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Practical Game Design
book

Practical Game Design

by Adam Kramarzewski, Ennio De Nucci
April 2018
Beginner
476 pages
14h 4m
English
Packt Publishing
Content preview from Practical Game Design

Playable content

This monetization vector is reinforced by the following emotions: curiosity (positive), joy (positive), and boredom (negative). New stories, missions, characters, equipment, environments, and even game modes are all examples of playable content that can be locked behind a pay-gate.

To increase the effectiveness of this vector, you'll need to increase the necessity, desirability, and perceived value of your goods, and do it all without pushing the non-paying users out of the game. You can classify your playable content by its lifespan:

  • Permanent: Game trials, premium expansion packs, and new story episodes have been around for years. Nowadays, we are more likely to get a skeleton of the entire game for free and spend to build ...
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Publisher Resources

ISBN: 9781787121799