3 thoughts on “You need a good game, not a feature”

  1. In the days of “virtually free” user acquisition (and user re-activation) on FB you could expand the funnel easily when you launched new features. So even a mediocre game with a large initial install base would have enough feature adoption to “move important business metrics”. Also, there were novelty, first mover, and network effects that made the feature-centric approach work. Content (and content quality) didn’t really matter in this world.

    As the channels for user acquisition and re-activation became better regulated, more competition entered the marketplace, and games shifted to mobile, the old ways of doing business could no longer produce results. People who wanted to spend money had better (and more fun) ways to do it.

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