Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet or computer – no Kindle device required.
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera - scan the code below and download the Kindle app.
Follow the author
OK
The Pyramid of Game Design: Designing, Producing and Launching Service Games Hardcover – 13 Dec. 2018
Purchase options and add-ons
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.
- ISBN-101138298999
- ISBN-13978-1138298996
- Edition1st
- PublisherA K Peters/CRC Press
- Publication date13 Dec. 2018
- LanguageEnglish
- Dimensions15.88 x 2.54 x 24.13 cm
- Print length326 pages
Product description
About the Author
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.
Product details
- Publisher : A K Peters/CRC Press; 1st edition (13 Dec. 2018)
- Language : English
- Hardcover : 326 pages
- ISBN-10 : 1138298999
- ISBN-13 : 978-1138298996
- Dimensions : 15.88 x 2.54 x 24.13 cm
- Customer reviews:
About the author
Nicholas Lovell is a games designer, author and consultant. His books include The Pyramid of Game Design, The Curve and The F2P Toolbox. Since 2008, he has advised more than 50 companies on adapting to service games, with a particular focus on free-to-play. Clients have included Bandai Namco, Bohemia Interactive, CCP, Exient, Firefly Studios, Madfinger, nDreams, Rebellion, Rovio, Square Enix and Supersaurs. Nicholas is currently Design Director at Electric Square in Brighton. He lives in London.
Customer reviews
Customer Reviews, including Product Star Ratings, help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyses reviews to verify trustworthiness.
Learn more how customers reviews work on Amazon-
Top reviews
Top review from United Kingdom
There was a problem filtering reviews right now. Please try again later.
While the book is primarily targeted at those looking to create "live" or "game-as-a-service" products, the author's design taxonomy - particularly the concepts of a "base" and "retention layer" - and the inferences he draws from it, will be relevant to developers across the board. Clear, accessible theory backed up by plenty of real-world examples means that you'll be sure to find something actionable here.
I'd strongly recommend this to anyone who wants to view some solid design concepts through a marketing lens, and think about ways to create a great long-term experience for their players. There's plenty of pure design books out there: read this if you want something which unites different disciplines and will make your game into a stronger product without compromising on fun, accessibility or genuine value for your community.
[Disclaimer: I received an advance copy of this book from the author]