Game Design Deep Dive
portes grátis
Game Design Deep Dive
Free-to-Play
Bycer, Joshua
Taylor & Francis Ltd
08/2022
188
Dura
Inglês
9781032207629
15 a 20 dias
458
Descrição não disponível.
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
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
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
F2P;mobile games;monetization;Market;monetization design;gameplay;microtransactions;ethical game design;systems;Live Service;Team Fortress;Premium Currency;Spend Money;Follow;Cookie Run;Blizzard;Wo;Gameplay Loop;PvP;Late Game;Mobile Developers;MOBA;PvE;Candy Crush Saga;Casual Games;Potential Drops;In-game Currency;Casual Game Market;Retail Games;Matchmaking System;DBD;Mobile Design;Game Design
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
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
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
F2P;mobile games;monetization;Market;monetization design;gameplay;microtransactions;ethical game design;systems;Live Service;Team Fortress;Premium Currency;Spend Money;Follow;Cookie Run;Blizzard;Wo;Gameplay Loop;PvP;Late Game;Mobile Developers;MOBA;PvE;Candy Crush Saga;Casual Games;Potential Drops;In-game Currency;Casual Game Market;Retail Games;Matchmaking System;DBD;Mobile Design;Game Design