Game Design Deep Dive

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
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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