Design Rules for FreetoPlay Games edition by Nicholas Lovell Rob Fahey Humor Entertainment eBooks
Download As PDF : Design Rules for FreetoPlay Games edition by Nicholas Lovell Rob Fahey Humor Entertainment eBooks
Free-to-play is the most exciting thing to happen to the games business for decades. Each week brings new success stories, as creators around the world unleash the potential of free-to-play - building successful, thriving games for mobile, social and even console and PC platforms, all with a single, powerful price tag free. Yet at the same time, many other creators are struggling to make free-to-play work for them - while some bad uses of free-to-play have even attracted criticism for the entire industry.
Design Rules for Free-to-Play Games cuts through the confusion, presenting 15 clear, direct rules that will allow creators to build commercially successful games. There are no exploitative tricks or get-rich-quick schemes here - this is a practical guide for game designers who want to make money from free-to-play games while respecting their audience and building a devoted fan following. Each rule is explained in depth and illustrated with several examples from real games.
This book is designed as a reference for all game creators - whether you’re a veteran of the industry trying to get up to speed with the free-to-play business model, a newcomer learning the ropes, or even an experienced free-to-play creator seeking to polish your knowledge and challenge your perceptions. It’s also a perfect read for anyone - game creator or not - who wants to understand how the free-to-play model works, and what the future of the games business looks like.
Feedback for Nicholas' presentation of the Design Rules at the Free-to-Play Summit in London
“15 bullet points of useful information with lots of meat and no fluff. Head and shoulders above the rest.”
Wolfgang Hamann, Koolhaus Games
“Nicholas Lovell’s presentation was outstanding… Particularly useful for me as someone who has just made the change from 5 years in boxed games to the F2P side of the industry.”
Dan Robinson, Eutechnyx
“Stand out talks for me were Nicholas Lovell’s talk on the 15 rules of F2P… Particularly relevant, with lots to take away and apply.”
Nick Adams, Blitz Game Studios
Design Rules for FreetoPlay Games edition by Nicholas Lovell Rob Fahey Humor Entertainment eBooks
If you are new to F2P games business model or already developing a game for F2P market, this book is a must-read. Easy to read and focus. Having in mind this rules will enhance your game design decisions, while having a very clear inside into this business model known as Free to Play games or F2P.Even if you may feel it is very hard for you to give your baby product for free, by reeding this book you will find that this business model indeed have sense and can give you wealthy, specially in a hyper competitive and very segmented market as the electronic entertainment industry is this days.
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Tags : Design Rules for Free-to-Play Games - Kindle edition by Nicholas Lovell, Rob Fahey. Download it once and read it on your Kindle device, PC, phones or tablets. Use features like bookmarks, note taking and highlighting while reading Design Rules for Free-to-Play Games.,ebook,Nicholas Lovell, Rob Fahey,Design Rules for Free-to-Play Games,GAMESbrief,GAMES Video & Electronic,BUSINESS & ECONOMICS General
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Design Rules for FreetoPlay Games edition by Nicholas Lovell Rob Fahey Humor Entertainment eBooks Reviews
Great guidelines for someone who doesn't have the time to read an entire book.
This guide has a lot of good information and it was absolutely FREE!
If you're designing a game or F2P business you MUST read this book.
I follow Gamesbrief on Twitter and always enjoyed their insightful tweets. This book is short and to the point and is invaluable to anyone who is looking to jump into the F2P space. Some interesting surprises that twist conventional wisdom. Well done and well worth the incredibly low price.
Absolutely wonderful book. I have been in the free to play business for 10 years, and I still learned some important ideas. It's a must read.
This short collection of free-to-play videogame design rules is a handy reference, particularly if you aren't already well versed in design considerations due to the differences between the traditional videogame sales model and free-to-play.
Critically, the design rules in this e-book respect the player and are focused on providing value and fun. This is not a list of predatory tactics to employ to drive short term revenue gain.
From the brief section on Operant Conditioning - "We're all better off when games are fun and engaging, rather than being crude psychological ploys." Word.
Brilliant. Tho not everything may be applicable to those of us developing $3k games. However, If you are ANY type of game developer that creates F2P games, you need to read this book and apply the rules....actually on second thought...don't read this book - The less competition I have, the better.... )
It's a great primer for "things to have in mind when looking at F2P for the first time", nicely postulated by Lovell and further extended by Fahey's great writing which I've come to love in his gamesindustry.biz articles.
In the end, though, it feels a bit light, all rules would benefit from extended write ups and concrete examples - especially of games that did things WRONG. The glossary section could also have a few more definitions, but that's a minor gripe. I'd say it's worth reading if you wanna bluff your way into F2P in one weekend.
If you are new to F2P games business model or already developing a game for F2P market, this book is a must-read. Easy to read and focus. Having in mind this rules will enhance your game design decisions, while having a very clear inside into this business model known as Free to Play games or F2P.
Even if you may feel it is very hard for you to give your baby product for free, by reeding this book you will find that this business model indeed have sense and can give you wealthy, specially in a hyper competitive and very segmented market as the electronic entertainment industry is this days.
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