Your Memberships and Subscriptions
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 authors
OK
Design Rules for Free-to-Play Games Kindle Edition
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
- LanguageEnglish
- Publication date15 Oct. 2012
- File size235 KB
Product details
- ASIN : B009RT7Q3Y
- Publisher : GAMESbrief; 1st edition (15 Oct. 2012)
- Language : English
- File size : 235 KB
- Simultaneous device usage : Unlimited
- Text-to-Speech : Enabled
- Screen Reader : Supported
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Enabled
- Sticky notes : On Kindle Scribe
- Print length : 83 pages
- Best Sellers Rank: 1,010,652 in Kindle Store (See Top 100 in Kindle Store)
- 690 in Video & Electronic Games
- 6,189 in Finance (Kindle Store)
- Customer reviews:
About the authors
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.
I'm a journalist and consultant specialising in the videogame industry. I've been writing about the business of games for over 15 years, and I founded one of the leading trade publications in the market, GamesIndustry.biz, over a decade ago. I was editor there for almost five years, and still write weekly editorial columns for the site eleven years later - that's a lot of columns. I've also written about the games business for GAMESbrief, Eurogamer, VG247 and British newspaper The Times, as well as appearing to discuss the industry on BBC TV and radio, CNN, Sky News and others.
Originally from Ireland, I now live in Tokyo after a decade and a half in London. I've tried to quit World of Warcraft a dozen times but keep crawling back, and was once banned from playing Mario Kart DS by my flatmates after a particularly explosive outburst of blue shell motivated swearing.
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 reviews from United Kingdom
There was a problem filtering reviews right now. Please try again later.
You will learn the true meaning of Free-to-Play and what that means to you and your players.
Sometimes you will read one of the rules and think "Ah, of course" then wonder why the companies that create these games don't apply them to their games, adn then fail.
This book is a must, even if you are developing games with other business models.
It's well worth the money and the time you'll invest on reading it.
Even if you're not making an f2p game, this book contains information no game designer should be without.
It also works like a checklist so as you're designing your game, you can check you have thought about the topics covered in each informative chapter.
Recommended.
It deals with the gaming world but some these concepts could be applied to other industries.
Provided great food for thought - I’ll be testing some of the ideas in the edtech space.
And as mentioned in title the price is a no brainer (<get the book to see why;))
Top reviews from other countries
Es una serie de reglas bien expuestas por los autores. Primero uno de ellos da su explicación y el otro la complementa. Sí logra que uno cuestione el paradigma del modelo tradicional de cobrar por un juego por adelantado, el cual no es malo, no, simplemente diferente.
It focus more in the differences between Premium games and F2P than in F2P evolution.
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.