Games As A Service - Oscar Clark

Games As A Service

How Free to Play Design Can Make Better Games

(Autor)

Buch | Hardcover
312 Seiten
2018
Routledge (Verlag)
978-1-138-42830-0 (ISBN)
218,20 inkl. MwSt
Written to help designers overcome many of the fears and misconceptions surrounding freemium and social games.
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 theevil ormanipulative experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services.
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 PlayStationHome. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Oscar Clark has been a pioneer in online, mobile and console social games services?since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK), PlayStation®Home and Applifier. He is a regular columnist on PocketGamer.Biz and Develop-Online as well as a Mentor for Game Founders. He is also an outspoken speaker at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious top hat wearer. http://www.linkedin.com/in/oscarclark

Chapter 1: Introduction



Exercise 1: Coming up with an initial concept



Chapter 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



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Erscheinungsdatum
Verlagsort London
Sprache englisch
Maße 152 x 229 mm
Gewicht 526 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
Informatik Weitere Themen Computerspiele
ISBN-10 1-138-42830-2 / 1138428302
ISBN-13 978-1-138-42830-0 / 9781138428300
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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