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Game Design Deep Dive: Free-to-Play: Game Design Deep Dive

Autor Joshua Bycer
en Limba Engleză Paperback – 17 aug 2022
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.
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Specificații

ISBN-13: 9781032207612
ISBN-10: 1032207612
Pagini: 204
Ilustrații: 124 Halftones, color; 124 Illustrations, color
Dimensiuni: 152 x 229 x 11 mm
Greutate: 0.28 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
Seria Game Design Deep Dive

Locul publicării:Boca Raton, United States

Public țintă

General and Professional

Cuprins

Foreword
Acknowledgements
Social Media Contacts
Additional Books
1.The Goal of Game Design Deep Dive: Free-to-Play
  1. Introduction
  2. Consumer and Developer Benefits
2.The Birth of Live Service
  1. A Brief Look at MMOGs
  2. Team Fortress 2
  3. League of Legends
  4. Live Service’s Impact
3. The Beginning of the Free-to-Play Era
  1. The MMOG Boom and Crash
  2. The Rise of the Browser and Casual Game Market
  3. The Era of Browser Game Design
4. The Basics of Free-to-Play Design
  1. The Difficulty of Defining the Market
  2. The Basic Structure
  3. Popular Genres
  4. Can Any Genre Become F2P?
  5. The Introduction of "Fun Pain"
  6. Creating a Live Service Game
  7. The Risks and Rewards of Live Service Design
5. The First Generation of Free-to-Play/Mobile Games
  1. The First Successes
  2. Cultivating the Casual Gamer Market
  3. The Limits of the Casual Market
  4. The Mobile Methodology
  5. The Three Phases of Gameplay
6. The Matters of Monetization
  1. Ad Revenue
  2. Monetization Design
  3. Creating Currency
  4. Popular Monetization Options
  5. The Value of Time and Money
7. The Second Generation of Free-to-Play/Mobile Games
  1. Of Brands and Battles
  2. Pushing PvP Play
  3. Defining Gameplay Systems
  4. Crafting the Long-Term Experience
8. Studying Surprise Mechanics
  1. Defining Surprise Mechanics
  2. Loot Box
  3. Gacha Design
  4. Random Progression
  5. Hero Collector Design
9. The Ethics of F2P
  1. Anti-Consumer Practices
  2. The Psychology of Microtransactions
  3. Ethics in Game Design
  4. Defining Ethical Game Design
  5. Why This Matters
10. The Third Generation of Free-to-Play/Mobile Games
  1. Carving Out Genres
  2. Major Mobile (and F2P) Names
  3. The Successes of Warframe and Path of Exile
  4. Battle Passes/Seasonal Play
11. Long-Tail Live Service
  1. The Challenge of Retention
  2. The Two Kinds of Content
  3. Balancing Live Service Gameplay
  4. Pop Culture Promotion
  5. Long-Term Support
  6. When a Live Service Game Ends
12. Looking Forward with Free-to-Play Design
  1. The Future of the Market
  2. Play-to-Earn Design and NFTs
  3. Conclusion
Glossary

Notă biografică

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.

Descriere

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.