mobile game design: what makes it different? v2
DESCRIPTION
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! Updated a bit from the old version.TRANSCRIPT
Mobile Game DesignWhat makes it different? version 2
What’s this about?
● Mobile Games are different from PC/Console
● Using the strengths and weaknesses
What’s so different about mobile?
PricingMobility
Duration of play
Connectivity
Social Size limitations
Updates/DLC
Control SchemesSound use
App Stores
Varied Devices
PricingPrice Ranges● Average
○ Free - $0.99● Premium Indie
○ $1.99 - $3.99● AAA
○ $3.99 - $9.99
Minecraft is special!
Don’t do Lite versions!
Pricing
● No retail model, but middleman still gets 30%
Mobility
● More portable than a game boy, but usually used as a time killer
Mobility
● Mostly played during “downtime”o Poop gamingo Car/Bus/Train rideso Waiting in lineso Chillin’ in bed
Shorter play cycles/sessions● Session length affects when played, use check-ins● Easy in, hard out. Hook/Progress in 30 seconds!● Limitations leave you wanting more!
Interruptions and attention
● Easily interruptible by text, calls, real life● Keep attention requirements short!
Connectivity● Always “potentially” connected● Speed and reception erratic, great for bursts
Connectivity● Local push notifications - useful to retain, but
interruptive
Intermittent Internet● Multiplayer should be asynchronous only● Communicate to servers in small bursts
Intermittent Internet
● Support some form of offline play/cache
Intermittent Internet
● Use “cloud” syncing for device switchingo Switch mobile devices or to Facebook
Social
● Very little face to face play
Social● Good support for FB/Twitter/Game Center
Social
● Text and e-mail under-utilized
Social
● Non-multiplayer interactions with friends
Social● Multiplayer w/ friends & randoms
Use social● Leaderboards/Achievements are easy
o Game center is easy and freeo Infrequent FB/Twitter achievement posts
Use social
● Use social trading/gifting, but not spammy● Look at viral methods that got your attention
Use social
● Use push notifications to keep connected
Size restrictions
● Small phone drives ● OTA download limits
Size restrictions
● Updates take space! ● Graphics/RAM limits
Updates/DLC
● DLC sold as In App Purchases
Updates/DLC
● Easier to update than consoles● Can’t force updates unlike Steam/Facebook
Updates/DLC
● Updates have the gatekeeper still
Control Schemes
● No physical controls (mostly)
Control Schemes
● Touch and Accelerometer only
Control Schemes
● Multi-touch possible, screen size limits
Control Schemes● Takes screen/GUI space, keep it simple but forgiving
Controlling where you play● Accelerometer increases attention, decreases comfort, sucks to play for
long or in bed.
Landscape● Good for long sessions, but requires both hands● Touch areas on the edges, think about how you hold it!● Common for Tablets, but tweak for Phones too
Portrait● Good for burst play with 1 thumb● Keep low for tall screens/short thumbs, no fingers covering screen● Keep swipes simple, don’t do lots of drag-drop
Sound issues
● Often playing privately in public with sound off
Sound issues● Sound cues/hooks, feedback more difficult● Tie the audio cues to visuals as much as possible
Don’t be annoying● When in public, interesting or annoying?● Short catchy music loop, get em humming it!● Make it easy to get to the on/off setting● Respect settings and ringer switch when opening!
App store markets
● Apple and Google control, at their whim● There are some alternatives like Amazon
App store markets
● Charts and editorials vital to sales
App store markets
● Visual style matters!
App store markets
● Video previews only on Google Play, for now
Frequency of updates● They act as a reminder, but too frequent is frustrating!● Update frequency can hurt your chance at charts● Updates can break multiplayer!
Bug Fixes● Do hyper critical bug fixes fast and stand-alone● Save minor fixes for content/feature pushes● Keeps players looking forward to them, like Angry Birds● Test well to reduce emergency updates
Planning/Budgeting
● Design for indie long-tail, not AAA● You’ll make little, so spend little
Polishing
● Budget for polish time and lots of updates● Beta-test using Test Flight
Business Model
● Pick the right business modelo Pre-pay for a more packaged producto Use Ads to monetize cheapskateso Use IAP when you’re willing to support the game
Content vs Systems● Content is expensive in both $ and memory● Content is like movie studio props and sets● Rearrange, re-dress to maximize use
Content vs Systems
● Systemic/Procedural design has replayabilityo Great for Puzzles, Rogue-likes, Sandbox
Devin Becker, [email protected]
Questions?