, after its late December launch and first appearance. Pets & Puzzles looks like a standard matchโ€‘3, albeit with a superโ€‘cute Nintendogsโ€‘style meta. This is the first public AI gaming bet stepping up to the plate, and it looks like theyโ€™ll have […]

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Scopely’s Next Billion Dollar Hit

๐—ฆ๐—–๐—ข๐—ฃ๐—˜๐—Ÿ๐—ฌโ€™๐—ฆ ๐—ก๐—˜๐—ซ๐—ง ๐—•๐—œ๐—Ÿ๐—Ÿ๐—œ๐—ข๐—ก ๐——๐—ข๐—Ÿ๐—Ÿ๐—”๐—ฅ ๐—›๐—œ๐—ง ๐—ง๐—›๐—˜ ๐—š๐—”๐— ๐—˜ ๐—ข๐—™ ๐—Ÿ๐—œ๐—™๐—˜ Monopoly Go (MoPoGo) spent truckloads of capital quickly, but UA is simply maxed out. Thereโ€™s no better evidence than the gameโ€™s shift to celebrity-driven TV advertising following a nearly linear decline in downloads since its August 2023 highs, dropping from 13m a month to 3m. Stocked in the F2P dev/pub medicine cabinet is F2P's natural aspirin, a prescription known for its reliability and convenience: a game extension/re-skin. Embraced by the warm arms of Machine Zone (Game of War/Mobile Strike), King (Candy, Soda Saga), Playtika (Grand Harvest, Disney Solitaire), itโ€™s both a cost and design play. The re-skin "sweet spot" combines what's proven, what's improved, and new audiencesโ€”a bastardization of Sid Meierโ€™s Rule of Thirds.The Game of Life (GoLife) leverages what's proven: wealth accumulation, a coop-competitive core, live ops tied to IP, and […]

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Jason Citron’s Discord Exit

๐—๐—ฎ๐˜€๐—ผ๐—ป ๐—–๐—ถ๐˜๐—ฟ๐—ผ๐—ป'๐˜€ ๐——๐—ถ๐˜€๐—ฐ๐—ผ๐—ฟ๐—ฑ ๐—˜๐˜…๐—ถ๐˜ ๐—ฎ๐—ป๐—ฑ ๐˜๐—ต๐—ฒ ๐—ก๐—ฒ๐—ฒ๐—ฑ๐—ฒ๐—ฑ ๐—š๐—ฎ๐—บ๐—ฒ ๐— ๐˜†๐˜๐—ต๐—ผ๐˜€ Discord represented gaming's best chance to be recognized among tech's elite. A recognition that increasingly means political influence rather than only the validation the games industry always seeks. Jason Citron, founder and longtime Discord CEO, is stepping down at a pivotal moment, as the company gears up for an IPO. It's a significant blow to what ought to be gaming's broader ambition: claiming a seat at tech's most influential table, dominated by founder-CEO figures like Zuckerberg (Meta), Chesky (Airbnb), the Collisons (Stripe), and Ek (Spotify). Founder CEOs craft mystical founding narratives, something gaming needs but rarely cultivates. Tech founders have dramatizations like The Social Network, The Playlist (Spotify), or Super Pumped (Uber). Gaming had a chance to elevate its mythos with the unironically named 'Mythic Quest', our version of 'Silicon Valley', […]

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How to Model Extraction Economies

Check this out! The answer to extraction shooters lies in system design. By creating a model, we can derive implications that help guide key design decisions and frame challenges in a quantifiable way. A model also lays plain some of the variables that shape the experience of extractions. Thereโ€™s a reason Marathonโ€™s design director mentioned a target survival rate of 50% (the percentage of players who successfully extract). This single variable has enormous implications for how players experience progression. Hint: itโ€™s the casino dummy. Similar to social casino, the genre creates โ€œrunsโ€ where players can extract wealth or resources. Each successful run means more wealth and greater stakes. And like social casino, the genre has developed player โ€œhedgesโ€ but turned them into progression vectors. For instance, players can โ€˜stashโ€™ income or utilize โ€˜insuranceโ€™ slots, which enable them to protect specific […]

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