Turn limits into power-design a one-click game
Translation: Chen yuefeng
From: http://blog.csdn.net/mailbomb
Introduction
Someone has said that the easiest game to use is a game that contains only one button. When we press it, "you win" is displayed ". This negative example shows how little playability a game has very few availability problems.
Keypad and limited game control are often considered as the main limits for mobile game development. A typical mobile device keyboard is not suitable for a dedicated control game platform. The keyboard of a mobile device is optimized to navigation menus, numbers and character input, and a nice look, not suitable for precise control of the game. So how can developers ensure that a single key is used to get the game experience without compromising availability?
Judo Rules
The limitations of game control can be seen as a challenge to be overcome. In the magazine game developer, Noah falstain proposed the judo rule, "turning constraints into power ".
"When you discover that you are limited by a different scenario or combination in your design, find a solution to convert these limitations into a solution, and try to make these limits beneficial to your work, rather than being an obstacle ".
-- Noah falstain game developer March 2006
In the game design, you need to accept the keyboard restrictions. The design should be centered around this restriction. For an interesting game, you do not need to use 10 buttons to control each game action. The keyboard of a mobile device is not a limitation of a mobile game, it is also entirely possible to design interesting and challenging games with simple controls.
Simplified Control
A lot of things can be done with only one button. The following lists the simplified control policies and examples:
U automatic action: for example, automatically move forward.
U compresses multiple actions into one, for example, jumping and shooting.
U changes the button action: for example, jumping when encountering obstacles and shooting when encountering monsters.
U uses different types of button Press: for example, keep pressing Control to stop running, press a control shot, double-click Control jump.
These methods can also be used in general mobile games to simplify game control. Many of these solutions can be used in Flash animation at the following addresses:
Http://www.gamasutra.com/features/20050602/green_01.shtml
One-click game
According to Kyu C. Lee, president of gamedrop, many factors make one-click games popular and successful, especially on mobile phones. From:
Http://www.gamasutra.com/features/20060322/sheffield_01.shtml
These factors include:
U is more suitable for small screens: one-click games are usually relatively simple and do not require a lot of effort from players. One-click games can even be played on mobile devices.
Easy to play: one-click games are easy to play and can be positioned on a large number of users, from a 4-year-old child to his grandmother, from amateur players to professional players.
U is addictive: one-click games are addictive because they are simple and natural.
U shorter development cycle: one-click games are easy to develop. Developing such games is considered to take less time than developing other types of games.
Game Design
Below are some examples of one-click mobile games. (For more information about the images, see the original document)
The gaming experience of these games and other games can be obtained:
Http://www.ideanresearch.com/
The following is the essence of a one-click game:
U one-click games are different from general mobile games
Players do not have to focus on the control or keyboard. They can focus completely on the game and interface. This means that a one-click game will feel very sensitive, and the animation needs to be smooth and the game needs to be quickly acted. Use animations, appearances, and integral graphs.
U time and pace are the essence of real experience
In a one-click game, the challenge of the game is not from the ability to control the game role, but from accurate time, fast response and action rhythm. Getting a good pace or performing a series of different actions in time is a key factor in a good one-click game experience.
U. on different devices, the user presses the button and the application response delay is different.
Especially on some old devices, jme, formerly known as j2-, the game keyboard latency will affect the game experience. The smoothness of a game running on all supported devices varies. Developers need to consider the specific device latency When testing a game. For the best results, time and keyboard latency calculations may need to be optimized for each device.
Due to the limitations of these one-click games, one-click games should have a lot of levels, so that players have the opportunity to rest their thumbs up.
Summary
U a mobile device keyboard is not a limitation on the gaming experience.
U animation needs to be smooth, the game needs to be quickly reflected, and the graphics should be varied to keep the player interested.
U interaction should emphasize the capability constraints of rhythm, time and action.
U technologies in one-click games can also be used to simplify the control of general mobile games.
Source: http://sw.nokia.com/id/8dff4326-3979-4149-96c0-5fa95a14a3cb/Turn_Limitation_into_Strength_Design_One-Button_Games_v1_0_en.pdf