How Free to Play Design Can Make Better Games
E-Book, Englisch, 312 Seiten
ISBN: 978-1-317-90887-6
Verlag: CRC Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services.
Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1: Introduction
Exercise 1: Coming up with an initial concept
Chapter 2: What is a game?
Exercise 2: Who Are Your Players?
Chapter 3: The Anatomy of Play
Exercise 3: What is the Mechanic?
Chapter 4: Player Lifecycle
Exercise 4: What is the Context Loop?
Chapter 5: The Rhythm of Play
Exercise 5: What is the MetaGame?
Chapter 6: Building on Familiarity
Exercise 6: What is Your Bond Opening?
Chapter 7: Counting on Uncertainty
Exercise 7: What is Your Flash Gordon Cliffhanger?
Chapter 8: Six Degrees of Socialization
Exercise 8: What is your Star Wars Factor?
Chapter 9: Engagement Led Design
Exercise 9: What is Your Columbo Twist?
Chapter 10: Delivering Discovery
Exercise 10: What makes your game social?
Chapter 11: Counting on Data
Exercise 11: How Does Your Design Encourage Discovery?
Chapter 12: Service Strategies
Exercise 12: How Will You Capture Data?
Chapter 13: The Psychology of Pricing
Exercise 13: Writing Use Cases
Chapter 14: Tools of the Trade
Exercise 14: How will you Monetize?
Chapter 15: Conclusions