Development realities of 'games as a service' revealed at GDC
The notion of operating "games as a service" is gaining traction in the industry, but the nitty-gritty details of pulling it off from a mobile game maker's perspective can often seem frustratingly vague.
If you're attending the 2015 Game Developers Conference in March, you probably already know how to make a great game. But how do you develop and deliver weekly content to your players, and how do you then take the analytics data your players give you and use it effectively to iterate on your core design? What if you're a small studio, or an indie team working out of your apartments?