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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...
Read this book for a biting analysis of the games'industry's most burning issues as it gets knocked from pillar to post by digital transition and the pressure of free content. Inside, you will find out: - Why there has never been a better time to be game developer - Which ten companies are doomed to failure - How video game tax credits are short-term gain for long-term pain - Why EMI's decision to enforce copyright over a parody of Empire, State of Mind was stupid All these questions and more are discussed with brutal frankness by Nicholas Lovell, author of the acclaimed GAMESbrief blog. This is Volume 1 of GAMESbrief Unplugged: an edited, curated collection of the best of GAMESbrief, covering copyright, politics, taxation, and opinions on everything from microtransactions to why games don't cause rickets.
54 of the most important and high-impact ideas in modern game design, presented in easy to understand summary cards and explained in full detail on the facing page. This is a practical book aimed at helping you to understand and implement F2P systems that will make your game profitable, successful and, most of all, fun. Perfect for those embarking on their first F2P project and experienced developers seeking to refine their techniques alike, The F2P Toolbox draws on years of experience of F2P games and businesses to give you no-nonsense advice and guidelines that will improve your business and delight your players.
Making money from games in the twenty-first century Nicholas Lovell helps companies make money from games, understand emerging platforms (Apple's iOS, Google Android, browser-based, online) and navigate new business models. In this second volume of Nicholas's provocative and incisive analysis, you will learn: - How ngMoco, Jagex and Bigpoint built businesses worth hundreds of millions on the power of free - How in-app purchases can transform your business's revenues and profits - How a company with $100 million of venture backing went bust, and how to avoid their mistakes - What new online business models mean for hardware manufacturers, retail and traditional publishers If you want to ride the wave of online games, weather the transition to free and become a successful, profitable games business, you need to read this book.
The Curve by Nicholas Lovell is a breakthrough business idea: Chris Anderson's The Long Tail meets Seth Godin's Purple Cow The Curve is a new way of doing business and of seeing the world. For most of the last century, companies strived to sell more and more products at uniform prices. But the future of business is about variation: tailoring products for customers of all stripes, and letting your biggest fans spend as much as they like on things they value. The Curve shows us not to be afraid of giving some things away for free. The internet helps you forge direct relationships with a vast global audience, and take them on a journey from freeloaders into superfans. Value lies in how you make...
“ Will’s knowledge of F2P comes from years of building games, as well as writing about and consulting with developers on the model. All the topics covered in this book—economics, gameplay, monetization, analytics and marketing—are important to consider when you’re building an F2P game, and Will covers each with an easy-to-digest style.” —Ian Marsh, co-founder, NimbleBit Free-to-Play: Making Money From Games You Give Away is an accessible and complete guide to the business model that has revolutionized the videogames industry, creating huge hits, multi-billion-dollar startups and a new deal for players: Play for free, spend on what you like. Written by respected game designer an...
For more than a millennium, the ancient Olympics captured the imaginations of the Greeks, until a Christianized Rome terminated the competitions in the fourth century AD. But the Olympic ideal did not die and this book is a succinct history of the ancient Olympics and their modern resurgence. Classics professor David Young, who has researched the subject for over 25 years, reveals how the ancient Olympics evolved from modest beginnings into a grand festival, attracting hundreds of highly trained athletes, tens of thousands of spectators, and the finest artists and poets.
The second book in Suzanne Collins's phenomenal and worldwide bestselling Hunger Games trilogy. Against all odds, Katniss Everdeen has won the annual Hunger Games with fellow district tribute Peeta Mellark. But it was a victory won by defiance of the Capitol and their harsh rules. Katniss and Peeta should be happy. After all, they have just won for themselves and their families a life of safety and plenty. But there are rumors of rebellion among the subjects, and Katniss and Peeta, to their horror, are the faces of that rebellion. The Capitol is angry. The Capitol wants revenge.
Free is coming. We all know how artists and are at risk from filesharing; now digital manufacturing and 3D printing mean that no industry is immune. But the same technology that enables easy piracy also offers a huge opportunity: artists and businesses can share what they do at low cost, while building relationships with fans. So how can you embrace free, while finding the superfans who will help you thrive? How can you make money in the Free world? Here are ten ideas to reshape your future. Welcome to the Curve. Nicholas Lovell is an author and consultant who helps companies embrace the transformative power of the internet. His blog, GAMESbrief, is read by those seeking to learn how digital is transforming gaming - and how to apply that knowledge to other industries. His clients have included Atari, Firefly, nDreams and Square Enix (creators of Tomb Raider), as well as Channel 4 and IPC Media. He is a columnist for Gamasutra, a contributor to the Wall Street Journal, and his articles have appeared in TechCrunch andWired. He lives in London.
Shovel Knight is a sweeping classic action adventure game with awesome gameplay, memorable characters, and an 8-bit retro aesthetic created by Yacht Club Games. Shovel Knight: Official Design Works collects the fun and original artwork behind this landmark title. Inside you'll find key art, character concepts, enemy designs, sprite sheets, unused ideas, and an all-new Shovel Knight tribute art gallery! This epic tome is also packed with creator commentary, as well as exclusive interview with the Yacht Club Games team.