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Wireless Game Design

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Founder & Chief Design Officer, Unplugged Games ... Fighting, combat, sf/fantasy and sports. Stay away from 'gameshows' and classic games ... – PowerPoint PPT presentation

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Title: Wireless Game Design


1
Wireless Game Design
  • Games Anywhere, Anytime

Greg Costikyan www.ungames.comwww.costik.comcost
ik_at_costik.com
2
Who Am I?
  • 30 Commercially Published Games
  • Online Games Since 1989
  • First online game with 1m users
  • Journalist, Analyst Consultant
  • Founder Chief Design Officer, Unplugged Games
  • Consultant Advisory Board Member, The Themis
    Group
  • SF Writer

3
What Were Going to Do Today
  • 10-11 Wireless Game Design
  • 1115-1230 Game Design Theory
  • 2-3 SMS MMS Game Design
  • 3-4 WAP Game Design
  • 415-6 J2ME BREW Game Design

4
Other Stuff
  • Mainly Phones, Will Touch on PDAs
  • Should Have Time for Discussion
  • Presentations at www.costik.com/presentations/
  • I talk too fast, and too softly
  • Stop me before I sin again.

5
What is a Mobile Phone?
  • Device for Sending Receiving Data
  • Primarily Geared for Voice
  • Can Send Receive Other Data Types
  • A Small Computer some processing power local
    RAM typically 128-500k
  • Limited Media small form factor screen, often
    bw input geared to voice calls with some
    additions sound handling limited

6
A Different Game Platform
  • Like Developing for 8-bit consoles or early micros
  • ...with tiny screens
  • Networked from the start!
  • Its a Social Device
  • A New Style of Game Media Poor, Communication
    Rich

7
Design to the Mediums Strengths
  • ...instead of struggling with its limits
  • Network Access the Primary Strength
  • Gameplay is not a function of whizz-bang graphics
  • Its a function of quality of interaction.
  • Nothing is as satisfying as interaction with
    other people

8
Other Strengths
  • Portability
  • why was a primitive platform like Gameboy so
    successful?
  • Ubiquity
  • you take your cellphone everywhere
  • Its Always There
  • play anytime you have a moment free

9
Aphorisms to Design By
  • Nobody on their deathbed ever said I wish I had
    spent more time alone with my computer.
  • --Dani Bunten Berry
  • Its not the motion, its the meat.
  • --Greg Costikyan
  • Its the people, stupid.
  • --Dani Bunten Berry
  • Its a service, not a product.
  • --Gordon Walton

10
What do the Strengths Imply?
  • Short Play Times
  • its a spare moment platform
  • persistent, short session games as well as
    short complete
  • games.
  • Play on Their Schedule, Not Yours
  • Majestic is an example of what not to do
  • Persistence a Key Component for Networked Play
  • Use the Network
  • ...even for soloplay games

11
Community is Vital for Networked Play
  • True Online Since the Earliest Games
  • MUD in 1979
  • the COLS in the mid-80s
  • both light hard-core games today
  • Current Technology Makes it Hard
  • no simultaneous voice-and-data
  • neither WAP nor J2ME provides intrinsic
    messaging
  • latency makes multiplayer beyond head-to-head a
    problem

12
How You CAN Support Community
  • Challenges
  • Leaderboards
  • In-Game Messaging
  • Diplomacy/Trading
  • Web Site
  • Buddy Lists/Presence
  • Clan Messaging (UPOC)

13
Design for the Hard Core
  • On the wired Internet, two successful styles
  • Hardcore games
  • Free light games
  • When people paid by the hour, hardcore ruled (and
    even today, bring in more money)
  • This is an early-adopter market
  • Fighting, combat, sf/fantasyand sports
  • Stay away from gameshows and classic games

14
The Metagame
  • The Things Around a Game that Affect it
  • Community part of that...
  • Deck building card trading in CCGs
  • The baseball season
  • Metagames lead to obsessive, repeat play
  • ...and your income derives from continued play,
    not a one-time sale
  • Leaderboards are a start...

15
Ways to Create a Metagame
  • Persistence
  • Tournaments
  • Trading
  • Ways for Players to Reward Each Other
  • Offline Activities (deck construction)
  • Stable Strategies (Chess, Diplomacy)

16
Obvious Weaknesses
  • Graphics sound will always lag other platforms
  • Small (and variable) form factor
  • Many manufacturers carriers
  • ...and inconsistent implementation of standards
  • Inputs designed for non-game use
  • ...of course, thats true of PCs, too...

17
Less Obvious Weaknesses
  • Latency is High (1 sec)
  • ...and likely to remain so
  • Games were a second thought when standards were
    established
  • ...but no longer are
  • ...but they still dont understand networked
    games
  • No support for simultaneous voice-and-data
  • ...but has to happen ultimately

18
Avoid Games that Depend on Low Latency
  • Soloplay games (never hit the air network)
  • Turn-based games.
  • Round-robin
  • Simultaneous movement
  • Act whenever games.
  • Limited by real time
  • Slow update games.
  • Giants maneuvering in the mist.

19
Dealing with the Form Factor
  • One, small window on world
  • No StarCrafts or Civilizations
  • Small board layouts fine (e.g, Chess, card games)
  • One actor works (e.g., RPGs, side-scrollers)
  • Games that dont require a layout at all
  • Mainly text, graphics dress up rather than are
    core to gameplay
  • Zoom levels

20
Coping with UI
  • Avoid Text Entry when feasible
  • Use Menus
  • Arrows plus select
  • Nethack/Ultima III keypresses

21
Design to the Business Model
  • Is it a service or a product?
  • What drives your revenue?
  • How can you maximize player satisfaction and
    minimize support cost?
  • Does play style dovetail with business demands?

22
Design to the Technology
  • Exploit its strengths
  • Design around its weaknesses
  • Demonstrate whats compelling
  • Dont get stuck with the preconceived

23
What Makes this Fun?
  • Nobody Knows what WorksYoure free to innovate!
  • Dev cycle (and costs) are lowYoull see your
    work live within months
  • Someday, soon, a wireless game will blow us
    away...
  • Show us something weve never seen before
  • Demonstrate how this medium enables game styles
    we havent seen on consoles, PCs, or in the arcade

24
Innovate or Die
  • 99 of wireless games arent designed in any
    meaningful sense
  • load of imitative crap
  • rock-paper-scissors, text adventures, fucking
    HUNT THE WUMPUS, for gods sake.
  • Innovation is what blows markets open

25
Dont be a Vidiot
  • Dont Be Constrained by video and PC games of the
    last 5 years
  • The game is an amazingly plastic medium
    software is infinitely plastic

26
Look to...
  • Non-digital games
  • wargames, RPGs, CCGs, party games, trivia, German
    boardgames, LARPs, miniatures, PBM,
    improvisational drama
  • The history of videogames
  • puzzle games, sidescrollers, maze games,
    Robotron
  • The history of computer games
  • academic games, Balance of Power, M.U.L.E.
  • The history of online
  • MUD, multiplayer air sims, game shows, Bingo
  • Wonky little areas of innnovation today
  • RealArcade, the indy game movement, Sissyfight,
    Cheapass

27
  • Im interested in all sorts of games.
  • --Richard Garfield
  • designer of Magic The Gathering

28
Innovation Doesnt Mean Originality ab initio
  • If I see farther, it is because I stand on the
    shoulders of giants who have come before me.
  • --Robert Burton
  • Steal a la carte, not whole cloth
  • If you cant make yourself a Parker, Roberts,
    Gygax Arneson, Garfield, Baer, Bartle,
    Miyamoto, Yeo, or Wright
  • --at least innovate at the margins

29
You Have the Opportunity to Reinvent The Game
  • for this new medium.
  • Dont blow it.
  • Beer or die.

30
URLS
  • Me
  • www.costik.com
  • www.ungames.com
  • www.themis-group.com
  • Wireless Gaming Review
  • www.wirelessgamingreview.com
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