Mobile game design need to pay attention to what the problem

Source: Internet
Author: User
Keywords Mobile games game design
Tags closed content create design game game design games get

Because of the two private reasons, I wrote about mobile game design, they are:

First of all, it confirms that I am creative and not just making games for my own benefit.

Secondly, I very much hope that can help those who special types of entrepreneurs: from the closed-end handheld studio independent talent.

To help these teams get out of the wrong hands, my friend Andrew Smith (a member of Sp Milk Milk Studio) lists the design issues we've come across as well as others.

mobile game design (from developer.nokia)

1. Can not be casual game hardening

The basic thinking of many people is that hardcore mechanisms are always superior to casual mechanisms by their very nature, and casual gamers can experience the fun of the core mechanics through half way coverage or wrapping. Please do not do it!

Do not tangle with leisure or hard core, but pay more attention to the various limitations and new opportunities of the mobile game itself. You have to understand that the current development trend does not represent the future.

Simple

Players playing mobile games are always short, and they do not invest too much money. So you should consider per minute charges (or no charge) rather than hourly.

Also, players will not spend money on mobile games right from the beginning, and it is possible to tap the game slowly, sneak the game and suddenly start playing the game later. So you'd better be able to set up a simpler core mechanism early in the game.

3. to ensure that the game "longevity"

It's easy to make a simple game, but it's hard to make a simple game that will make the player feel funny after an hour.

You should make sure that your basic mechanics continue to provide gamers with a clever, deep and flexible gaming experience, or you can personally create something to drive that experience.

If you want the game to follow the content path, you need to make sure that it is clearly presented to the player throughout the game, as well as the goals of the game and any opportunities that allow them to re-play the game. And study the game click rate will show what kind of change.

In addition, players do not actively search your content, so you need to explicitly present them with all game content, especially those that they can not access directly.

4. Abandon the traditional control methods

mobile-games-controller (from techpaparazzi.com)

To consider the touch screen paddling, patting, tilt control; rather than click, press, yank. Can not tell the touch screen better than the controller or worse, can only say that this is two different modes of operation. Just like setting up a D-pad on a touchscreen can seem out of place.

In addition, do not forget that the touchscreen device also has the following tools: pointing device, microphone, camera, gyroscope, compass, proximity sensor, multi-touch, Bluetooth and multiple screens.

At this point you also need to ask yourself: Are there any other better ways to do this? But whether you can say exactly what the example is, the answer is yes.

Do not ignore the publisher

It's always nice to launch games on your phone, but it's easy to lose yourself. You first need to clearly define the strengths and weaknesses of the publisher.

It's not easy, but not impossible, to make any content (that's why you're likely to get invested). The fewer investments you receive, the lower the risk you face and the more you see it in your game.

You can use the public opinion to understand the publisher may make the evaluation. The public can always give you the most fair and objective feedback. So you can listen to (but never obey) someone else's rating by closing the test before the game is officially released.

If you're just developing content behind closed doors, you end up with a junk game!

6. Do not ignore the distribution after the game

Public action is always more realistic than verbal evaluation. So you need to pay attention to the analysis of player actions.

You can validate your design choices based on the data you collect.

You do not need to be refreshed with the game sequel, just keep refining existing games and providing more content before the game is completely depleted or has reached its peak.

7. Viral marketing

Setting up a Facebook or Twitter link next to the leaderboard does not create a viral spread. People do not want to share only some numbers with their friends; they even want to share all the interesting and exotic content, both in the real world and in the online world.

in conclusion

Mobile phones, like social games, are a whole new area that needs us to rethink. For the time being, discard those same things that will push you to the edge; really dig into the differences in this area and those you do not understand so you can really benefit and create great mobile games

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