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· 분류 : 외국도서 > 컴퓨터 > 컴퓨터 일반
· ISBN : 9781032207612
· 쪽수 : 204쪽
· 출판일 : 2022-08-17
목차
Foreword Acknowledgements Social Contacts Additional Books 1.The Goal of Game Design Deep Free to Play Introduction Consumer and Developer Benefits 2.The Birth of Live Service A Brief Look at MMOGs Team Fortress 2 League of Legends Live Service’s Impact 3. The Beginning of the Free to Play Era The MMOG Boom and Crash The Rise of the Browser and Casual Game Market The Era of Browser Game Design 4. The Basics of Free to Play Design The Difficulty of Defining the Market The Basic Structure Popular Genres Can Any Genre Become F2P? The Introduction of "fun pain" Creating a Live Service Game The Risks and Rewards of Live Service Design 5. The First Generation of Free to Play/Mobile Games The First Successes Cultivating the Casual Gamer Market The Limits of the Casual Market The Mobile Methodology (how mobile differed from other platforms) The Three stages of Gameplay 6. The Matters of Monetization Ad Revenue Monetization Design Currency Popular Monetization Options The Value of Time vs. Money 7. The Second Generation of Free to Play/Mobile Games Of Brands and Battles Pushing PvP Play Defining Gameplay Systems Crafting the Long-Term Experience 8. Studying "Surprise Mechanics" Defining Surprise Mechanics Loot Boxes Gacha Design Random Progression Hero Collector Design 9. The Ethics of Free to Play Anti-Consumer Practices The Psychology of Microtransactions Ethics In Game Design Defining Ethical Game Design Why This Matters 10. The Third Generation of Free to Play/Mobile Games Carving Out Genres Major Mobile (and F2P) Names The Successes of Path of Exile and Warframe Battle Passes/Seasonal Play 11. Long Tail Live Service The Challenge of Retention The Two Kinds of Content Balancing Live Service Gameplay Pop Culture Promotion Long Term Support When a Live Service Game Ends 12. Looking Forward with Free to Play Design The future of the Market Play to Earn Design and NFTs Conclusion Glossary