I will write about the design of mobile games for two private reasons:
First of all, to prove that I am creative, not just for the benefit of making games.
Secondly, I hope to help those special types of entrepreneurs: from the closed Palm Machine Studio independent talent.
To help these teams get out of the myth, my friend Andrew Smith (game State Note: spilt Milk studio) lists the design problems that we have encountered and others frequently encounter.
Mobile game http://www.aliyun.com/zixun/aggregation/29798.html ">design (from Developer.nokia)
1. No hard core of casual games
A lot of people's basic thinking is: Hard nuclear mechanism is always superior to the leisure mechanism in essence, we can through the halfway cover or packaging to let casual gamers experience the fun of the core mechanism. Please don't do this!
Instead of obsessing about leisure or hard core, focus more on the limitations and new opportunities of mobile gaming itself. You have to understand that the current trend does not represent the future.
2. Simplification
Players play mobile games for a short time and don't invest too much money. So you should consider the charge per minute (or no charge) instead of hourly.
And the player will not start to spend money to play mobile phone games, and it is possible to slowly dig the game, ignoring the game and then suddenly began to play the game. So you'd better be able to set a simpler core mechanism at the beginning of the game.
3. Ensure the game "longevity"
It's easy to make a simple game, but it's hard to make a simple game that will keep the player amused for an hour.
You should make sure that your basic mechanism continues to provide the player with a clever, deep and flexible gaming experience, or that you can create content to drive the experience yourself.
If you want the game to follow the content route, you need to make sure that the course is clearly presented to the player throughout the game, as well as the game goals and any opportunities that allow them to play the game again. and study how the click rate of the game will show the change.
In addition, players do not actively search for your content, so you need to explicitly show them all the content of the game, especially those that they cannot directly access.
4. Discard traditional control methods
Mobile-games-controller (from techpaparazzi.com)
Consider the touch screen, Pat, tilt control, instead of clicking, pressing, and pulling. It's not as if the touchscreen is better or worse than the controller, it's just that it's two different ways to operate. It's like setting a d-pad on a touch screen.
In addition, do not forget that touch-screen devices also have the following tools: Positioning device, microphone, camera, gyroscope, compass, proximity sensor, multi-touch, Bluetooth and a number of screens.
At this point you also need to ask yourself: Is there any other better way to operate? But whether or not you can say the examples clearly, the answer is yes.
5. Do not ignore Distributors
It's always nice to release games on your phone, but it's easy to lose yourself in this kind of freedom. You first need to be clear about the advantages and disadvantages of owning a distributor.
It's not easy to make anything, but it's also not impossible (game state Note: That's where you might get an investment). The less investment you have, the lower the risk you will face, and that is reflected in your game face.
You can use the public opinion to understand the comments that the publisher may make. The public can always give you the most impartial and objective feedback. So you can listen to (but not obey) other people's evaluations by closing tests before the game is officially released.
If you're only developing content behind closed doors, you can end up creating a garbage game!
6. Avoid the release of the game after ignoring
Public action is always more than verbal evaluation. So you need to focus on the analysis of the player action.
You can verify your design choices based on the data you collect.
You do not need to use the sequel to present updates, as long as the game is completely depleted or the development reaches its peak until the game is perfected and more content is available.
7. Viral marketing
Setting up Facebook or Twitter links on the high score list does not create viral transmission of the game. People don't want to share numbers with their friends; they want to share all the interesting, exotic content that includes the real and online world.
Conclusion
Mobile phones, like social games, are a new area that requires us to rethink. Leave out the same things that drive you to your advantage, and really dig into the differences in the field and what you don't know, so you can really benefit and create excellent mobile games.
Source: gamerboom.com Game State