Bycer, Joshua.
Game design deep dive: free-to-play / by Joshua Bycer. - Boca Raton, FL : CRC Press, 2023. - xv, 188 pages: col. illus.; 23 cm.
Includes bibliographical references, glossary, and index.
Contents:
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.
"An examination on the history and design philosophy surrounding free to play games, and a discussion on monetization and economy systems and what does it mean to make ethical free to play gameplay"-- Provided by publisher
9781032207612
Video games--Design.
Free-to-play games.
Video games--History.
Video games.
Ref 794.8 B99g 2023 / 04636
Game design deep dive: free-to-play / by Joshua Bycer. - Boca Raton, FL : CRC Press, 2023. - xv, 188 pages: col. illus.; 23 cm.
Includes bibliographical references, glossary, and index.
Contents:
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.
"An examination on the history and design philosophy surrounding free to play games, and a discussion on monetization and economy systems and what does it mean to make ethical free to play gameplay"-- Provided by publisher
9781032207612
Video games--Design.
Free-to-play games.
Video games--History.
Video games.
Ref 794.8 B99g 2023 / 04636