Part of a class on mobile game design about what makes it different from game design for other platforms. Intended to get you thinking about all the differences and how they impact your designs so you aren't surprised!
Updated a bit from the old version.
2. What’s this about?
● Mobile Games are different from
PC/Console
● Using the strengths and weaknesses
3. Pricing
Mobility
Duration of play
Connectivity
Social
Size limitations
What’s so different about mobile?
Updates/DLC
Control Schemes
Sound use
App Stores
Varied Devices
4. Pricing
Price Ranges
● Average
○ Free - $0.99
● Premium Indie
○ $1.99 - $3.99
● AAA
○ $3.99 - $9.99
Minecraft is special!
Don’t do Lite versions!
5. Pricing
● No retail model, but middleman still gets
30%
6. Mobility
● More portable than a game boy, but usually
used as a time killer
7. Mobility
● Mostly played during “downtime”
o Poop gaming
o Car/Bus/Train rides
o Waiting in lines
o Chillin’ in bed
8. 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!
9. Interruptions and attention
● Easily interruptible by text, calls, real life
● Keep attention requirements short!
10. Connectivity
● Always “potentially” connected
● Speed and reception erratic, great for bursts
31. Control Schemes
● Takes screen/GUI space, keep it simple but forgiving
32. Controlling where you play
● Accelerometer increases attention, decreases comfort, sucks to play for
long or in bed.
33. 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
34. 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
35. Sound issues
● Often playing privately in public with sound
off
36. Sound issues
● Sound cues/hooks, feedback more difficult
● Tie the audio cues to visuals as much as possible
37. 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!
38. App store markets
● Apple and Google control, at their whim
● There are some alternatives like Amazon
42. 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!
43. 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
45. Polishing
● Budget for polish time and lots of updates
● Beta-test using Test Flight
46. Business Model
● Pick the right business model
o Pre-pay for a more packaged product
o Use Ads to monetize cheapskates
o Use IAP when you’re willing to support the game
47. Content vs Systems
● Content is expensive in both $ and memory
● Content is like movie studio props and sets
● Rearrange, re-dress to maximize use
48. Content vs Systems
● Systemic/Procedural design has replayability
o Great for Puzzles, Rogue-likes, Sandbox