Games As A Service: How Free to Play Design Can Make Better Games
Book information
Description
Content: Chapter 1: Introduction Exercise 1: Coming up with an initial conceptChapter 2: What is a game? Exercise 2: Who Are Your Players?Chapter 3: The Anatomy of Play Exercise 3: What is the Mechanic?Chapter 4: Player Lifecycle Exercise 4: What is the Context Loop?Chapter 5: The Rhythm of Play Exercise 5: What is the MetaGame?Chapter 6: Building on Familiarity Exercise 6: What is Your Bond Opening?Chapter 7: Counting on Uncertainty Exercise 7: What is Your Flash Gordon Cliffhanger?Chapter 8: Six Degrees of Socialization Exercise 8: What is your Star Wars Factor?Chapter 9: Engagement Led Design Exercise 9: What is Your Columbo Twist?Chapter 10: Delivering Discovery Exercise 10: What makes your game social?Chapter 11: Counting on Data Exercise 11: How Does Your Design Encourage Discovery?Chapter 12: Service Strategies Exercise 12: How Will You Capture Data?Chapter 13: The Psychology of Pricing Exercise 13: Writing Use CasesChapter 14: Tools of the Trade Exercise 14: How will you Monetize?Chapter 15: Conclusions
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