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Game Design Deep Dive - Joshua Bycer

Game Design Deep Dive

Free-to-Play

(Autor)

Buch | Softcover
188 Seiten
2022
CRC Press (Verlag)
978-1-032-20761-2 (ISBN)
CHF 69,80 inkl. MwSt
An examination on the history and design philosophy surrounding free to play games, and a discussion on monetization and economy systems and what does it mean to make ethical free to play gameplay.
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
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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