The Pyramid of Game Design: Designing, Producing and Launching Service Games

Author:   Nicholas Lovell
Publisher:   Taylor & Francis Ltd
ISBN:  

9781138298897


Pages:   326
Publication Date:   18 December 2018
Format:   Paperback
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Our Price $98.99 Quantity:  
Add to Cart

Share |

The Pyramid of Game Design: Designing, Producing and Launching Service Games


Add your own review!

Overview

"Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to ""learn what you need you learn"" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to ""learn what you need you learn"" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world."

Full Product Details

Author:   Nicholas Lovell
Publisher:   Taylor & Francis Ltd
Imprint:   CRC Press
Weight:   0.580kg
ISBN:  

9781138298897


ISBN 10:   1138298891
Pages:   326
Publication Date:   18 December 2018
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

Author Chapter 1 ◾ The Pyramid Chapter 2 ◾ The Base Layer Chapter 3 ◾ The Retention Layer Chapter 4 ◾ The Core Loop and the Gearbox Chapter 5 ◾ The Session and the On-Ramp Chapter 6 ◾ The Session: Playtime, the Off-Ramp and Return Hook Chapter 7 ◾ The Superfan Layer Chapter 8 ◾ What Will People Pay For? Chapter 9 ◾ Production-Centric versus Design-Centric Chapter 10 ◾ How to Develop a Service Game Chapter 11 ◾ How to Prototype and When to Pivot Chapter 12 ◾ Production Chapter 13 ◾ Managing Creativity Chapter 14 ◾ Marketing Your Launch Chapter 15 ◾ Metrics Chapter 16 ◾ Ethics Chapter 17 ◾ The Pyramid of Game Design Afterword 279 ACKNOWLEDGEMENTS GLOSSARY ENDNOTES BIBLIOGRAPHY SOFTOGRAPHY INDEX

Reviews

Author Information

Nicholas Lovell has been working with game companies making service games since 2008. He has worked on large franchises such as Angry Birds, consulted on taking PC games like EVE Online free, helped take existing intellectual properties into a F2P service model (Stronghold Kingdoms) and helped small startups with their online MMOs (e.g. Lazarus). Along the way, clients have included a vast array of companies ranging from the largest (Square Enix, Bandai Namco, Rovio) to tiny startups like Spilt Milk Studios and nDreams and companies throughout Europe, the US and Canada. Nicholas is the author of The Curve (Portfolio Penguin), a book about how to make money in the digital age and The F2P Toolbox (Gamesbrief). He has been writing about F2P game design since 2008 at www.gamesbrief.com. Prior to 2008, Nicholas was CFO of Internet startup Shopsmart, CEO of PC gaming community GameShadow and, for a decade, an investment banker. Nicholas lives in London.

Tab Content 6

Author Website:  

Customer Reviews

Recent Reviews

No review item found!

Add your own review!

Countries Available

All regions
Latest Reading Guide

wl

Shopping Cart
Your cart is empty
Shopping cart
Mailing List