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Games As A Service by Oscar Clark

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Breathe Life into Your Games

In the last chapter I used the analogy of anatomy to describe the component parts of a game. That discussion hopefully helps us think of games experiences as living things and I believe as designers it’s our job to breathe life into play. In this chapter I want us to take this analogy further and make the hypothesis that, for the player, their game will go through a lifecycle and that understanding this lifecycle is a defining skill that separates successful games as a service design from box-products. Lifetime value is critical to success and essentially this comes down to sustaining ...

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