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Games as a service : how Free2Play design can make better games / Oscar Clark.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Clark, Oscar, author.
Language:
English
Subjects (All):
Video games--Authorship.
Video games.
Video games--Design.
Physical Description:
1 online resource (xi, 298 pages) : illustrations
Edition:
1st edition
Other Title:
How free2play design can make better games
Place of Publication:
Burlington, Mass. : Focal Press, 2014.
Language Note:
English
System Details:
text file
Summary:
"The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the 'evil' or 'manipulative' experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Games as a Service features: - Step-by-Step guide to ethical social and freemium game design principles - Product Design techniques to help create commercial games without compromising fun - The Role of the Player Lifecycle from Discovery, Learning, Engaging, and Churning - End-of-chapter exercises providing a design framework for Game As A Service - Companion website (www.GamesAsAService.net) for designers to share ideas Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation.
Contents:
Cover; Title; Copyright; Dedication; Contents; 1 Introduction; Exercise 1: Concept Creation; 2 What is a Game?; Exercise 2: Who Are Your Players?; 3 The Anatomy of Play; Exercise 3: What is the Mechanic?; 4 Player Lifecycle; Exercise 4: What is the Context Loop?; 5 The Rhythm of Play; Exercise 5: What is the Metagame?; 6 Building on Familiarity; Exercise 6: What is Your Bond Opening?; 7 Counting on Uncertainty; Exercise 7: What is Your Flash Gordon Cliffh anger?; 8 Six Degrees of Socialization; Exercise 8: What is your Star Wars Factor?; 9 Engagement-Led Design
Exercise 9: What is Your Columbo Twist?10 Delivering Discovery; Exercise 10: What Makes Your Game Social?; 11 Counting on Data; Exercise 11: How Does Your Design Encourage Discovery?; 12 Service Strategies; Exercise 12: How Will You Capture Data?; 13 The Psychology of Pricing; Exercise 13: Writing Use Cases; 14 Tools of the Trade; Exercise 14: How Will You Monetize?; 15 Conclusions; Index
Notes:
Includes index.
Includes bibliographical references and index.
Description based on print version record.
ISBN:
9781317908869
1317908864
9781317908876
1317908872
9781315849102
1315849100
OCLC:
871560498

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