Payment Models and Game Design Tastes

Apr 16, 2014

How we pay has a role in shaping what we play.

I touched briefly on this in my recent Lost Levels talk.

It’s also a topic that I wrote about a year ago in Influence of Business Models on Game Design.

I’ve reused and updated a few of those same points from that past entry, although this is more of an iteration and total overhaul than just a video adaptation. I built off those parts that have held up in discussions, taking them further and in new directions, in addition to tossing out some of the angles that in hindsight haven’t to fit as well.

As is often the case for my presentation videos (like how rules in digital games differ from rules in non-digital games, pinball’s relevance to videogame design, or my game design lecture based on the study of Pac-Man’s AI and intermissions), this talk is the result of a long time digging, rethinking, and trying out many different ways to present the main ideas involved.

If you have thoughts you’d like to share about this talk – other examples, complications to consider, experiences of your own to weigh in with – the best way for me to find them is generally via messages to @HobbyGameDev on Twitter. Or, if you’d like to have a longer discussion about it than Tweets handle well (stringing together a thought across multiple tweets rarely goes well, especially in a back-and-forth exchange), we’ve very recently opened up the r/HobbyGameDev forum and we could perhaps try chatting about it there.


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  1. […] As part of my preparations for the HobbyGameDev Kit coming out later this month, I’ve recorded a new multi-hour audio course titled Interest-Driven Design. By interest-driven, I’m referring to the kinds of videogames that we make simply because we want to make them, in contrast to profit-driven design. […]

  2. Johnicholas says:

    Frog Fractions 2 is a potential example of a novel kind of game enabled by Kickstarter’s novel funding model:

    Dan Cook’s satire also seems relevant:

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