Lately many mobile game developers and publishers have been talking about discovery problems in the Appstores and this issue being a serious obstacle for the success of their games. While it is true that discovery could be improved I want with this blog-post to highlight 6 reasons why I think the rise of mobile and tablet gaming is amazing for games developers. Without further ado let’s go to my short list. 1. Everyone has a Chance There are not actually that many established platforms where you could say that everyone (big or small, new or old) has a chance to succeed. In console games you need crazy budgets, years of development...
Making Core Games in HTML5
posted by henric
I held this presentation at OnGameStart conference September 21st, 2012 in Warsaw, Poland. It outlines the approach we are taking at NonStop Games when it comes to making games in HTML5. It also addresses some of the concerns that have been lately targeted towards making games in html5. Hope...
Mobile Retention Rates
posted by henric
Some of you might remember my previous post where I stated that desktop Facebook social games should comply to the 40-20-10 rule if they are to become really successful in terms of high absolute user numbers. The numbers were referring to 1-day, 7-day and 30-day retention in % terms....
Killer Benefits of HTML5 in Games
posted by henric
Last week I enjoyed the Casual Connect Asia conference here in Singapore. There was quite a good selection of talks and really good networking. I also gave a 25min presentation on HTML5 for games. Check out the slides on slideshare or using the embed below. Killer Benefits of HTML5 in Games...
Kingdom Rush
posted by henric
So far I haven’t focused an entire post on just one game but have now decided to do my first. The reason for this is that I am crazily addicted to Kingdom Rush on the iPad. If you have not played it you should give it a try – if you like RTS or strategy games you will love this one. I...
Introducing Non-Stop Games
posted by henric
In the past few months there has been a lot of buzz and big words about html5 and what it can do for gaming. However there has been nearly no news about somebody actually making a commercially successful game in html5. To correct this situation, I recently made quite a big leap...
5 strategies to Crack Crowded Game Genre...
posted by mikko
Every now and then you might want to enter a crowded genre of games. This might make sense if the market is big and you just have this creeping feeling that the market leading games are not of such high quality and there might be a chance to get a piece of the pie. Making a successful debut in...
ARCADE STRIKES BACK!
posted by henric
One of the biggest recent trends in social gaming on Facebook has been the rise of arcade games on Facebook top games charts. 2011 and especially the latter part was really the year when arcade games started to gain serious traction on Facebook. One of the poster children of this development...
THE ‘AC MECHANIC’
posted by henric
Every now and then there pops up a new social game mechanic of design pattern that seems to work really well. To me one of the nicest new things is what I call ‘anytime collection’ or the ‘AC mechanic’ and is visible in for example Digital Chocolate’s new game...
THEMESPOTTING (PART 2)
posted by henric
As discussed in Themespotting (Part 1) checking which themes are selling well on casual downloadable games sites is a very good practice when selecting themes for a social game for Facebook. Next I present some of my other favorite sites. http://www.appannie.com/top/ Appannie shows the top...
WATCH OUT FOR USER CONFUSION
posted by henric
Like I have been preaching before on this blog the first session of a game is critical to the success of a social game or any free-to-play game for that matter. In the first session the user has not yet invested anything else than some minutes of time into the game resulting in minimal...
Play and Learn
posted by henric
The cool thing about social games is that you learn something new every day. Every new game you play teaches you something and evolves your thinking of what is possible and what works and what does not. I regularly spend quite a lot of time playing new games coming out from the major players...
MAGIC LAND Mobile – HTML5 IS HERE!
posted by henric
There have been a lot of talks about HTML5 and what it can do for games. Yesterday wooga announced the launch of Magic Land: Island done in HTML5 and playable across smartphones and tablets. I think it is pretty cool so try it out and let me know what you think. Play the game –> ...
THEMESPOTTING (PART 1)
posted by henric
One of the first steps in creating a new game is selecting the theme for it. This is a very crucial step and therefore it is good to have some assiting tools and processes for it. I have been using a variety of tools in my work and I will present some of them in a post series called...
Henric Suuronen is a social games entrepreneur and investor. Currently he is President and Co-Founder of Nonstop Games. Before Nonstop Games Henric was Head of Studio at Wooga and Director at Digital Chocolate. During his career he has managed titles such as Magic Land, Millionaire City, MMA Pro Fighter, Tower Bloxx, Brick Breaker Revolution and over 50 other titles on mobile and desktop platforms.



