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Practical Game Design

You're reading from   Practical Game Design A modern and comprehensive guide to video game design

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781803245157
Length 446 pages
Edition 2nd Edition
Concepts
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Authors (2):
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Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
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Toc

Table of Contents (19) Chapters Close

Preface 1. Chapter 1: Introducing the Game Production Process 2. Chapter 2: Preparing a Game Concept FREE CHAPTER 3. Chapter 3: Scoping a Game Project 4. Chapter 4: Creating Design Documentation 5. Chapter 5: Understanding Game Mechanics 6. Chapter 6: Designing Systems and Features 7. Chapter 7: Making Prototypes 8. Chapter 8: Designing Compelling Stories for Games 9. Chapter 9: The Fundamentals of Level Design 10. Chapter 10: Creating Characters 11. Chapter 11: Balancing Your Content and Systems 12. Chapter 12: Building a Great User Interface and User Experience 13. Chapter 13: Making Your Games Accessible 14. Chapter 14: Mastering Games as a Service 15. Chapter 15: Understanding Monetization Techniques 16. Chapter 16: The Final 10% 17. Index 18. Other Books You May Enjoy

Using season passes for monetization

Standard season passes are great at two things: conversion to spend (due to high EV) and engagement (play to earn rewards; once players make the investment, they have more reasons to return and get value back).

If your game has a relatively small but highly dedicated and engaged community and relies on high average revenue per DAU (ARPDAU), the season pass will likely be a retention, not monetization feature—pass sales won’t make up a meaningful chunk of sales in a game such as Star Trek Fleet Command, which relies on engaged players repeatedly purchasing $99 in-game resource and item bundles.

For games with low ARPDAU but a large player base (for example, Fortnite, League of Legends), passes can represent a meaningful chunk of the revenue. Still, at the time of writing, the seasonal item store in Fortnite made up for the majority (over 60%) of the revenue, with season pass sales comprising the remainder.

In general, skipping...

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