Game Design Deep Dive: Free-to-Play
- Length: 188 pages
- Edition: 1
- Language: English
- Publisher: CRC Press
- Publication Date: 2022-08-17
- ISBN-10: 1032207612
- ISBN-13: 9781032207612
- Sales Rank: #0 (See Top 100 Books)
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.
Cover Half-Title Title Copyright Contents Preface Acknowledgments Social Media Contacts Additional Books 1 The Goal of Game Design Deep Dive: Free-to-Play 1.1 Introduction 1.2 Consumer and Developer Benefits 2 The Birth of Live Service 2.1 A Brief Look at MMOGs 2.2 Team Fortress 2 2.3 League of Legends 2.4 Live Service’s Impact 3 The Beginning of the Free-to-Play Era 3.1 The MMOG Boom and Crash 3.2 The Rise of the Browser and Casual Game Market 3.3 The Era of Browser Game Design 4 The Basics of Free-to-Play Design 4.1 The Difficulty of Defining the Market 4.2 The Basic Structure 4.3 Popular Genres 4.4 Can Any Genre Become F2P? 4.5 The Introduction of “Fun Pain” 4.6 Creating a Live Service Game 4.7 The Risks and Rewards of Live Service Design Note 5 The First Generation of Mobile/F2P Design 5.1 The First Successes 5.2 Cultivating the Casual Market 5.3 The Limits of the Casual Market 5.4 The Mobile Methodology 5.5 The Three Phases of Gameplay Notes 6 The Matters of Monetization 6.1 Ad Revenue 6.2 Monetization Design 6.3 Creating Currency 6.4 Popular Monetization Options 6.5 The Values of Time and Money 7 The Second Generation of Free-to-Play/Mobile 7.1 Of Brands and Battles 7.2 Pushing PvP Play 7.3 Defining Gameplay Systems 7.4 Crafting the Long-Term Experience Notes 8 Studying Surprise Mechanics 8.1 Defining Surprise Mechanics 8.2 Loot Box 8.3 Gacha Design 8.4 Random Progression 8.5 Hero Collector Design Note 9 The Ethics of F2P 9.1 Anti-Consumer Practices 9.2 The Psychology of Microtransactions 9.3 Ethics in Game Design 9.4 Defining Ethical Game Design 9.4.1 Does the Player Feel Forced to Play the Game? 9.4.2 Does the Player Feel Coerced or Pressured to Spend Money? 9.4.3 Does Spending Money Give Players Exclusive Access to Unique Content? 9.4.4 Can a Nonpaying Player Compete with Those That Pay? 9.5 Why This Matters Notes 10 The Third Generation of Free-to-Play/Mobile Games 10.1 Carving Out Genres 10.2 Major Mobile (and F2P) Names 10.3 The Successes of Warframe and Path of Exile 10.4 Battle Passes/Seasonal Play 11 Long-Tail Live Service 11.1 The Challenge of Retention 11.2 The Two Kinds of Content 11.3 Balancing Live Service Gameplay 11.4 Pop Culture Promotion 11.5 Long-Term Support 11.6 When a Live Service Game Ends 12 Looking Forward with Free-to-Play Design 12.1 The Future of the Market 12.2 Play-to-Earn Design and NFTs 12.3 Conclusion Note Glossary Index
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