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Game design deep dive: free-to-play / by Joshua Bycer.

By: Material type: TextTextPublication details: Boca Raton, FL : CRC Press, 2023.Description: xv, 188 pages: col. illus.; 23 cmISBN:
  • 9781032207612
Subject(s): DDC classification:
  • Ref 794.8 B99g 2023 04636
Contents:
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.
Summary: "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
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Item type Current library Collection Call number Status Barcode Course reserves
Books Books ASCOT Library - Zabali Campus Reference Reference Ref 794.8 B99g 2023 04636 (Browse shelf(Opens below)) Available Ref7948004636

List of New Acquisitions

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

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