Game Design From Concepts To Implementation

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Transcription:

Game Design From Concepts To Implementation Mobile Games Guidelines

Rules of the Game A mobile game must be: Easy to learn Interruptible Take advantage of mobile innovations Target a wide range of consumers Consider sales and marketing Multi-Player

Easy to Learn Keep the game simple Target general consumers not computer-geek Cannot have steep learning curves Must be playable the moment it is downloaded

Falling Balls (iphone)

Interruptible A good mobile game should provide entertainment value for short time periods Allow users to switch smoothly between game and work frameof-mind Important features: Multitasking is a basic characteristic of the mobile lifestyle A mobile user often has small chunks of free time available between tasks The same device is used for communication, GPS, calendar management, messaging, and general data access

Paper Toss (iphone & Android)

Take Advantage of Mobile Innovations Mobile device hardware and network protocols are very different from the desktop/console world Global positioning system (GPS) Barcode scanners Short message services (SMS) Multimedia message service (MMS) Bluetooth FM transmitters Good mobile games should take advantage of device features and network infrastructures

Augmented Reality Flashmob http://sndrv.nl/arflashmob/ + http://www.layar.com/

Consider Sales and Marketing Financial success depends on large volume Distribute costs by offering multiple titles from the same game engine along similar basic storylines Never write code to be used only once!

Ask Zynga! Vampires Racing Mafia wars

Ask Storm8! Warfare Pokemon-like Mafia wars They also have: vampires, racing, ninjas, medieval fantasy, and rockband-like all the same

Design for Usability The sole purpose of an interface on a small mobile device is to be usable! Usability really just means making sure that something works well: that a person of average (or even below average) ability and experience can use the thing whether it's a web site, remote control, or revolving door for its intended purpose without getting hopelessly frustrated Steve Krug (web usability consultant)

User Interface Constraints Small screen Text is more difficult to input Should be requested only where strictly needed Single window interface Cut n paste between applications is difficult if not impossible (see iphone up to ios 2)

Input and Output Constraints Input (we should support all of them) Buttons (soft or hard) Trackball Stylus Camera Output (we should take advance of all of them) Visual display Aural display (sound), Tactile functions (vibrator)

User Constraints Increased user availability User is more available because the device is always at hand The UI may push data to the user rather than just pull Unsustained focus Users may not have time to wait for the device Then, reaction times must be quick Altered social behavior Always available connections have changed the way we communicate with others Emoting must be simple while exchanging message should be seen as a single character

User Interface Keywords 1. Intuitive 2. Easy to learn 3. Well-organized 4. Efficient 5. Consistent None of the above is optional

Always Remember The user do NOT read, the user SCAN Color may be more important than text Position may be more important than color Flash question (reply quickly) In a traffic light, the RED is: 1. on top 2. at the bottom

Keep It Simple and Consistent Create a structure that promotes simplicity and consistency Few buttons, well placed, always put a certain function in the same position Make interactions simple and consistent Everything should be one tap away Make terminology, icons, buttons and layout, consistent Do not confuse the user; he/she should do look to the icon, guessing the shape have to be enough Have uniformly designed interface elements, but incorporate irregularity to create meaning and importance Noise will attract attention (unless noise is all over) and suggest a careful reading

Neither Simple, nor Consistent

Is This Consistent?

Is It REALLY Consistent?

Maximize Readability Use color contrast on text Avoid bad combination Be sure to help colorblind peoples Use font sizes that are large enough to read Density independent pixels are here for that reason Use various font weights for emphasis Wonderful, but avoid a font chaos Be sure fonts and weight are distinguishable Good writing is important Proofread!

Bad Readability

Reduce Clutter Don t overcrowd the screen Think to my finger! Include what is absolutely necessary KISS: Keep It Simple and Stupid Take out what is not absolutely necessary KISS again Make it is easy for users to interact with soft keys/touch points on the screen Do not put small button on corners or too close to edges When the device gets old touch sensitivity will decrease

A Small Practical Exercise Take measure of you thumb and calculate how many thumbs are fitting in the device screen Use the index only if you are sure the user is going to use two hands Than, should be the average number of buttons you may fit in a screen Surprisingly low, isn t it?