Download - Mobile game design: What makes it different? v2

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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

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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

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Devin Becker, [email protected]

Questions?