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Slide set rules

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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 ... – PowerPoint PPT presentation

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Title: Slide set rules


1
Designing Mobile Games
2
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 USs first mobile game
    developers, used to edit game section of Forum
    Nokia website, now work as a games resarcher for
    NRC.

3
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
    gameallowable 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?

4
Verbs (cont)
  • 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 dont
    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.

5
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)

6
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.

7
Categories of Pleasure
  • Marc LeBlancs 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?

8
Constraints
  • Constraints do not limit creativity they spur
    it.
  • The sonnet.
  • Application size.
  • If targeting older Series 40 phones lt64k
  • Application memory space
  • When running, application consumes more than the
    app size itselfgraphic buffers, objects created
    at runtime, etc.
  • For older Series 40 phones lt200k.
  • Screen size format
  • Characters should be 10-15 of height and width
    of screen
  • If a HUD is used, it must be simpleideally lt6
    pieces of information.
  • Portrait rather than landscape format.
  • Processing power (complicated simulations a
    problem)

9
Constraints (cont)
  • Mobile Device UI
  • Can generally rely an 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

10
How Multiplayer Games Differ
  • Players provide the challenge
  • Provide ways to help and hinder each other
  • Replayability vital.
  • 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 lt15 minutes

11
Multiplayer Differences (cont)
  • 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.

12
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

13
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 gt100ms
    latency
  • ---But in lab, actual network deployments may be
    slower..
  • And generically, 3G doesnt solve all
    problemsEV-DO in deployment 500ms latency
  • In general, unless targetting UTMS, must always
    work around latency issues
  • 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

14
Designing for Community
  • Shared high-scores, tournaments, etc.
  • But many pitfalls
  • Avoid incentives for player drops
  • Dont encourage newbie-bashing
  • No perfect scores
  • Permanent high scores can be a deterrent
  • Chat
  • Keypad text entry a problemtaunts?
  • SMS for persistent/long term games
  • Pathway to Glory use of VoIP
  • Friend Finding
  • Buddy lists
  • Phone number/User ID query
  • SMS challenges
  • Diplomacy
  • Web presence

15
The Metagame
  • Richard Garfield Magic The Gathering
  • Anything surrounding the game that increases
    player interest
  • Tournaments/seasons
  • Trading
  • Offline activities
  • Stable strategies

16
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, youll start from a solid base.
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