mobile game design: what makes it different?
Post on 30-Nov-2014
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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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