First of all, we have a real focus on quality. And we really start asking ourselves what is the FIFA Coins core experience, and why is it fun? Why do I care as a player? Going from there, if players care, then developers and publishers matter in whatever ecosystem you're talking about, whether it's iOS or Android or Xbox.And then from there we're very cautious and careful about how we integrate monetization. We didn't want to break the gaming experience, but we wanted to create an experience where players
get in, we give them ample rewards in terms of some of the premium currency so they get a feel for the adventure we're trying to take them on.And I think one of the key tenets of our production process is that we focus on this concept of love at first sight. And it's a little bit more than just visual, obviously, but we want to bring players into a world where they instantly want to be a part of it.So with MetalStorm it's intense action, response of RO Imperial Coins controls, high-end graphics and audio. And in
Nations it's much more about paying attention to every little detail on the buildings and the characters and the animations of those items, all the way down to when you start creating cookies in the bakery, you see some smoke coming out of the chimney.Both games are freemium. Can you kind of explain your philosophy for selling items without resorting to, I don't know, being evil or breaking your game?We don't hit players over the head with requests to buy at all. In fact, I'd roughly
about 80 percent of the content in Trade Nations is free, and players certainly don't have to opt in for any of that. When we do updates, the majority of the new content that we put in the game is all free. And it really comes down to player choice, if they really want to customize and decorate the additional level of opportunity is there for them, and it's their choice.How do you decide whether something is a premium or free piece of content?That's not a science by any means. It just depends on https://www.mmogo.com/