The Karate Kid
Throughout this book we have talked about design, rhythm of play, socialization, and even agile development in the context of the lifecycle of the player. But none of these chapters have really, except perhaps superficially, addressed the one burning issue of all developers engaging in Free2Play design—how do we make any money?
My objective in the writing structure of this book has been to prepare the groundwork so that in this, the later stages of the book, your game design is already ripe for effective monetization. I’m trying to pull off a Karate Kid moment where Mr. Miyagi2 gets you to ...
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