If you are, or thinking of, creating a Free-to-Play game you need to read this book.
You will learn the true meaning of Free-to-Play and what that means to you and your players. Sometimes you will read one of the rules and think "Ah, of course" then wonder why the companies that create these games don't apply them to their games, adn then fail.
This book is a must, even if you are developing games with other business models. It's well worth the money and the time you'll invest on reading it.
Nine hundred and sixty-seven (iPad Kindle) pages of top-drawer, been-there-done-that advice about free to play game development for under two quid. Nicholas is a leading thinker in the field and his rules make total sense; we can expect much development of these ideas as the market matures but he captures a great deal about why and how F2P works today. With a significant increase in detail beyond what he shares for free on gamesbrief.com, this is required reading for anyone with skin in this new game.
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A very good starting point for game developers looking to adapt to the current trend of freemium games. Worded very simply, you leave the book thinking you've understood the principles of how to design the game given this fast growing business model.
A very easy read - 2 hours or so, which you want to keep coming back to. If you are a game designer trying to get to grips with F2P, this highlights the key differences with traditional pricing and what you need to consider to be successfull.
This is a great summary of the latest 'best-practice' thinking in the world of free-to-play. It's probably got more to offer beginners and intermediates than it does to experts, but even so it's a good sense-check for professionals (disclosure: I know half of the authors).