3Italy 214
22 Cans 225n
24 (TV show) 155
AB test 172, 177 – 8, 183n, 199 – 200
Adshel 263
advertising 173, 177, 182n, 260, 279n
frequency 263
measuring success 263
opt-in 262
outdoor 263
paid, cross-promotion, incentivized 260 – 1
placing 262
see also marketing
AIDA (awareness, interest, desire, action) model 234 – 5
Amazon 223
Appflood 260
Applifier 141, 163n, 173, 177, 180, 260
Assassin’s Creed 153
asynchronous games 123, 124, 135
Atari 105
Azure 223
Bad Piggies 160
Barnson, Jay 128n
Bartle, Richard 32, 34n, 35, 56n, 108, 112n, 134, 172
Battleships 142
Bejeweled 26
blind man and elephant story 55, 56n
blogs, bloggers 33n, 128n, 180, 181, 182n, 266
BOGOF retailing 270
Boku 252
Bond moments 152 – 3, 154, 234
Boss Alien/Natural Motion 109
Breakout 111n
Brian Lara Cricket 163n
Brick Breaker 105
Brislin, Simon 56n
British Telecom 65, 71n, 94n, 134
buying products 265
and buyer remorse 237 – 8, 239, 240, 253n
and customer satisfaction 244
decision-making 237
don’t nag/give reasons to act 244 – 5
engaging players 241
and gateway good 250
influence of competition 247
premium positives 242
pricing strategy 247 – 50, 251 – 2
psychological principles 245, 250, 252 – 3
puppy-dog sale 246
social elements 239
wants/needs dichotomy 235
Caillois, Roger
Definition of Play 30
Man, Play and Games 33n
Candy Crush Saga 12, 51, 91, 94n, 104, 134, 156, 172, 270
Casual Connect Hamburg 2012 15n, 16n
Casual Connect Magazine 145n
Catron, Jesse 128n
Chartered Institute of Marketing (CIM) 163n
Children’s Online Privacy Protection Act (COPPA) 278, 279n
churning 69 – 70, 86, 190 – 1, 202n
Clash of Clans 12, 127, 128n, 143, 268
clue objects 87
Cocos 214
Codemasters 163n
cognitive bias 94n
Columbo twist 160 – 1, 164n, 165 – 7, 234
computer games, gamers 30 – 1, 47, 89
consoles, console games 7, 135
context loop 51 – 4, 72 – 6, 91 – 2
Cook, Tim 4
Core Design 163n
core vision 208
CounterStrike 89, 94n, 134, 143, 144n
CPA (cost per action/acquisition) advertising 260, 279n
CPM (cost per mile) advertising 260, 279n
Csikszentmihályi, Mihály 102, 111n, 119
Curran, N. 254n
The Curse of Monkey Island 30
Dallas (TV show) 155
Dark Orbit (Big Point) 5
data
background 190
connected player problems 198 – 9
expanding possibilities 199
and funnel analysis 192 – 3, 202n
and hazard analysis 194 – 6, 202n
importance of metrics/statistics 191
looking for trends 192
making inferences 197
non-connected players 198
tracking players by ’days since download’ 193
see also surveys
decision-making
and allocation of actions 93n
and complexity level 249
and game design 42
and games of progression 45
and pattern-making 44
soft variables 121
Demon Souls 120
Deus Ex 44
A Developers’ Guide to Surviving the Zombie Apocalypse 15n
dice-based games 43
Digital Chocolate 135
digital distribution see marketing
Disney 263
distributed denial of service (DDOS) 221
Dove brand 63
download services 261
downloadable content (DLC) 9
Duffy, Colin 71n
Earl, Nick 12
EC2 223
Eidos 163n
emotions
and emotional engagement 245 – 6
Hot Cold Empathy 245 – 6, 254n
puppy-dog sale 246
engagement-led design 152
Blackberry twitch 157
core values 154
Flash Gordon cliffhanger 155 – 6, 162
never seen Star Wars model 158 – 9
opening experience 153
real-life interruptions 157 – 8
so-what question 162
understanding social consequences 159
exercises
encouraging discovery through design 203 – 5
Flash Gordon cliffhanger 129 – 31
Exponential Demand Curve 247, 248
Facebook 12, 31, 32, 86, 89, 106, 123, 134, 135, 139, 141, 160, 177, 260, 263
familiarity 118
and building expectations 106 – 7
and contempt 103
and disruption 104
and lucre dissonance 107 – 8, 110
and mass-marketing 109
and player types 109
and risk of disruption 107
and social interaction 106
and time 104
and trust 102
Farm Town 106
FarmVille 12, 30, 32, 48 – 9, 86, 89, 106, 111n, 128n, 135
Faulkner, William 226n
Firemint 156
first-person shooter (FPS) game 45, 48, 94n, 264 – 5
Fishlabs 92
Flash Gordon cliffhanger 155 – 6, 158
foreshadowing 72, 83, 84, 106 – 7, 141, 153, 163n
Free App Charts 341 – 2
Free2Play (F2P) 5, 28, 170, 172, 182n
benefits 53
design as manipulative 82
dominance of 6
importance of non-payers 67 – 8
symptom not cause 14
freemiums 3
benefits 243
difference with premiums 243 – 4
ongoing experience 240
player experience 14
and price elasticity of demand 247 – 9
problems 7
revenue 10
social games 12
From Software 120
finding 102
Galaxy on Fire Alliances 92
Gamasutra article 94n
game anatomy
conditions, challenges, methods 45 – 6
control systems 47
games within games 52
gossip effect 53
hub and spoke 44
in-game reminders 28
interactive techniques 44
intrinsic/extrinsic rewards 49 – 50
pattern-matching 26, 27, 42 – 5
pull/push elements 53
visual/artistic elements 47
game design 2
avoid punishing players 48 – 9
copying/borrowing 105
indie-ism 13
old school 13
paper prototyping techniques 112n
persistent world aspect 54
player objectives 107
reborn vets 13
tough but interesting 15
visual aspects 47
Game Monetization Europe 2013 (London) 94n
game theory 127
games
added-value 264
different types/genres 42
doubt/uncertainty 30
farming for gold 29
lifetime value 62
material interest/profit 28 – 9
motivations 29 – 30, 32 – 3, 48, 49, 51
and musical forms 89
playing lots of games 94n
psychology of 27
range of devices 176
standing out from the crowd 104
Games Horizon 2012 183n
games of progression 45, 50 – 1
games as a service
framework 2
rethinking 3
rise in 3
and whole player lifecycle 102
GamesBrief 15n
GDC 2012 Roundtables 267
GDC Europe 2012 15n
GDC Online 56n
Greedt Bankers 128n
Greedt Bankers Against the World 128n
GTA 180
Harvest Moon 106
HayDay 89
hazard analysis and critical control points (HACCP) 194, 202n
establish control point monitoring requirements 195
establish corrective procedures 195
establish critical limits for each control point 195
establish record-keeping process 196
hazard analysis 194
identify critical control points 194 – 5
review process 195
Hierarchy of Games see Oscar’s �Hierarchy of Games
hierarchy of needs 93n
Hocking, Clint, Bioshock107
Homo Ludus 159
hot-cold empathy gap 94n
Huitzinga, Johann 27 – 8, 30, 33n, 159
Hutch Games 7
Infinity Blade 275
Innogames 90
interdependence theory 137
and communication 139
and complacency 139
emotional aspects 138
measuring relationships 137
satisfaction with relationships 137 – 8
investment 225n
iOS 5 – 6, 111n, 221, 261, 275
iOS App Store 9
Jackson, Gina 16n
Juul, Jesper, The Art of Failure30, 33n
Kahneman, Daniel 56n
Kasparov, Gary 128n
Keller, K.L., Strategic Brand Management: Building, Measuring and Managing Brand Equity70n
Kirakowski, J. 254n
Koster, Rafe 27
Kyoryu 128n
Lee, Kun Chang 254
Lewis, E. St Elmo 253n
Loewenstein, George 254n
Lord of the Rings Bowling 179
Lord of the Rings Online 11
loss aversion 49, 56n, 246, 247, 254n
lucre-ludo-narrative dissonance 107 – 8
Ludo-narrative dissonance 107
Magic: The Gathering 43
Manning, Adrian 144n
Maple Story (2003) 5
communication 170, 177, 178 – 80
designer/developer involvement/attitude 170, 182n
and digital distribution 170, 176
investors, publishers, trade bodies 181 – 2
knowing the players 172
place (ie location/type of device) 176 – 7
and PR (Public Relations) 178
process 171
trust 174
whale players 173
see also advertising
Massively Multiplayer Online (MMO) 5, 11 – 12, 45, 135
gold-farming 29
Meridian 59 45
microncosole 5
Microsoft 223
minimum viable product (MVP) 208, 213 – 14, 219
mobile games 172
Molyneux, Peter 225n
monetization 107 – 8, 110, 175
and buying consumables 268 – 9
metagames 268
mixed model 277
not using 265
picking an option 266
and randomness 277
Monkey Island 87
Moore, Geoffrey, Crossing the Chasm64, 70n – 1n, 225n
Multi-User Dungeon (MUD) 32, 34n, 112n, 134, 144n
MyFarm 106
NASA 194
Natural Motion 183n
Neopets (1999) 5
new product introduction 63, 70n
NewZoo Global Games Market Report 7, 16n
operant conditioning 46, 56n, 82
Oscar’s Hierarchy of Games 236 – 7
Paid App Charts 242
Papaya Mobile 68
paradox of choices 253n
Park, Bong-Won 254
complexity/repeatability 44
dice-based or board games 43
random 43
Penny Arcade 56n
permadeath model 120
Picasso, Pablo 111n
Pillsbury Company 194
Plants vs Zombies 92
play, players 33n
achievers 32
casual gamers need permission 64 – 5
emotional range 33
enjoyment of game 67
explorers 32
gender similarities 65
hardcore gamers as visionaries 64
Huitzinga’s definition 28
importance of non-payers 67 – 8
as interaction 32
in isolation 30
as non-static 109
performance metric 110
regular changes 69
style of 47
success 66
updating content 69
acquisition/retention 68, 69, 171
discovery stage 65 – 6, 237, 241
early adopters 64
engagement stage 67 – 8, 141, 244
learning stage 66 – 7, 140, 237, 241
product lifecycle analogy 62 – 4
Playfish 16n, 31, 106, 112n, 135
PlayStation Home 5, 10, 56n, 123, 192
Ponzi scheme 268
Portal 104
Porter, Michael E., How Competitive Forces Shape Strategy182n
Post, Jack 56n
premium market 6, 7, 10 – 11, 12
price
counterproductive actions 244 – 5
ease of payment 252
and personal threshold 244, 253n – 4n
positive aspects 242
problems with premium (upfront payment) 241 – 2
and risk 249
setting 251
upfront/inside the game charges 242 – 3
price elasticity of demand 247 – 9
PRINCE2.0 226n
product development 161
delivering on-going service 224 – 5
end-to-end testing 221
and fear of failure 209
feedback 212
flexibility/range 224
frequency of changes 214 – 15, 226n
and life after launch 213 – 14
and new product introduction 63, 70n
preparation 222
prioritising features 210 – 11
publishing as separate activity 220
releases without releases 222 – 3
reviewing process 219
server development/roll-back 224
small teams/less specialists 214
taking a break/switching team roles 219 – 20
technical specification/test script 226n
thick and thin clients 223
Triangle of Development 209 – 10
waterfall model 215 – 16, 226n
product lifecycle
diffusion of innovation 64
player lifecycle comparison 63
stages 62
PS4 5
psychology 245, 250, 253n, 254n
puzzle games 45
Quake II 134
Real Racing 3 12, 87, 156, 271
Real-Time Worlds 7
and physical presence 123
and social bonds 124
Reil, Torsten 183n
resource management games 45 – 6
Restaurant City 32
revenue generation
BOGOF 270
ethical considerations 278 – 9
monetization/virtual goods 264 – 8, 273 – 5
and randomness 277
review meetings
sprint retrospective 219
sprint review 219
rewards
diminishing effects 50
extrinsic 50
understanding behaviors 108 – 9
rhythm of play
energy technique 85 – 6, 87, 157
game loops 83
habitual behavior of returnees 84
heartbeat 82
interruptions 83
metagames 93
notification system 90
and player subconscious 85
regularity not addiction 82
time delay/friction 86
Ries, Eric, The Lean Startup209, 225n
RiotE 179
Rodeo 243
Level Up: The Guide to Great Video Game Design 33n
Ryan, Nick 56n
SCE Japan 120
schedules of reinforcement 46, 106, 112n, 284
Schriber, Ian 128n
Secure Sockets Layer (SSL) 202n
server-based distribution 223
service approach 12 – 13, 208, 224 – 5, 246
see also product development
Shades 144n
Sim Social 32
SimCity Social 32
Simpsons Tapped Out 12
Sina Weibo 160
Singstar 89
six degress of socialization 140
I beat your score 141
let’s collaborate 142
see me play 141
we are guild 143
Skinner Box 46, 56n, 70, 82, 112n
Slamjet Stadium 123
social games 12, 31 – 2, 89, 184 – 6
complexity of 138
defining relationships 137
effect of Facebook on social games 135 – 6
emotional drivers 138
engagement with audience 139
increase in audience 135
interdependence theory 137 – 9, 143
six degrees of socialization 140 – 3
social media 10, 12, 160, 170, 173
social pyramid 144
Soli, Daniel 128n
Sonic the Hedgehog 155
Sony Liverpool Studio 7
Sony London Studio 123
Standard Query Language (SQL) 199
Star Wars: The Old Republic 11
Star Wars (films) 158 – 9, 160, 163n
Steam 135
Subway Surfers 172
Super Mario Bros 30
see also data
TapJoy 261
Telltale Games 128n
Time Entertainment 163n
Transport Layer Security (TLS) 202n
Triangle of Development 209 – 10
Triangle of Free to Play 267
Triangle of Weirdness 103, 104, 111n
Tribal Wars 90
Tribes 143
Trubshaw, 134
Tversky, Amos 56n
Twitter 160
UK Office of Fair Trading 7
uncertainty 264
balanced with repeatability 118
and building social bonds 124
emergent behavior technique 125 – 6
and imbalanced economies 126 – 7
and probability 119
real-world considerations 122 – 3
sources of 118
Unified Modelling Language (UML) 202n
Unity 214
Unreal 134
Unreal Engine 214
US Army Labs 194
video-on-demand 71n
virtual goods 264
The Walking Dead 104, 120, 128n
Warhammer Quest 243
Warman, Peter 16n
Warren, Richard 71n
websites 2, 15 – 16, 33 – 4, 56, 93 – 4, 111 – 12, 128, 144 – 5, 163 – 4, 182 – 3, 202, 225 – 6, 253 – 4, 279
Well of Energy Crystals 271, 279n
Wireplay 65, 71n, 94n, 134, 144n
Words with Friends 124
World Of Warcraft 11, 135, 143
WorldPay 252
Xbox LiveArcade 10
Xbox One 5
Zelda 44
Zombie Lane 89
3.22.71.28