Designing Games with Massive Social Data

[Editor’s note: This is a guest post by Brice Morrison, former CrowdStar designer and editor of The Game Prodigy, a new site for game designers.]

“No no, you don’t understand. Most players don’t even get to level 22. Most of them drop out before then. We need to release the feature earlier.”

“That’s not true! A lot of our players are at that level, which is why we need to focus on more gameplay at that stage.”

I can’t tell you how many design discussions I’ve been in during my career.

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