Mobile game design: What makes it different? v2
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Mobile Game DesignWhat makes it different? version 2
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What’s this about?
● Mobile Games are different from PC/Console
● Using the strengths and weaknesses
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What’s so different about mobile?
PricingMobility
Duration of play
Connectivity
Social Size limitations
Updates/DLC
Control SchemesSound use
App Stores
Varied Devices
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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!
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Pricing
● No retail model, but middleman still gets 30%
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Mobility
● More portable than a game boy, but usually used as a time killer
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Mobility
● Mostly played during “downtime”o Poop gamingo Car/Bus/Train rideso Waiting in lineso Chillin’ in bed
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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!
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Interruptions and attention
● Easily interruptible by text, calls, real life● Keep attention requirements short!
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Connectivity● Always “potentially” connected● Speed and reception erratic, great for bursts
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Connectivity● Local push notifications - useful to retain, but
interruptive
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Intermittent Internet● Multiplayer should be asynchronous only● Communicate to servers in small bursts
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Intermittent Internet
● Support some form of offline play/cache
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Intermittent Internet
● Use “cloud” syncing for device switchingo Switch mobile devices or to Facebook
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Social
● Very little face to face play
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Social● Good support for FB/Twitter/Game Center
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Social
● Text and e-mail under-utilized
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Social
● Non-multiplayer interactions with friends
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Social● Multiplayer w/ friends & randoms
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Use social● Leaderboards/Achievements are easy
o Game center is easy and freeo Infrequent FB/Twitter achievement posts
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Use social
● Use social trading/gifting, but not spammy● Look at viral methods that got your attention
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Use social
● Use push notifications to keep connected
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Size restrictions
● Small phone drives ● OTA download limits
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Size restrictions
● Updates take space! ● Graphics/RAM limits
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Updates/DLC
● DLC sold as In App Purchases
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Updates/DLC
● Easier to update than consoles● Can’t force updates unlike Steam/Facebook
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Updates/DLC
● Updates have the gatekeeper still
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Control Schemes
● No physical controls (mostly)
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Control Schemes
● Touch and Accelerometer only
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Control Schemes
● Multi-touch possible, screen size limits
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Control Schemes● Takes screen/GUI space, keep it simple but forgiving
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Controlling where you play● Accelerometer increases attention, decreases comfort, sucks to play for
long or in bed.
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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
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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
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Sound issues
● Often playing privately in public with sound off
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Sound issues● Sound cues/hooks, feedback more difficult● Tie the audio cues to visuals as much as possible
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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!
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App store markets
● Apple and Google control, at their whim● There are some alternatives like Amazon
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App store markets
● Charts and editorials vital to sales
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App store markets
● Visual style matters!
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App store markets
● Video previews only on Google Play, for now
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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!
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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
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Planning/Budgeting
● Design for indie long-tail, not AAA● You’ll make little, so spend little
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Polishing
● Budget for polish time and lots of updates● Beta-test using Test Flight
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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
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Content vs Systems● Content is expensive in both $ and memory● Content is like movie studio props and sets● Rearrange, re-dress to maximize use
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Content vs Systems
● Systemic/Procedural design has replayabilityo Great for Puzzles, Rogue-likes, Sandbox