Title: Wireless Game Design
1Wireless Game Design
Greg Costikyan www.ungames.comwww.costik.comcost
ik_at_costik.com
2Who 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
3What Were Going to Do Today
- 10-11 Wireless Game Design
- 1115-1230 Game Design Theory
- 415-6 J2ME BREW Game Design
4Other 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.
5What 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
6A Different Game Platform
- Like Developing for 8-bit consoles or early micros
- Networked from the start!
- A New Style of Game Media Poor, Communication
Rich
7Design 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
8Other 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
9Aphorisms 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
10What 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
11Community 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
12How You CAN Support Community
13Design 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
14The 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...
15Ways to Create a Metagame
- Ways for Players to Reward Each Other
- Offline Activities (deck construction)
- Stable Strategies (Chess, Diplomacy)
16Obvious 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...
17Less 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
18Avoid 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
- Giants maneuvering in the mist.
19Dealing 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
20Coping with UI
- Avoid Text Entry when feasible
- Nethack/Ultima III keypresses
21Design 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?
22Design to the Technology
- Design around its weaknesses
- Demonstrate whats compelling
- Dont get stuck with the preconceived
23What 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
24Innovate 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
25Dont 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
26Look 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
28Innovation 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
-
29You Have the Opportunity to Reinvent The Game
30URLS
- Me
- www.costik.com
- www.ungames.com
- www.themis-group.com
-
- Wireless Gaming Review
- www.wirelessgamingreview.com
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