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

Mobile Game DesignWhat makes it different?

Page 2: Mobile game design: What 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

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

What’s so different about mobile?

PricingMobility

Duration of play

Connectivity

Social Size limitations

Updates/DLC

Control Schemes Sound use

App Stores

Varied Devices

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

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

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

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

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

Play Duration

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

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

Connectivity

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

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

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

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

Size restrictions

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

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

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

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

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

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

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

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

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!

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

How can we use this knowledge?

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

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

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

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

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

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

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

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

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

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

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

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!

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

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

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

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!

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

Devin Becker, [email protected]

Questions?


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