O'Reilly logo

Games As A Service by Oscar Clark

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Finding our Rhythm

In the last chapter we tried to identify the soul of games as a service and we postulated that the player lifecycle helps us to differentiate this approach to games design. The next question is to find a practical application of this thinking and to see how this can help us provide a framework to improve our designs.

The problem is that we can only really understand the specific details of the player lifecycle for our game if we stand back and look historically (and dispassionately) across the collective behavior of our players. That’s not particularly useful as long as the game remains actively ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required