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Game Design Deep Dive: Free-to-Play [Kietas viršelis]

  • Formatas: Hardback, 188 pages, aukštis x plotis: 229x152 mm, weight: 458 g, 124 Halftones, color; 124 Illustrations, color
  • Serija: Game Design Deep Dive
  • Išleidimo metai: 17-Aug-2022
  • Leidėjas: CRC Press
  • ISBN-10: 1032207620
  • ISBN-13: 9781032207629
Kitos knygos pagal šią temą:
  • Formatas: Hardback, 188 pages, aukštis x plotis: 229x152 mm, weight: 458 g, 124 Halftones, color; 124 Illustrations, color
  • Serija: Game Design Deep Dive
  • Išleidimo metai: 17-Aug-2022
  • Leidėjas: CRC Press
  • ISBN-10: 1032207620
  • ISBN-13: 9781032207629
Kitos knygos pagal šią temą:
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.
Preface ix
Acknowledgments xi
Social Media Contacts xiii
Additional Books xv
1 The Goal of Game Design Deep Dive: Free-to-Play
1(4)
1.1 Introduction
1(1)
1.2 Consumer and Developer Benefits
2(3)
2 The Birth of Live Service
5(1)
2.1 A Brief Look at MMOGs
5(2)
2.2 Team Fortress 2
7(2)
2.3 League of Legends
9(2)
2.4 Live Service's Impact
11(4)
3 The Beginning of the Free-to-Play Era
15(1)
3.1 The MMOG Boom and Crash
15(3)
3.2 The Rise of the Browser and Casual Game Market
18(1)
3.3 The Era of Browser Game Design
19(4)
4 The Basics of Free-to-Play Design
23(18)
4.1 The Difficulty of Defining the Market
23(1)
4.2 The Basic Structure
24(2)
4.3 Popular Genres
26(3)
4.4 Can Any Genre Become F2P?
29(2)
4.5 The Introduction of "Fun Pain"
31(2)
4.6 Creating a Live Service Game
33(2)
4.7 The Risks and Rewards of Live Service Design
35(6)
Note
39(2)
5 The First Generation of Mobile/F2P Design
41(16)
5.1 The First Successes
41(4)
5.2 Cultivating the Casual Market
45(2)
5.3 The Limits of the Casual Market
47(2)
5.4 The Mobile Methodology
49(3)
5.5 The Three Phases of Gameplay
52(5)
Notes
55(2)
6 The Matters of Monetization
57(14)
6.1 Ad Re venue
57(1)
6.2 Monetization Design
58(2)
6.3 Creating Currency
60(2)
6.4 Popular Monetization Options
62(4)
6.5 The Values of Time and Money
66(5)
7 The Second Generation of Free-to-Play/Mobile
71(16)
7.1 Of Brands and Battles
71(5)
7.2 Pushing PvP Play
76(4)
7.3 Defining Gameplay Systems
80(3)
7.4 Crafting the Long-Term Experience
83(4)
Notes
86(1)
8 Studying Surprise Mechanics
87(18)
8.1 Defining Surprise Mechanics
87(3)
8.2 Loot Box
90(2)
8.3 Gacha Design
92(2)
8.4 Random Progression
94(2)
8.5 Hero Collector Design
96(9)
Note
104(1)
9 The Ethics of F2P
105(26)
9.1 Anti-Consumer Practices
105(3)
9.2 The Psychology of Microtransactions
108(2)
9.3 Ethics in Game Design
110(5)
9.4 Defining Ethical Game Design
115(13)
9.4.1 Does the Player Feel Forced to Play the Game?
117(2)
9.4.2 Does the Player Feel Coerced or Pressured to Spend Money?
119(1)
9.4.3 Does Spending Money Give Players Exclusive Access to Unique Content?
120(2)
9.4.4 Can a Nonpaying Player Compete with Those That Pay?
122(6)
9.5 Why This Matters
128(3)
Notes
130(1)
10 The Third Generation of Free-to-Play/Mobile Games
131(16)
10.1 Carving Out Genres
131(3)
10.2 Major Mobile (and F2P) Names
134(4)
10.3 The Successes of Warframe and Path of Exile
138(5)
10.4 Battle Passes/Seasonal Play
143(4)
11 Long-Tail Live Service
147(24)
11.1 The Challenge of Retention
147(3)
11.2 The Two Kinds of Content
150(4)
11.3 Balancing Live Service Gameplay
154(6)
11.4 Pop Culture Promotion
160(4)
11.5 Long-Term Support
164(4)
11.6 When a Live Service Game Ends
168(3)
12 Looking Forward with Free-to-Play Design
171(8)
12.1 The Future of the Market
171(2)
12.2 Play-to-Earn Design and NFTs
173(4)
12.3 Conclusion
177(2)
Note
178(1)
Glossary 179(4)
Index 183
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.