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Blender Master Class: A Hands-On Guide to Modeling, Sculpting, Materials, and Rendering
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Social Game Design: Monetization Methods and Mechanics
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By Tim Fields, Brandon Cotton Published December 2011 List Price: Amazon.com Sales Rank: 214,413 Availability: Usually ships in 24 hours Summary: Social Game Design reveals what you need to know in order to create and monetize online social games. Using examples from successful game designs, you'll learn what makes these games compelling, and why people will pay to play them. This book will inspire you to apply these principles in order to meet the challenges of this new space, creating original games that both delight players and generate profit. We'll talk about different business models, how to acquire and keep players, how to sell virtual goods, and how to keep players coming back day after day. GDNet Staff Review: Social games are different, as are their revenue models. Making a game work socially in a "deep" way usually requires it to be designed from the ground-up that way. Making a multiplayer space-invaders with actual social interaction would be about as tough a sell as one-player "farmville". Social games are fundamentally different from the video games we've been designing since the 1970's, and I am surprised there is not more written about them. And it is also a market that is ripe for picking. Most of the biggest players in gaming were caught off-guard while the wave of social games hit. It is a good time to be a small player. And that is why I was enthused to check out Social Game Design: Monetization Methods and Mechanics. Social Game Design is not a technical or a "how to" kind of book. It is more conceptual, showing the current social game landscape as it is along with how the moneymaking games are making money. The interviews are with genuine industry players, like the creators of the very popular Words With Friends and Draw Something. Monetization is definitely the focus of Social Game Design. And it concentrates on the creative new methods that casual games are making money, not the old "charge everyone $20 a month to play" models. Users need to feel like they're actually getting something of value nowadays, and there is some real science as well as psychology behind getting users to WANT to part with their cash in exchange for virtual ponies or karma points or anything else. These models are, for the most part, very new. Most are untested. Some work brilliantly. And some flop. A read through Social Game Design will likely give you some good pointers on giving your social masterpiece a real business model beyond "get really popular and then get acquired". Similar Books:
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