Designing Mobile Games
Posted: April 8th, 2005 | No Comments »I stumbled on two powerpoints on Designing Mobile Games, one by Greg Costikyan and the other by David MacQueen that give tips on mobile games design without forgetting the technical constraints . A few bullets I found compealing:
- Game design has two main components: UI specification and gameplay algorithm specifications
- Game Design is about action. Not necessarily fast action, but the player takes actions to affect the game state
- Media assets are the ânounsâ? of the gameâallowable actions are the âverbsâ?
- UI allows you to trigger the verbs. In a mobile game, ideally 1 key = 1 verb
- Doom has only 8 (left, right, ahead, back, jump, shoot, switch weapons, pick up)
- Types of Challenges are: physical, mental, and oppenents
- Categories of pleasure: sensation, fantasy, narrative, challenge, fellowship, discovery, masochism.
- Constraints do not limit creativity; they spur it
- Multiplayer games differ: players provide the challenge, replayability is vital, handling player drops gracefully, player matching, short play sessions
- Approaches in dealing with latency: 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