mobile game design: what makes it different? v2

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Mobile Game Design What makes it different? version 2

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Post on 07-Dec-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! Updated a bit from the old version.

TRANSCRIPT

Page 1: Mobile game design: What makes it different? v2

Mobile Game DesignWhat makes it different? version 2

Page 2: Mobile game design: What makes it different? v2

What’s this about?

● Mobile Games are different from PC/Console

● Using the strengths and weaknesses

Page 3: Mobile game design: What makes it different? v2

What’s so different about mobile?

PricingMobility

Duration of play

Connectivity

Social Size limitations

Updates/DLC

Control SchemesSound use

App Stores

Varied Devices

Page 4: Mobile game design: What makes it different? v2

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!

Page 5: Mobile game design: What makes it different? v2

Pricing

● No retail model, but middleman still gets 30%

Page 6: Mobile game design: What makes it different? v2

Mobility

● More portable than a game boy, but usually used as a time killer

Page 7: Mobile game design: What makes it different? v2

Mobility

● Mostly played during “downtime”o Poop gamingo Car/Bus/Train rideso Waiting in lineso Chillin’ in bed

Page 8: Mobile game design: What makes it different? v2

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!

Page 9: Mobile game design: What makes it different? v2

Interruptions and attention

● Easily interruptible by text, calls, real life● Keep attention requirements short!

Page 10: Mobile game design: What makes it different? v2

Connectivity● Always “potentially” connected● Speed and reception erratic, great for bursts

Page 11: Mobile game design: What makes it different? v2

Connectivity● Local push notifications - useful to retain, but

interruptive

Page 12: Mobile game design: What makes it different? v2

Intermittent Internet● Multiplayer should be asynchronous only● Communicate to servers in small bursts

Page 13: Mobile game design: What makes it different? v2

Intermittent Internet

● Support some form of offline play/cache

Page 14: Mobile game design: What makes it different? v2

Intermittent Internet

● Use “cloud” syncing for device switchingo Switch mobile devices or to Facebook

Page 15: Mobile game design: What makes it different? v2

Social

● Very little face to face play

Page 16: Mobile game design: What makes it different? v2

Social● Good support for FB/Twitter/Game Center

Page 17: Mobile game design: What makes it different? v2

Social

● Text and e-mail under-utilized

Page 18: Mobile game design: What makes it different? v2

Social

● Non-multiplayer interactions with friends

Page 19: Mobile game design: What makes it different? v2

Social● Multiplayer w/ friends & randoms

Page 20: Mobile game design: What makes it different? v2

Use social● Leaderboards/Achievements are easy

o Game center is easy and freeo Infrequent FB/Twitter achievement posts

Page 21: Mobile game design: What makes it different? v2

Use social

● Use social trading/gifting, but not spammy● Look at viral methods that got your attention

Page 22: Mobile game design: What makes it different? v2

Use social

● Use push notifications to keep connected

Page 23: Mobile game design: What makes it different? v2

Size restrictions

● Small phone drives ● OTA download limits

Page 24: Mobile game design: What makes it different? v2

Size restrictions

● Updates take space! ● Graphics/RAM limits

Page 25: Mobile game design: What makes it different? v2

Updates/DLC

● DLC sold as In App Purchases

Page 26: Mobile game design: What makes it different? v2

Updates/DLC

● Easier to update than consoles● Can’t force updates unlike Steam/Facebook

Page 27: Mobile game design: What makes it different? v2

Updates/DLC

● Updates have the gatekeeper still

Page 28: Mobile game design: What makes it different? v2

Control Schemes

● No physical controls (mostly)

Page 29: Mobile game design: What makes it different? v2

Control Schemes

● Touch and Accelerometer only

Page 30: Mobile game design: What makes it different? v2

Control Schemes

● Multi-touch possible, screen size limits

Page 31: Mobile game design: What makes it different? v2

Control Schemes● Takes screen/GUI space, keep it simple but forgiving

Page 32: Mobile game design: What makes it different? v2

Controlling where you play● Accelerometer increases attention, decreases comfort, sucks to play for

long or in bed.

Page 33: Mobile game design: What makes it different? v2

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

Page 34: Mobile game design: What makes it different? v2

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

Page 35: Mobile game design: What makes it different? v2

Sound issues

● Often playing privately in public with sound off

Page 36: Mobile game design: What makes it different? v2

Sound issues● Sound cues/hooks, feedback more difficult● Tie the audio cues to visuals as much as possible

Page 37: Mobile game design: What makes it different? v2

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!

Page 38: Mobile game design: What makes it different? v2

App store markets

● Apple and Google control, at their whim● There are some alternatives like Amazon

Page 39: Mobile game design: What makes it different? v2

App store markets

● Charts and editorials vital to sales

Page 40: Mobile game design: What makes it different? v2

App store markets

● Visual style matters!

Page 41: Mobile game design: What makes it different? v2

App store markets

● Video previews only on Google Play, for now

Page 42: Mobile game design: What makes it different? v2

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!

Page 43: Mobile game design: What makes it different? v2

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

Page 44: Mobile game design: What makes it different? v2

Planning/Budgeting

● Design for indie long-tail, not AAA● You’ll make little, so spend little

Page 45: Mobile game design: What makes it different? v2

Polishing

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

Page 46: Mobile game design: What makes it different? v2

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

Page 47: Mobile game design: What makes it different? v2

Content vs Systems● Content is expensive in both $ and memory● Content is like movie studio props and sets● Rearrange, re-dress to maximize use

Page 48: Mobile game design: What makes it different? v2

Content vs Systems

● Systemic/Procedural design has replayabilityo Great for Puzzles, Rogue-likes, Sandbox

Page 49: Mobile game design: What makes it different? v2

Devin Becker, [email protected]

Questions?