mobile game design: what makes it different?

Post on 30-Nov-2014

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Part of a class on mobile game design about what makes it different from game design for other platforms. Intended to get you thinking about all the differences and how they impact your designs so you aren't surprised!

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Mobile Game DesignWhat makes it different?

What’s this about?

● Mobile Games are different from PC/Console

● How can we work with the strengths● How can we avoid the weaknesses● The Future

What’s so different about mobile?

PricingMobility

Duration of play

Connectivity

Social Size limitations

Updates/DLC

Control Schemes Sound use

App Stores

Varied Devices

Pricing

● Price Ranges○ Almost never above $10○ Only AAA or Minecraft above $4○ Premium Indie, $3○ Average game $1-2 or Free

● No retail, but middleman still gets 30%● Most people won’t pay without pressure● Lite/Demo model difficult

Mobility

● More portable than a game boy● Mostly played during “downtime”

○ Poop gaming○ Car/Bus/Train rides○ Waiting in lines○ Chillin’ in bed

● Usually used as a time killer

Play Duration

● Short bursts● Easily interruptible by text, calls, real life● Session length affects when played

Connectivity

● Always “potentially” connected● Speed and reception erratic● Great for bursts, but easily interrupted● Push notifications, useful but interruptive

Social

● Very little face to face play● Good support for FB/Twitter/Game Center● Text and e-mail under-utilized● Non-multiplayer interactions with friends● Multiplayer with friends and randoms

Size restrictions

● Small phone drives● OTA download limits vs Wi-Fi● Update install space● Graphics/RAM memory limits

Updates/DLC

● DLC sold as In App Purchases● Easier to update than consoles● Can’t force updates unlike Steam/Facebook● Updates have the gatekeeper still

Control Schemes

● No physical controls (mostly)● Touch and Accelerometer only● Multi-touch possible, screen size limits● Often takes screen/GUI space● Has to be simple

Sound issues

● Often play with sound off/limited volume● Often playing privately in public● Social games are bad with sound too● Sound cues and hooks more difficult

App store markets

● Apple and Google control, at their whim● There are some alternatives like Amazon● Charts and editorials vital to sales● Videos only on Play, visual style matters!

How can we use this knowledge?

Less content, more systems

● Content is expensive in both $ and memory● Content is like movie studio props and sets,

rearrange and re-dress to maximize use● Systemic/Procedural design has replayability● Great for Puzzle games:Tetris, Bejeweled● Great for Player content games: Minecraft● Great for Rogue-like RPGs

Shorter play cycles/sessions

● Make progress/hook em in 30 seconds● Easy in, hard out addictivity or Check-ins● Limitations can leave them wanting more● Keep attention length requirements short● Plan for interruptions● Use local push to get em back

Planning/Budgeting

● Design for indie long-tail, not AAA● You’ll make little, so spend little● Pick the right business model

○ Pre-pay for a more packaged product○ Use Ads to monetize cheapskates○ Use IAP when you’re willing to support the game

● Budget for polish time and lots of updates● Beta-test using Test Flight

Intermittent Internet

● Multiplayer should be asynchronous only● Communicate to servers in small bursts● Support some form of offline play/cache● Use “cloud” syncing for device switching

○ Switch mobile devices○ Switch to FB

● Make sure net down doesn’t interrupt play

Use social

● Leaderboards/Achievements are easy○ Game center is easy and free○ Keep FB/Twitter achievement posts infrequent

● Use social trading/gifting○ Do it between existing players, not spammy

● Look at viral methods that got your attention● Use push notifications to keep connected

Controlling where you play

● Control schemes affect play locations○ Accelerometer increases attention, decreases comfort, sucks to play

for long or in bed.○ Landscape good for long sessions, Portrait good for frequent bursts○ Portrait considerations

■ 1 thumb, keep low for tall screens/short thumbs○ Virtual controls suck

■ Don’t make fingers cover the screen, touch things you are interacting with directly

○ Keep swipes simple, don’t do lots of drag-drop○ Make touch areas big and forgiving!

Handling updates

● Too frequent is frustrating for everyone● Do it often enough to remind them

○ Do hyper critical bug fixes fast and stand-alone○ Save minor fixes for content/feature pushes so that

updates are seen as either important or exciting○ Keeps players looking forward, like Angry Birds○ Update frequency can hurt your chance at charts

● Updates can break multiplayer!● Test well to reduce emergency updates

Sounding off

● Plan for audio to be on only once○ Design good audio cues for feedback, Angry Birds○ Tie the audio cues to visuals as much as possible○ When in public, interesting or annoying?○ Short catchy music loop, get em humming it!

● Easy to use○ Make it easy to get to the on/off switch○ Respect it next time they open○ Respect the ringer mute switch!

Devin Becker, devin@devinbecker.com

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