NA
Again, you did the great job working on the theoretical part and examples from the Voodoo practice. Homework is fantastic, you might want to take another look at the conclusions part.
Let’s get back to the overall article structure for a moment:
- There’s a long scientific foreplay,
- Then you show examples of how Voodoo improved the specific games.
- Then you stating that these improvements are explained through the MMM concept (and finally revealing the acronym meaning).
- And one paragraph later you are outlining the recommendations for hypercasual game developers.
- The final part is conclusions, and there’s just one point: while h/c games have no narrative (and the clear final), developers should add the MMM.
Again, IMO this is a very promising material, you just need a fatality thing.