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chillericed

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Co-founder at Quark Games (previously PlayMesh).

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Resistance is great. Our group made a google spreadsheet to play the game on, which adds an interesting element because there is more data to reference instead of relying on memory of past votes.

I hear your points as it relates to the "Top Free" list and there is obviously a lot of room for improvement on discovery, but in response to:

The “top” list simply rewards developers for getting as many people as possible to buy or download the app once. There’s no reason to optimize for longer-term satisfaction or higher engagement after purchase.

I personally find tremendous value from browsing the "Top Grossing" list. Being in the "Top Grossing" list is some indication on both long term satisfaction and engagement. It tells me that the application has generated real value for their customers and they are speaking with the wallets and not just with their ratings/reviews.

From the Forbes article(http://www.forbes.com/sites/karstenstrauss/2013/04/17/is-thi...):

"Most game studios have an autocratic executive producer green-lighting the work of designers and programmers. Supercell’s developers work in autonomous groups of five to seven people. Each cell comes up with its own game ideas. They run their ideas by Paananen (he can’t remember ever nixing a proposal), then develop those into a game. If the team likes it, the rest of the employees get to play. If they like it, the game gets tested in Canada‘s iTunes App store. If it’s a hit there it will be deemed ready for global release. This staged approach has killed off four games so far, with each dead project a cause for celebration. Employees crack open champagne to toast their failure. “We really want to celebrate maybe not the failure itself but the learning that comes out of the failure,” says Paananen."

The rest of the head count are these cells with failed launches.