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Developing Creative Mobile
Games
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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
Designing Virtual
Markets
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.
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  • 80. Thank You! Any Question?