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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.

Michael Zuurman

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  1. Taking data from MobyGames I have analyzed their information on games released since 1977 on many platforms in an attempt to make some historical sense of it all in a descriptive way. It is entitled MobyGames: Quantify Me. A brief quantitative analysis of the gaming era according to MobyGames. Below is the Abstract, but  the whole article is here: http://www.xentax.com/?p=771 . Hope you like the paper. What do you guys think?   Introduction. MobyGames (MG) is the self-acclaimed “most accurate” database on the internet that documents computer games released on all known platforms. There have been many gaming platforms throughout the past decades, since computer games started to surface in the late 70s. Given the notion that the number of games released for a platform equals its success, it is of some interest to examine the number of games released for each platform in time. Thus, if the number of games listed at MG is in some way representative of the actual games released in our world, we may take a look at history and shed some light on the dynamics of game platforms in time. Of particular note, it might be possible to determine the importance of each platform and gain an estimate of their success. Methods. MG publically lists all the games in their database, with game title, platform, publisher, and year of release as relevant variables. A selection was made of all platforms listed there and excluded specific platforms not relevant to the current analysis (i.e. platforms specifically only used in one or very few countries). The following variables were obtained for each game listed there: platform, year of release (according to MG), publisher. The data were fed to SPSS 20.0 for further statistical analysis. Descriptive statistics were used to present the data. Duplicate game titles were identified by exact comparison of titles listed at MG. Unique game titles were ranked to the entered year of release. The data was gathered from MG between December 11th and December 13th 2012. Results. A total of 59936 game entries were found in the public MG database for 48 platforms selected for the time period of 1977 through 2012. Two peaks in yearly releases could be identified in 1990 and 2008. Out of the 59936 entries, the number of duplicate game titles was observed to be 33248 (55.47). The large majority of unique game titles at MG is associated with only 1 platform (20700 unique game titles, 62.26%), the list topped by Nintendo DS (63.4%), Atari 2600 (62.4%), Windows (60.6%), Nintendo DSi (59%) and GameBoy Advance (57.1%). The top 5 impact companies are Microsoft, Sony, Nintendo, Apple and Commodore. Though the number of games released for a Microsoft OS is dominating, the number of games released for the Commodore platforms (2nd most number of games for many years) has only recently been surpassed by Nintendo. Discussion. By far the most games have been released for Windows and DOS, and the market is still dominated by games running on a Microsoft OS. In the 1980s, 11 different companies were on the market of which Commodore was the most popular platform. Later decades showed the continued emergence of Nintendo, Apple and Microsoft OS, with Sony joining in 1994. To date those four companies define the market. The dynamics of games released for their platforms suggests different marketing strategies. The 1980s were dominated by games released for a multitude of platforms, while in the 1990s and early 2000s games were more unique to a platform. The last decade this has turned around back to a situation similar to the 1980s, most games released on multiple platforms. A dramatic decrease in the number of games released per year since 2009 indicates a possible issue at MG.