5. 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 US’s first mobile game developers, used to edit game
section of Forum Nokia website, now work as a games
resarcher for NRC.
6. 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 game—allowable 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?
7. Verbs
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 don’t 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.
8. 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)
9. 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.
10. Categories of Pleasure
Marc LeBlanc’s 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?
11. Constraints
Constraints do not limit creativity; they spur it.
The sonnet.
Application size.
Application memory space
When running, application consumes more than the app size itself
—graphic buffers, objects created at runtime, etc.
Screen size & format:
Characters should be ~10-15% of height and width of screen
If a “HUD” is used, it must be simple—ideally <6 pieces of
information.
Portrait rather than landscape format.
Processing power (complicated simulations a problem)
12. Constraints II
Mobile Device UI
Can generally rely 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
13. How Multiplayer Games Differ
Players provide the challenge
Provide ways to help and hinder each other
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 <=15 minutes
14. Multiplayer Differences
Replayability vital.
“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.
15. 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
16. 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 >100ms latency
---But in lab, actual network deployments may be slower..
And generically, “3G” doesn’t solve all problems—EV-DO in
deployment ~500ms latency
In general, unless targetting UTMS, must always work around
latency issues
17. Dealing with Latency II
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
18. Designing for Community
Shared high-scores, tournaments, etc.
But many pitfalls:
Avoid incentives for player drops
Don’t encourage newbie-bashing
No “perfect” scores
Permanent high scores can be a deterrent
Chat
Keypad text entry a problem—taunts?
SMS for persistent/long term games
Pathway to Glory use of VoIP
19. Designing for Community II
Friend Finding
Buddy lists
Phone number/User ID query
SMS challenges
Diplomacy
Web presence
20. The Metagame
Richard Garfield & Magic: The Gathering
Anything surrounding the game that increases player interest
Tournaments/seasons
Trading
Offline activities
Stable strategies
21. 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, you’ll start from a solid base.