Download Games As A Service: How Free to Play Design Can Make Better Games, by Oscar Clark
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The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service.
Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services.
Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation�Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.
- Sales Rank: #777676 in Books
- Published on: 2014-02-11
- Original language: English
- Number of items: 1
- Dimensions: 9.00" h x 6.00" w x .75" l, .0 pounds
- Binding: Paperback
- 312 pages
Review
"The writer has not only researched widely, he has also read extensively. For non-games professionals, the notes themselves are a treasure trove of information and reference sources to follow up on, even if the thought of playing games is anathema to you." -- Monty Munford, founder of Mob76 Outlook
About the Author
Oscar Clark has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK), PlayStation�Home and Applifier. He is a regular columnist on PocketGamer.Biz and Develop-Online as well as a Mentor for Game Founders. He is also an outspoken speaker at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious top�hat wearer.
http://www.linkedin.com/in/oscarclark
Most helpful customer reviews
1 of 1 people found the following review helpful.
Just a tad bit too basic for it's intended audience (3.5 stars)
By Sibelius
It was good to come across this GaaS book - a topic that is not often found in printed form but will no doubt start popping up more frequently as this development/operational model becomes even more prevalent in the near future across all manner of platforms. Written by industry veteran, Oscar Clark, this book is targeted toward experienced game developers making the transition from premium models (think $60 packaged PS4 game) to 'freemium' (the free game you play daily on your iPhone where on occasion you make a MTX purchase) and guides said developers in designing such a product from the ground up all while keeping core freemium principles in mind with every early stage design and infrastructure decision.
While the book adequately covers all necessary GaaS design and release elements ranging from the development and delivery of frequently updated content to the necessity of utilizing player analytics to further sharpen and hone product - the chapters never quite get detailed enough to offer unique and fresh insight and instead serves as a basic-intermediate level refresher on the topic that retreads many practices and principles that should already be familiar to the target audience. Some areas that I though could also benefit from more extended coverage include metric analysis and live ops engagement tactics but overall the amount of topic coverage provided across the board is impressively comprehensive.
Still, the volume as a whole is worthy of your reading/perusing time. Clark maintains a healthy perspective on the balance of good/evil in monetization and hooks that is mostly player-centric while still being sensitive to the business needs of keeping your product/company afloat.
0 of 0 people found the following review helpful.
A solid, enjoyable discussion of modern game design.
By Dichterliebe
As a casual gamer, I enjoyed reading 'Games As A Service'. Author Oscar Clark has a depth of experience in the design and management of games and gaming platforms that is as considerable as his solutions are prescient; I found myself learning not only about the changing landscape of modern gaming and the player, but also basic theories of enjoyment and why we find video games so much fun.
Written as a cross between a textbook and a self-directed, design-directed professional musing (complete with worked examples of theoretical game design, expanded and expounded at the end of each chapter as the text further examines various aspects of design), Clark begins at a high level, discussing the basics: who plays, why we play, what is fun, what is a game, etc. He also analyzes the changing marketplace, particularly mobile gaming. As someone who is definitely not an early adapter of the latest and greatest, I found that his emphasis on the significance of the ability for anyone to release an app not only a correct assessment (from his later discussion as well as my own observation) but one important foundation for the remainder of the text.
Clark proceeds to present his case that building engagement with a game justifies, hopefully, future monetization. While I don't doubt his experience, I found that in his attempt to convince, real-world rather than theoretical, worked examples would have made a more successful argument. At some point, game developers and others associated with bringing a game to market must be compensated or there is no reason to exist. While there are free-to-play players of freemium services, in aggregate there is no such thing as a free game. How best can a company design a game that builds loyalty to such an extent that a player becomes a customer depends upon perceptions as well as the actual game mechanics. Clark makes an excellent case theoretically but how, literally, do companies manage to compete with a service that can technically remain free for those who will never subscribe, all on only a percentage of the game's actual players, i.e. those paying customers?
How, for example, does a game manage to continue to introduce content in order to keep the loyal subscriber involved while introducing the newer and less experienced (and possibly less inclined to pay)? The interests of these demographics overlap but they also conflict -- how does a company successfully cater to both within the same game ideas? How does the hardcore, competitive gamer enjoy a game marketed to a more social audience and vice-versa? Rather than theory, I would like to have read interviews of actual game developers and managers and their solutions and their failures. Clark engagingly discusses the changing nature of gaming as it relates to a service-, mobile-oriented marketplace and even addresses the development process itself (design, publishing, testing, etc.), so there is much here that is useful, even to someone not connected to the field at all. But I found that the connection to real-world development was missing. I also found the book's lack of graphics -- especially considering the subject -- a glaring omission. And on a more mundane note, the number of typographical errors is astonishing. It appears that auto-correct was employed but a proofreader was not in the budget.
Again, my perspective is as a casual player of online games. My hope is that Clark will revise, edit, and expand 'Games As A Service' to include screen shots, interviews, real-world business models that include financing a freemium project as well as continue to keep up with the changes in technology and how these changes affect the type of customer (immediate or eventual) that use technology for pure entertainment. In the end, Clark makes a good case that game design has undergone a permanent change; this is undoubtedly understood by those in the field and, more innately, by those who keep up with the rapid pace of the release of the latest games and their expansions.
Recommended for those studying game design and particularly those interested in the business of games. Oscar Clark's writing style is relaxed, yet full of content. I enjoyed it.
0 of 0 people found the following review helpful.
An excellent addition to the library not only of game designers
By Jerry Saperstein
I was a part of the day when software was sold as 5.25 diskettes dropped into plastic baggies.
Just in the past few years the rules for marketing in a huge part of the software market – games – have changed.
Now delivery is online and the price is often nothing. Zero. Nada. Until the player gets hooked a little and starts buying add-ons.
The wonder of this approach can be seen in the recent acquisition of the company that created Minecraft and was purchased by Microsoft for $2.5 billion. Other large fortunes have been made for the publishers of games that proved popular on Facebook and other social media.
Giving it away free and then hoping for revenue down the line, called “freemium” in the trade or Free2Play (F2P), is the new reality.
This book will guide you to a surprisingly deep understanding of the phenomena.
It is, in fact, almost a scholarly work, but the presentation is down-to-earth, fairly light-hearted and utterly comprehensible.
An excellent addition to the library not only of game designers, but to those of software designers, developers and marketers for F2P is the new model that will soon be adopted for almost all software along with software-as-a-service.
Jerry
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