Social Game Design: Monetization Methods and Mechanics
Format: PDF / Kindle (mobi) / ePub
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.
network, these are no passersby for the waiters to appeal to, and MMO publishers are forced to spend heavily to raise awareness through traditional advertising. And even once users hear of the game, before they can try it out they are asked to invest a significant amount of time and attention to learning about and procuring the software itself. There is a barrier to entry that keeps these sorts of games from being accessible to a true mass market. 11 chapter two • what is a social game?
over time. For example, Facebook now exercises much tighter control over game spam than in previous years. Although this is great for users who got tired of hearing about the lonely sheep that wandered into their friend's newsfeed, it isn't as great for social game designers, who now must pay to get eyes on their ads—eyes they used to be able to attract for free. Other social networks like Xbox Live!, Steam, and Game Center don't really do much to help with virality either; at best, users are
166 8.7 case study: hunters episode one and different monetization methods you assemble a squad of mercenaries, outfit them with guns and armor, then go into drop-sites to hunt down enemy leaders, retrieve alien artifacts, and defend reactors. The pacing is tense, and the gameplay is deep enough for you to consider firing arcs and movement points but accessible enough not to devolve into tactical minutiae. Aware of the difficulties of monetizing the game on the crowded iOS marketplace, the
More interesting still, many were not people who traditionally spent money on console, handheld, or MMO PC games. Online social networks made a whole new breed of gamer possible, a gamer who wanted to play in bite-sized chunks, in those brief moments while they were online, checking on their friends or updating their own statuses. Many would never have considered spending $60 on a retail game but seemed quite comfortable parting with $2 or $3 per day to play games like Mafia Wars or Farmville.
Friendster before it, there was AOL before that. AOL was probably one of the first and most successful ecosystems built on relationships, and also one of the first to show us the role that gaming can play inside of a social arena. AOL chat rooms were the first to show us how to actually get women to play games online or get them to play at all on a computer. You recreate the living room for them, where they can sit there and play their games and chat with each other and hang out and they're not