Designing Mobile Games
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 “nouns� of the game—allowable actions are the “verbs�
- 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