Game Design Deep Dive
CRC Press (Verlag)
978-1-032-20761-2 (ISBN)
Game Design Deep Dive: Free-to-Play (F2P) continues the series’ focus on examining genres with a look at the history and methodology behind free-to-play and mobile games. The genre is one of the most lucrative and controversial in the industry. Josh Bycer lays out not only the potential and pitfalls of this design but also explores the ethics behind good and bad monetization.
This book offers:
A comprehensive look at the practices behind the most popular free-to-play and mobile games
A detailed talk about the ethics of F2P, and one of the few honest looks at it from both sides of the argument
A perfect read for designers, students, or people wanting to educate themselves about the practices of the genre
Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.
Joshua Bycer is a Game Design Analyst with over a decade of experience writing for major sites, doing YouTube, and the author of the Game Design Deep Dive series. In that time through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.
Foreword
Acknowledgements
Social Media Contacts
Additional Books
1.The Goal of Game Design Deep Dive: Free-to-Play
Introduction
Consumer and Developer Benefits
2.The Birth of Live Service
A Brief Look at MMOGs
Team Fortress 2
League of Legends
Live Service’s Impact
3. The Beginning of the Free-to-Play Era
The MMOG Boom and Crash
The Rise of the Browser and Casual Game Market
The Era of Browser Game Design
4. The Basics of Free-to-Play Design
The Difficulty of Defining the Market
The Basic Structure
Popular Genres
Can Any Genre Become F2P?
The Introduction of "Fun Pain"
Creating a Live Service Game
The Risks and Rewards of Live Service Design
5. The First Generation of Free-to-Play/Mobile Games
The First Successes
Cultivating the Casual Gamer Market
The Limits of the Casual Market
The Mobile Methodology
The Three Phases of Gameplay
6. The Matters of Monetization
Ad Revenue
Monetization Design
Creating Currency
Popular Monetization Options
The Value of Time and Money
7. The Second Generation of Free-to-Play/Mobile Games
Of Brands and Battles
Pushing PvP Play
Defining Gameplay Systems
Crafting the Long-Term Experience
8. Studying Surprise Mechanics
Defining Surprise Mechanics
Loot Box
Gacha Design
Random Progression
Hero Collector Design
9. The Ethics of F2P
Anti-Consumer Practices
The Psychology of Microtransactions
Ethics in Game Design
Defining Ethical Game Design
Why This Matters
10. The Third Generation of Free-to-Play/Mobile Games
Carving Out Genres
Major Mobile (and F2P) Names
The Successes of Warframe and Path of Exile
Battle Passes/Seasonal Play
11. Long-Tail Live Service
The Challenge of Retention
The Two Kinds of Content
Balancing Live Service Gameplay
Pop Culture Promotion
Long-Term Support
When a Live Service Game Ends
12. Looking Forward with Free-to-Play Design
The Future of the Market
Play-to-Earn Design and NFTs
Conclusion
Glossary
Erscheinungsdatum | 17.08.2022 |
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Reihe/Serie | Game Design Deep Dive |
Zusatzinfo | 124 Halftones, color; 124 Illustrations, color |
Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 340 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-032-20761-2 / 1032207612 |
ISBN-13 | 978-1-032-20761-2 / 9781032207612 |
Zustand | Neuware |
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