Description

Book Synopsis

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.

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 PocketGame

Trade Review

"The writer has not only researched widely, he has also read extensively. For non-games professionals, the notes themselves are a treasure trove of information and reference sources to follow up on, even if the thought of playing games is anathema to you." -- Monty Munford, founder of Mob76 Outlook



Table of Contents

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

&

Games As A Service

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    £44.64

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    RRP £46.99 – you save £2.35 (5%)

    Order before 4pm tomorrow for delivery by Wed 10 Jun 2026.

    A Paperback by Oscar Clark

    1 in stock


      View other formats and editions of Games As A Service by Oscar Clark

      Publisher: Taylor & Francis Ltd
      Publication Date: 2/11/2014 12:00:00 AM
      ISBN13: 9780415732505, 978-0415732505
      ISBN10: 0415732506

      Description

      Book Synopsis

      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.

      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 PocketGame

      Trade Review

      "The writer has not only researched widely, he has also read extensively. For non-games professionals, the notes themselves are a treasure trove of information and reference sources to follow up on, even if the thought of playing games is anathema to you." -- Monty Munford, founder of Mob76 Outlook



      Table of Contents

      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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