Selasa, 19 Juni 2012

[R872.Ebook] Free PDF Swipe This!: The Guide to Great Touchscreen Game Design, by Scott Rogers

Free PDF Swipe This!: The Guide to Great Touchscreen Game Design, by Scott Rogers

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Swipe This!: The Guide to Great Touchscreen Game Design, by Scott Rogers

Swipe This!: The Guide to Great Touchscreen Game Design, by Scott Rogers



Swipe This!: The Guide to Great Touchscreen Game Design, by Scott Rogers

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Swipe This!: The Guide to Great Touchscreen Game Design, by Scott Rogers

Learn to design games for tablets from a renowned game designer!

Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as God of War, the SpongeBob Squarepants series, and Pac-Man World, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Nintendo DS, and other touchscreen systems.

  • Covers the entire tablet game creation process, placing a special focus on the intricacies and pitfalls of touch-screen game design
  • Explores the details and features of tablet game systems and shows you how to develop marketable ideas as well as market your own games
  • Offers an honest take on what perils and pitfalls await you during a game's pre-production, production, and post-production stages
  • Features interviews with established tablet game developers that serve to inspire you as you start to make your own tablet game design

Swipe This! presents you with an in-depth analysis of popular tablet games and delivers a road map for getting started with tablet game design.

  • Sales Rank: #1217118 in eBooks
  • Published on: 2012-05-30
  • Released on: 2012-05-30
  • Format: Kindle eBook

Amazon.com Review
Exclusive Content: The Value of Free; or What Rhymes with Freemium?

by Scott Rogers, author of Swipe This!

The saying goes "few things in life are free." There are exceptions like oxygen, rocks, and bonus content on Amazon.com; but looking at today's mobile gaming market, free is the rule, not the exception. There are currently 48,000 free games offered on iTunes but how can developers "sell" their game for free and still make a profit? Have they gone crazy? Nope, they're just using the freemium business model.

The term freemium comes from Free as in "this game is free to download" and Premium as in "if you want to keep playing, you will pay a premium fee." Called "shareware" back in 1993, Doom (Id software) pioneered the freemium concept in gaming. You could play the first level for free but had to pay to unlock the rest of the game - which makes the saying "the first taste is free" a closer analogy - a strategy usually reserved for selling ice cream and crack cocaine.

The model is this: The developer offers the game for free. If the player likes the game, they will spend real money on virtual currency which can be used to buy a variety of in-game features and goods - like virtual hats for virtual people. Freemium games are already proven winners for the developer, but can leave the player feeling financially abused - like when you buy virtual hats for virtual people. To prevent this buyer's remorse in your customers, you must carefully design your game. Try these concepts (not hats) on for size:

Customization: What's better than zooming around on a jetpack? Zooming around on a fruit-shooting jetpack! As a zombie! With Abe Lincoln's hat! The characters and costumes found in Jetpack Joyride (HalfBrick, 2011) and Temple Run (Imagi, 2011) or color palettes in Draw Something (OMGPop, 2012) don't change the player's core gameplay experience, but they do allow for self-expression. Don't flood your players with options or make the items insignificant (like a color swap) unless it means something to the player.

Durable goods: These items offer a clear long-term benefit to the player, but often at a higher price. But sometimes they're a bargain, like Jetpack Joyride's counterfeiting machine that makes the player feel like they are "outwitting the game" for only .99 cents. Cost and timing is the keys when introducing durable goods; a player is more likely to buy a capacity-expanding barn later in the game when they are producing more crops than they can store.

Payment gate: The free price attracts customers and then additional fees are required to unlock full features. This one is tricky; Justin Smith's Realistic Summer Sports Simulator (Justin Smith, 2012) received criticism from the gaming community when day-one buyers realized that ten of the game's fifteen events were playable only by paying an additional fee. Many developers offer "Lite" versions of their game - free but diminished experiences that, when completed, lead to payment gates.

Perishable goods: These come in many forms - turns, energy, food - but they all have one thing in common, if the player wants to continue playing, they will need more of these. Often a game will award an allotment of perishable goods on a daily basis, building tension around "how long can I play before I need to pay?" Offer your perishables in cost-effective bundles to create an appealing purchase proposition to the player.

Upgrades: Known as "power ups" these temporary abilities give players an edge for a short period of time. Coin magnets, limited invulnerability, distance boosters, and one-shot resurrections let the player maximize their score and performance. It's up to you to determine whether they get to keep the ability permanently or pay for each use. These can be tricky, as many games just give these away for free.

Speed ups: Found in simulations like Smurf's Village (Capcom, 2010) and Hay Day (Supercell, 2012) speed ups allow players to pay a fee to speed up a time-based action - like growing crops or building a structure. While the player can progress much faster in the game, it creates an abusive cycle of "pay to play" that can lead to players dropping out.

The Freemium model has drawn its fair share of criticism from both the developer and player communities. Some call Freemium games "unethical", "player extortion" and even "evil." Consumers claim to have been "deceived" into spending more money than they realize and younger players have racked up large bills without realizing they are doing so. Don't let your game contribute to Freemium's bad reputation. Follow three simple rules:

  • Clearly advertise that your game has in-app purchase (IAP) features. Make sure the player knows what they are getting into before they start playing.
  • Clearly differentiate in-game currency from real-world currency. Make the currencies distinctly different in color, shape and theme. For example, stars could be your in-game currency while coins represent real-world cash.
  • Clearly mark payment gates with confirmation messages. A simple "Are you sure you want to buy this" pop-up message makes a player think twice and avoid an accidental purchase.

No matter which side of the Freemium model debate you fall on, the most important design rule is "be responsible."

About the Author
Once upon a time, Scott Rogers played video games, Dungeons and Dragons and drew comic books without realizing he could do these things for a living. After being "discovered" in a coffee shop and realizing game designers have more fun, Scott helped design video games including Pac-Man World, the Maximo series, God of War, Darksiders and the Drawn To Life series. A lecture about his two favorite things – level design and Disneyland – led to writing "Level Up! The Guide to Great Video Game Design," lecturing at the prestigious Interactive Media Division at the USC School of Cinematic Arts and employment with the Walt Disney Imagineering R&D team. Scott is currently living happily ever after in Thousand Oaks, CA with his family, action figure collection and an iPad full of games.

Most helpful customer reviews

12 of 12 people found the following review helpful.
Its Not What You Think
By J. Lewis
I acquired this book expecting a how-to, hands-on guide for actual or aspiring game designers. What I got instead was a very general, rather pedestrian commentary on how great games and game design is. There are some useful bits of real and practical info scattered throughout what is basically a work of boosterism and cheer-leading for the idea of gaming and game design; but only a few bits. This book might be a useful gift to very young enthusiasts of gaming as a way of getting young gamers to begin thinking of games and game design on a more sophisticated level, as intellectual puzzles and challenges that can develop their mental skills and as potential career fields, not just as consumer products and idle distractions. Its chatty, simple prose and repetitiveness makes it ideal for that type of reader. Parents with kids who are big gamers can use it as a hook for expanding that interest into broader channels and activities. Adults interested in trying their hand at game-design, however, will find very little practical direction from this "guide."

6 of 7 people found the following review helpful.
A Very Interesting and Unique Book
By Lawrence Maturo
This book is not about a lot of the things associated with game design, such as graphics algorithms, or how to create artwork. What it is, is all about the design of games meant to be used with devices controlled by fingers on the screen.

To do this, it goes through a lot of well known games, such as Fruit Ninja, and discuss their design. It also has interviews with developers of games. These give you insight into how the people that design games think about their design.

It also categorizes games into generas, such as puzzles, arcade games, racing games, etc., and talks about each one, explaining how games of each genera work.

However, the real magic of the book is in all the things it covers that you don't normally think about. It is a really unique book on game design.

4 of 4 people found the following review helpful.
Entertaining, but mostly pointless.
By L. Moskowitz
I was expecting this book to read like a beginner's development book with examples or perhaps with some implementation discussion. The book actually focused on the idea of mobile applications as a whole with a general discussion on the pros and cons of gestures and input strategies. It was well-written and entertaining, but mostly useless as a "how-to".

See all 17 customer reviews...

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