
Title:
Game design deep dive : F2P
Author:
Bycer, Joshua, author.
ISBN:
9781000636437
9781000636413
9781003265115
Edition:
1st.
Physical Description:
1 online resource
General Note:
<P>Foreword</P><P>Acknowledgements</P><P>Social Media Contacts</P><P>Additional Books</P><P>1.The Goal of Game Design Deep Dive: Free-to-Play </P><OL><P><LI>Introduction</LI><P></P><P><LI>Consumer and Developer Benefits</LI><P></P></OL><P>2.The Birth of Live Service</P><OL><P><LI>A Brief Look at MMOGs</LI><P></P><P><LI>Team Fortress 2</LI><P></P><P><LI>League of Legends</LI><P></P><P><LI>Live Service's Impact</LI><P></P></OL><P>3. The Beginning of the Free-to-Play Era </P><OL><P><LI>The MMOG Boom and Crash</LI><P></P><P><LI>The Rise of the Browser and Casual Game Market</LI><P></P><P><LI>The Era of Browser Game Design</LI><P></P></OL><P>4. The Basics of Free-to-Play Design</P><OL><P><LI>The Difficulty of Defining the Market</LI><P></P><P><LI>The Basic Structure</LI><P></P><P><LI>Popular Genres</LI><P></P><P><LI>Can Any Genre Become F2P?</LI><P></P><P><LI>The Introduction of "Fun Pain"</LI><P></P><P><LI>Creating a Live Service Game</LI><P></P><P><LI>The Risks and Rewards of Live Service Design</LI><P></P></OL><P>5. The First Generation of Free-to-Play/Mobile Games</P><OL><P><LI>The First Successes</LI><P></P><P><LI>Cultivating the Casual Gamer Market</LI><P></P><P><LI>The Limits of the Casual Market</LI><P></P><P><LI>The Mobile Methodology </LI><P></P><P><LI>The Three Phases of Gameplay</LI><P></P></OL><P></P><P>6. The Matters of Monetization</P><OL><P><LI>Ad Revenue</LI><P></P><P><LI>Monetization Design</LI><P></P><P><LI>Creating Currency</LI><P></P><P><LI>Popular Monetization Options </LI><P></P><P><LI>The Value of Time and Money</LI><P></P></OL><P></P><P>7. The Second Generation of Free-to-Play/Mobile Games</P><OL><P><LI>Of Brands and Battles</LI><P></P><P><LI>Pushing PvP Play</LI><P></P><P><LI>Defining Gameplay Systems</LI><P></P><P><LI>Crafting the Long-Term Experience</LI><P></P></OL><P>8. Studying Surprise Mechanics</P><OL><P><LI>Defining Surprise Mechanics</LI><P></P><P><LI>Loot Box</LI><P></P><P><LI>Gacha Design</LI><P></P><P><LI>Random Progression</LI><P></P><P><LI>Hero Collector Design</LI><P></P></OL><P>9. The Ethics of F2P</P><OL><P><LI>Anti-Consumer Practices</LI><P></P><P><LI>The Psychology of Microtransactions</LI><P></P><P><LI>Ethics in Game Design</LI><P></P><P><LI>Defining Ethical Game Design</LI><P></P><P><LI>Why This Matters</LI><P></P></OL><P>10. The Third Generation of Free-to-Play/Mobile Games</P><OL><P><LI>Carving Out Genres</LI><P></P><P><LI>Major Mobile (and F2P) Names</LI><P></P><P><LI>The Successes of Warframe and Path of Exile</LI><P></P><P><LI>Battle Passes/Seasonal Play</LI><P></P></OL><P>11. Long-Tail Live Service</P><OL><P><LI>The Challenge of Retention</LI><P></P><P><LI>The Two Kinds of Content</LI><P></P><P><LI>Balancing Live Service Gameplay</LI><P></P><P><LI>Pop Culture Promotion</LI><P></P><P><LI>Long-Term Support</LI><P></P><P><LI>When a Live Service Game Ends</LI><P></P></OL><P>12. Looking Forward with Free-to-Play Design</P><OL><P><LI>The Future of the Market</LI><P></P><P><LI>Play-to-Earn Design and NFTs</LI><P></P><P><LI>Conclusion</LI><P></P></OL><P>Glossary </P>
Electronic Access:
Taylor & Francis https://www.taylorfrancis.com/books/9781003265115OCLC metadata license agreement http://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
Copies:
Available:*
Library | Material Type | Item Barcode | Shelf Number | Status | Item Holds |
|---|---|---|---|---|---|
Searching... | E-Book | 587809-1001 | GV1469.3 | Searching... | Searching... |
