SlideShare a Scribd company logo
Developing Creative Mobile
Games
6of 6
Christina Hsu
Game Apps Design
Agenda
 Mobile Game Design Basic
 Designing Virtual Currency
 Designing Virtual Markets
 Q&A
Mobile Game Design, Basic
Designing Mobile Games
Speaker Introduction
 Name: Greg Costikyan
 Organization: NRC/Game House
 Location: New York
 How am I involved in (mobile) gaming: 3 decades as a
game designer (30+ titles published), co-founder of one
of US’s first mobile game developers, used to edit game
section of Forum Nokia website, now work as a games
resarcher for NRC.
What Does the Player Do?
 Game design is not about story or character.
 Game Design is about action.
 Not necessarily fast action, but the player takes actions to affect the
game state.
 What does the player do?
 Media assets are the “nouns” of the game—allowable actions
are the “verbs”
 UI allows you to trigger the verbs.
 Each verb mapped to a UI feature.
 In a mobile game, ideally 1 key = 1 verb
 Possibly to net menus, etc., but preferable to keep actions mapped
to individual key presses
 Write down your list of verbs.
 Possible to build a good game with limited verbs: Doom has only 8
(left, right, ahead, back, jump, shoot, switch weapons, pick up)
 Can you see how your list could produce an interesting game?
Verbs
 Will a single key-press suffice?
 E.g., two used in golf games (direction and power).
 Avoid multiple simultaneous key-presses when possible, as many
J2ME implementations don’t permit this.
 If feasible, avoid mapping multiple actions to a single key, or
different keys to the same action, to avoid player confusion.
 A single key to mean “act” or “select” can work, IF the meaning is
always clear in context.
 Game design has two main components: UI specification and
gameplay algorithm specifications. The two must dovetail
neatly, and it is worth thinking about clean UI design from the
start.
Struggle & Challenge
 A game should be a struggle.
 If too easy, it is boring.
 If too hard, it is frustrating.
 Have to find a happy medium.
 Players enjoy overcoming challenges.
 Difficulty settings help.
 Dynamic difficulty adjustment can be used, but carefully.
 Three basic kinds of challenges:
 Physical
 Mental
 Opponents (AI or players)
Types of Challenges
 Physical: Depends on timing and mastery of the interface.
 Mental:
 Resource trade-offs
 Tricky placement of game objects
 Interacting systems whose behavior is hard to solve
 Combining game objects
 Even if your game is not puzzle-based, think about how to use the
verbs of the game to produce interesting puzzles
 Opponents
 For multiplayer, this is provided by the other players
 In single-player, this is provided by AI.
 Even simple AI can make opposition more interesting to the player

Example: Space Invaders
 After defining verbs, defining the sorts of challenges your
players will face comes next.
Categories of Pleasure
 Marc LeBlanc’s taxonomy of game aesthetics
 Always useful to think about what aesthetic pleasures players will
draw from the game
 Sensation: Graphics, sounds, tactile feeling, etc.
 Fantasy: Consistent and appealing background/world/story.
 Can be simple: “An Italian plumber must rescue his girlfriend from a
giant ape.”
 Narrative: Not necessarily “story,” but narrative arc: Sense of
heightening tension and release.
 Challenge.
 Fellowship: Important particularly for multiplayer, but even with
soloplay games, players enjoy talking about their experiences.
 Discovery: Exploration, new things (with each level?)
 “Masochism:” Submitting yourself to the structure of the game.
 Does your design provide each/some of these?
Constraints
 Constraints do not limit creativity; they spur it.
 The sonnet.
 Application size.
 Application memory space
 When running, application consumes more than the app size itself
—graphic buffers, objects created at runtime, etc.
 Screen size & format:
 Characters should be ~10-15% of height and width of screen
 If a “HUD” is used, it must be simple—ideally <6 pieces of
information.
 Portrait rather than landscape format.
 Processing power (complicated simulations a problem)
Constraints II
 Mobile Device UI
 Can generally rely an ITU-T keypad, two soft keys, D-pad
 No pointing device
 Variable keypads
 The social space of mobile devices
 Handle interruptions gracefully
 Go easy on the sound (and gameplay MUST NOT depend on it)
 Keep the backlight on
 High color contrast for readability in direct sunlight
How Multiplayer Games Differ
 Players provide the challenge
 Provide ways to help and hinder each other
 Handle player drops gracefully
 “Civil Disorder”
 AI take-over
 Replacement player
 Or design so that the loss of a player is unimportant
 Player Matching
 “Quick game.”
 Challenges
 “Reserving” a game for friends (buddy lists?)
 Use of rankings to match players of equivalent skill
 Short play sessions
 Ideally <=15 minutes
Multiplayer Differences
 Replayability vital.
 “Balance” no longer = right difficulty level
 Instead = all players have equal chance of winning
 However, asymmetric games can be balanced
 Diplomatic games are self-balancing
 Physical: Depends on timing and mastery of the interface.
Game and Network Issues
 Server-driven games
 Ongoing cost for game provider
 Secure data storage
 Makes cheating harder
 Bandwidth-to-user not normally a constraint
 Peer-to-peer
 Cheaper for game provider
 Cheating easier
 With large numbers of players, bandwidth becomes a bottleneck

Particularly for Bluetooth, which is always hub-spoke configuration
 Not feasible with legacy phones (requires IP address, SIP, or
Bluetooth)
 Player matching/discovery becomes a problem
Dealing with Latency
 Always a problem with networks
 On wired Internet, 100-200ms latency rules out street fighters
 On 2G networks, ~1 second latency
 If HTTP must be used, ~5 second latency
 NRC tests show that UTMS can produce >100ms latency

---But in lab, actual network deployments may be slower..
 And generically, “3G” doesn’t solve all problems—EV-DO in
deployment ~500ms latency
 In general, unless targetting UTMS, must always work around
latency issues
Dealing with Latency II
 Approaches:
 Turn-Based games (round robin or simultaneous movement)
 Act-whenever
 Slow update games
 Shared solitaire games
 Mask latency with game fantasy
 Untie game outcomes from specific play configuration
Designing for Community
 Shared high-scores, tournaments, etc.
 But many pitfalls:

Avoid incentives for player drops

Don’t encourage newbie-bashing

No “perfect” scores

Permanent high scores can be a deterrent
 Chat
 Keypad text entry a problem—taunts?
 SMS for persistent/long term games
 Pathway to Glory use of VoIP
Designing for Community II
 Friend Finding
 Buddy lists
 Phone number/User ID query
 SMS challenges
 Diplomacy
 Web presence
The Metagame
 Richard Garfield & Magic: The Gathering
 Anything surrounding the game that increases player interest
 Tournaments/seasons
 Trading
 Offline activities
 Stable strategies
No Single Methodology
 Tried to provide a coherent framework here
 This is an art, not an engineering discipline
 Kipling: “There are four and twenty ways/of writing tribal
lays/And every single one of them is right.”
 But in general, if you think about “what the player does,” what
pleasures players draw from the game, and what techical and
business constraints apply, you’ll start from a solid base.
Designing Virtual Currency
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
Designing Virtual
Markets
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
20131105 concepts of game design
Thank You! Any Question?

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20131105 concepts of game design

  • 1. Developing Creative Mobile Games 6of 6 Christina Hsu Game Apps Design
  • 2. Agenda  Mobile Game Design Basic  Designing Virtual Currency  Designing Virtual Markets  Q&A
  • 5. Speaker Introduction  Name: Greg Costikyan  Organization: NRC/Game House  Location: New York  How am I involved in (mobile) gaming: 3 decades as a game designer (30+ titles published), co-founder of one of US’s first mobile game developers, used to edit game section of Forum Nokia website, now work as a games resarcher for NRC.
  • 6. What Does the Player Do?  Game design is not about story or character.  Game Design is about action.  Not necessarily fast action, but the player takes actions to affect the game state.  What does the player do?  Media assets are the “nouns” of the game—allowable actions are the “verbs”  UI allows you to trigger the verbs.  Each verb mapped to a UI feature.  In a mobile game, ideally 1 key = 1 verb  Possibly to net menus, etc., but preferable to keep actions mapped to individual key presses  Write down your list of verbs.  Possible to build a good game with limited verbs: Doom has only 8 (left, right, ahead, back, jump, shoot, switch weapons, pick up)  Can you see how your list could produce an interesting game?
  • 7. Verbs  Will a single key-press suffice?  E.g., two used in golf games (direction and power).  Avoid multiple simultaneous key-presses when possible, as many J2ME implementations don’t permit this.  If feasible, avoid mapping multiple actions to a single key, or different keys to the same action, to avoid player confusion.  A single key to mean “act” or “select” can work, IF the meaning is always clear in context.  Game design has two main components: UI specification and gameplay algorithm specifications. The two must dovetail neatly, and it is worth thinking about clean UI design from the start.
  • 8. Struggle & Challenge  A game should be a struggle.  If too easy, it is boring.  If too hard, it is frustrating.  Have to find a happy medium.  Players enjoy overcoming challenges.  Difficulty settings help.  Dynamic difficulty adjustment can be used, but carefully.  Three basic kinds of challenges:  Physical  Mental  Opponents (AI or players)
  • 9. Types of Challenges  Physical: Depends on timing and mastery of the interface.  Mental:  Resource trade-offs  Tricky placement of game objects  Interacting systems whose behavior is hard to solve  Combining game objects  Even if your game is not puzzle-based, think about how to use the verbs of the game to produce interesting puzzles  Opponents  For multiplayer, this is provided by the other players  In single-player, this is provided by AI.  Even simple AI can make opposition more interesting to the player  Example: Space Invaders  After defining verbs, defining the sorts of challenges your players will face comes next.
  • 10. Categories of Pleasure  Marc LeBlanc’s taxonomy of game aesthetics  Always useful to think about what aesthetic pleasures players will draw from the game  Sensation: Graphics, sounds, tactile feeling, etc.  Fantasy: Consistent and appealing background/world/story.  Can be simple: “An Italian plumber must rescue his girlfriend from a giant ape.”  Narrative: Not necessarily “story,” but narrative arc: Sense of heightening tension and release.  Challenge.  Fellowship: Important particularly for multiplayer, but even with soloplay games, players enjoy talking about their experiences.  Discovery: Exploration, new things (with each level?)  “Masochism:” Submitting yourself to the structure of the game.  Does your design provide each/some of these?
  • 11. Constraints  Constraints do not limit creativity; they spur it.  The sonnet.  Application size.  Application memory space  When running, application consumes more than the app size itself —graphic buffers, objects created at runtime, etc.  Screen size & format:  Characters should be ~10-15% of height and width of screen  If a “HUD” is used, it must be simple—ideally <6 pieces of information.  Portrait rather than landscape format.  Processing power (complicated simulations a problem)
  • 12. Constraints II  Mobile Device UI  Can generally rely an ITU-T keypad, two soft keys, D-pad  No pointing device  Variable keypads  The social space of mobile devices  Handle interruptions gracefully  Go easy on the sound (and gameplay MUST NOT depend on it)  Keep the backlight on  High color contrast for readability in direct sunlight
  • 13. How Multiplayer Games Differ  Players provide the challenge  Provide ways to help and hinder each other  Handle player drops gracefully  “Civil Disorder”  AI take-over  Replacement player  Or design so that the loss of a player is unimportant  Player Matching  “Quick game.”  Challenges  “Reserving” a game for friends (buddy lists?)  Use of rankings to match players of equivalent skill  Short play sessions  Ideally <=15 minutes
  • 14. Multiplayer Differences  Replayability vital.  “Balance” no longer = right difficulty level  Instead = all players have equal chance of winning  However, asymmetric games can be balanced  Diplomatic games are self-balancing  Physical: Depends on timing and mastery of the interface.
  • 15. Game and Network Issues  Server-driven games  Ongoing cost for game provider  Secure data storage  Makes cheating harder  Bandwidth-to-user not normally a constraint  Peer-to-peer  Cheaper for game provider  Cheating easier  With large numbers of players, bandwidth becomes a bottleneck  Particularly for Bluetooth, which is always hub-spoke configuration  Not feasible with legacy phones (requires IP address, SIP, or Bluetooth)  Player matching/discovery becomes a problem
  • 16. Dealing with Latency  Always a problem with networks  On wired Internet, 100-200ms latency rules out street fighters  On 2G networks, ~1 second latency  If HTTP must be used, ~5 second latency  NRC tests show that UTMS can produce >100ms latency  ---But in lab, actual network deployments may be slower..  And generically, “3G” doesn’t solve all problems—EV-DO in deployment ~500ms latency  In general, unless targetting UTMS, must always work around latency issues
  • 17. Dealing with Latency II  Approaches:  Turn-Based games (round robin or simultaneous movement)  Act-whenever  Slow update games  Shared solitaire games  Mask latency with game fantasy  Untie game outcomes from specific play configuration
  • 18. Designing for Community  Shared high-scores, tournaments, etc.  But many pitfalls:  Avoid incentives for player drops  Don’t encourage newbie-bashing  No “perfect” scores  Permanent high scores can be a deterrent  Chat  Keypad text entry a problem—taunts?  SMS for persistent/long term games  Pathway to Glory use of VoIP
  • 19. Designing for Community II  Friend Finding  Buddy lists  Phone number/User ID query  SMS challenges  Diplomacy  Web presence
  • 20. The Metagame  Richard Garfield & Magic: The Gathering  Anything surrounding the game that increases player interest  Tournaments/seasons  Trading  Offline activities  Stable strategies
  • 21. No Single Methodology  Tried to provide a coherent framework here  This is an art, not an engineering discipline  Kipling: “There are four and twenty ways/of writing tribal lays/And every single one of them is right.”  But in general, if you think about “what the player does,” what pleasures players draw from the game, and what techical and business constraints apply, you’ll start from a solid base.
  • 80. Thank You! Any Question?