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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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3DModelerMan

How many levels is enough?

7 posts in this topic

I'm working on a 2D platformer and I'm trying to decide how many levels to have. It's an Android/iOS app. Each level is a little bit less than a minute long but you have to play through them at least three times to find all the unlockables. How many levels make it worth the $0.99 to the players? I want to have lots of levels, but I don't want to have any "filler" content.

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Hi,

 

 

I recommend thinking in terms of total game time divided by the assessed number of minimum levels required.  Next, add levels to fill the gap in time.  Experts says that 3 minutes per scene is about right and 15 to 20 minutes total game play is approximately the average.

 

Clinton

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Experts says that 3 minutes per scene is about right...
This is potentially very valuable information. Is this for console games or iPhone games, or PC games? Mainstream or niche?
Could link to the article where you read that, so I snatch it straight out of the horse's mouth without getting bitten by second-hand information?
...and 15 to 20 minutes total game play is approximately the average.
15 to 20 minutes per gaming session?
15 to 20 minutes of gamer interest before never playing the game again?
Or is 15 to 20 minutes the complete length of an average iPhone game?
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The information is for smart phones and tablets. They say that the pleasure level was highest for about 3 minutes per scene or level change and 15 to 20 minutes of game play, regardless of how long the total game time actually can potentially last. 

 

For example, many games allow the player to advance levels quickly if skilled and also play a game for 30 - 60 minutes ( or more in some cases ) depending on design, but the pleasure or satisfaction level was highest as stated.  The survey implies that a game has a greater chance of popularity and replay if the game designer takes the data as a guide and minimum.  Allowing the player to advance too slow or fast diminishes the end user satisfaction on average mellow.png  , ending the game sooner causes disappointment angry.png , and requiring the player to last longer than 20 minutes loses some customers sleep.png .

 

Interesting that the data triples for computer games, simply because being at the computer implies that the end user has more time to play.biggrin.png

 

I read the information on the World Wide Web, but don't remember the source - some video game industry website of some kind.  I'll try to find the source in my data base.

 

[Edit:] One solution mentioned was to allow continued play at a later time, one time only.

 

 

Clinton

Edited by 3Ddreamer
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It's a tricky balance but I think the safest bet is to look at other games in your genre and price bracket and see how long their gameplay is, if you can.  People will naturally compare your games to others so it's good to know how yours stacks up anyway.

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