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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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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  1. Kylotan, thank you very much for your reply! Actualy this is already a disussion I was hoping for . I'm not a game-dev professional myself, but I'm interested in it and would like get a clear picture of what is realy going on. Without considering points of view of other competent people I will be just blinded by my own believes that do not necessarily reflect reality.     I was talking specifically about mobile games, and it seems to me that most people got used to approach of paying for the whole game at once, and now the focus is changing to in-game purchases (as discussed by the article at forbes.com mentioned above).   Probably I also had to be more specific when talking about pros/cons - I meant particularly the developer's (or publisher's, if applicable) point of view.   P.S. many thanks for links - I'm going to check them soon.
  2. Hi guys! I was observing this place for a while and now I'd like to discuss something with you.   Looks like for a mobile game to have millions of downloads is not yet a commercial success. As discussed by the article (see the link below) in-game purchase systems often generate more revenue than one-off payments for downloading a game, and it’s a trend already.  http://www.forbes.com/sites/terokuittinen/2013/03/06/rovios-revenue-crisis-and-the-app-market-evolution/ If you are using an in-game purchasing, then (assuming the game itself is free to download and play) you allow gamers to get involved right away. If gamers get familiar with the gameplay, fascinated by characters or attracted by any game element used in the game, their willingness to pay is probably increasing. In contrast to that – user’s willingness to pay for downloading a game might be lower, as they did not experience it yet and maybe do not even know what to expect from it. Another good point is that in-game purchasing allows user to spend smaller amount of money comparing to payment for app download. It is easier to say bye to 10 cents than to 10 dollars even taking into account the value that you get in each case (i.e. some perks in one case and complete game in another). Moreover if a person makes at least one in-game payment, then it might be easier for them to make another one, especially if they really enjoyed their first purchase.  At least such is my opinion and it would be really interesting to compare it to what industry professionals think. Thanks a lot!