Buch, Englisch, 204 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 445 g
Free-to-Play
Buch, Englisch, 204 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 445 g
ISBN: 978-1-03-220762-9
Verlag: Taylor & Francis Ltd (Sales)
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.
Zielgruppe
General and Professional
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
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