Stanford University's Design School (d.school as it's stylized) had its first game design class in the spring of 2014. The class, called "Game Design: Making Fun" (http://dschool.stanford.edu/classes/game-design-making-fun/) invited me to give a guest lecture on the emerging trend of mid-core gaming. Thank you to teaching team of Michael St. Clair, Mathias Crawford, and Dan Klein for the invite.
The Challenges (and Promise!) of Multiplatform ProductionAdam Gutterman
油
This talk discusses the business case for multiplatform game development. It was given at GDC Online Austin on October 9, 2012, by Adam Gutterman, Director, Games Monetization for Unity Technologies.
Card Game Development, Dice Game Development, Web & Desktop Games Development, Mobile / PDA Games Development, I-phone Game Development, Flash Game Development, Interactive TV Game Development, Game Engine Development, Game Testing and Analysis,
Console Based Games
This presentation summarizes a final year project called "Riko: The Adventurer", a 2D top-down RPG game created with Unity3D. The presentation flow includes an overview of the game, its inspiration, design concepts, main character, gameplay features, user interface, data saving process, and a brief glimpse of the game. The project was supervised by Sakhawat Hossain Saimon and presented by Nusrat Jahan Shanta to the faculty of the Department of CSE at Metropolitan University, Sylhet.
Game Development Project Management/ConceptKevin Duggan
油
This document discusses key aspects of game development project management and concepts. It begins by outlining the important role of the project manager in coordinating development. It then discusses developing an initial game concept, including generating ideas, assessing feasibility, and presenting the concept. The next section covers creating a treatment for the concept by defining elements like genre, style, plot, characters, environment, and objectives. Finally, it briefly mentions analyzing strengths and weaknesses of a development team and differences between developing for PCs versus game consoles.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, well discuss game theory as it relates to todays gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The document outlines the game development process. It begins with conception where the high-level concept is defined. This is followed by pre-production where a playable prototype is created along with production plans. Production then involves implementing gameplay, code, assets, and levels over 6 months to 2 years. Debugging lasts 3 to 8 months to test for and fix bugs before launch. The roles involved include producers, designers, programmers, artists, testers, and sound engineers working in cross-functional teams.
The document provides an overview of Hakan Saglam's experience developing mobile games using Unity. It discusses why the company moved to using Unity from other game engines and frameworks, including its open source nature, strong community, and integrated development environment. It then covers various aspects of coding, testing, debugging, and profiling games within the Unity editor. It concludes by discussing continuous integration and deployment options and using Unity services.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
This document provides a history of artificial intelligence in video games from 1972 to present day. It summarizes key early games that established staples of AI design like Pong simulating human error and Pac-Man's scripted enemy patterns. It then outlines how simulation games like SimCity and The Sims featured increasingly autonomous virtual populations. More recent games have utilized advanced techniques such as dynamic enemy reactions and AI directors that change gameplay based on player performance.
The document discusses existing games that provide inspiration for the game pitch. It analyzes screenshots from Undertale, Earthbound, Ace Attorney, and Backbone. These games share similarities like pixel art styles, a focus on story and writing, character portraits, and menu-based dialog. The document notes these games inspire the layout, content, and writing approach. It aims to emulate their pixel art quality and bring out strong writing like the referenced games.
This chapter discusses game interfaces and their importance in player-centered design. It covers the key components of interfaces, such as scores, maps, characters, and start screens. The chapter distinguishes between manual and visual interfaces, as well as passive and active interfaces. Guidelines are provided for interface usability, accessibility, and saving games. The chapter aims to explain how interfaces connect players to the gameplay experience.
The document provides guidance on conceptualizing a game, including identifying motivation and target audiences, selecting genres and types, and developing key elements of the concept such as the mission statement, storyline, gameplay, and mechanics. The concept development process involves understanding player psychology, defining objectives and challenges, and creating interactive elements that engage the intended audience.
Game Design Document - Step by Step GuideDevBatch Inc.
油
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Batman: The Telltale Series is an episodic point-and-click adventure game released in 2016. The player controls Batman and Bruce Wayne across 5 episodes, making choices that impact the story. It uses cel-shaded graphics to emulate the visual style of comic books. The game focuses on narrative and player choice over traditional gameplay mechanics or difficulty settings. Quick time events are used during action sequences to advance the story. The game aims to immerse players in the world of Batman through its interactive narrative and faithfulness to the comic book aesthetic.
This document discusses paper and digital prototyping for game design. It describes elements used in paper prototyping like screen templates, characters, and controls. It explains that a prototype feedback session introduces the goal, simulates interactivity between a facilitator and test person, and gets feedback through questions and notes. Finally, it mentions some software tools that can be used for paper or digital prototyping and assigns a mission for all teams to craft a game prototype.
Understanding and improving games through machine learning - Natasha LatyshevaLauren Cormack
油
Data Scientist at Jagex - Jagex has a diverse games portfolio, including a large MMORPG (RuneScape), a tactical FPS (Block N Load) and a collectible card game (Chronicle). In this presentation, Natasha Latysheva will showcase recent and upcoming data science and machine learning projects at Jagex including quest recommender systems, player clustering by playstyle, deep learning player lifecycle sequences, and automatic bot and abuse detection to give a taster of the insights that a machine learning approach can provide, whilst also offering project ideas for your own games.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sier甜ga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The document outlines the game development process. It begins with conception where the high-level concept is defined. This is followed by pre-production where a playable prototype is created along with production plans. Production then involves implementing gameplay, code, assets, and levels over 6 months to 2 years. Debugging lasts 3 to 8 months to test for and fix bugs before launch. The roles involved include producers, designers, programmers, artists, testers, and sound engineers working in cross-functional teams.
The document provides an overview of Hakan Saglam's experience developing mobile games using Unity. It discusses why the company moved to using Unity from other game engines and frameworks, including its open source nature, strong community, and integrated development environment. It then covers various aspects of coding, testing, debugging, and profiling games within the Unity editor. It concludes by discussing continuous integration and deployment options and using Unity services.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
This document provides a history of artificial intelligence in video games from 1972 to present day. It summarizes key early games that established staples of AI design like Pong simulating human error and Pac-Man's scripted enemy patterns. It then outlines how simulation games like SimCity and The Sims featured increasingly autonomous virtual populations. More recent games have utilized advanced techniques such as dynamic enemy reactions and AI directors that change gameplay based on player performance.
The document discusses existing games that provide inspiration for the game pitch. It analyzes screenshots from Undertale, Earthbound, Ace Attorney, and Backbone. These games share similarities like pixel art styles, a focus on story and writing, character portraits, and menu-based dialog. The document notes these games inspire the layout, content, and writing approach. It aims to emulate their pixel art quality and bring out strong writing like the referenced games.
This chapter discusses game interfaces and their importance in player-centered design. It covers the key components of interfaces, such as scores, maps, characters, and start screens. The chapter distinguishes between manual and visual interfaces, as well as passive and active interfaces. Guidelines are provided for interface usability, accessibility, and saving games. The chapter aims to explain how interfaces connect players to the gameplay experience.
The document provides guidance on conceptualizing a game, including identifying motivation and target audiences, selecting genres and types, and developing key elements of the concept such as the mission statement, storyline, gameplay, and mechanics. The concept development process involves understanding player psychology, defining objectives and challenges, and creating interactive elements that engage the intended audience.
Game Design Document - Step by Step GuideDevBatch Inc.
油
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Batman: The Telltale Series is an episodic point-and-click adventure game released in 2016. The player controls Batman and Bruce Wayne across 5 episodes, making choices that impact the story. It uses cel-shaded graphics to emulate the visual style of comic books. The game focuses on narrative and player choice over traditional gameplay mechanics or difficulty settings. Quick time events are used during action sequences to advance the story. The game aims to immerse players in the world of Batman through its interactive narrative and faithfulness to the comic book aesthetic.
This document discusses paper and digital prototyping for game design. It describes elements used in paper prototyping like screen templates, characters, and controls. It explains that a prototype feedback session introduces the goal, simulates interactivity between a facilitator and test person, and gets feedback through questions and notes. Finally, it mentions some software tools that can be used for paper or digital prototyping and assigns a mission for all teams to craft a game prototype.
Understanding and improving games through machine learning - Natasha LatyshevaLauren Cormack
油
Data Scientist at Jagex - Jagex has a diverse games portfolio, including a large MMORPG (RuneScape), a tactical FPS (Block N Load) and a collectible card game (Chronicle). In this presentation, Natasha Latysheva will showcase recent and upcoming data science and machine learning projects at Jagex including quest recommender systems, player clustering by playstyle, deep learning player lifecycle sequences, and automatic bot and abuse detection to give a taster of the insights that a machine learning approach can provide, whilst also offering project ideas for your own games.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sier甜ga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...Matthieu Macret
油
The field of sketching interface design in regards
to video game is relatively young and has not been investigated in great depth. Freepad is a custom paper-based MIDI musical interface. We describe an extension to Freepad that supports user customization for real time strategy games. Using only a webcam, a pen and a sheet of paper, players can design their own interface by drawing shapes and linking them to simple or complex actions in the game. In an user study, we use this extended Freepad to explore the potential of sketching interfaces in strategy video games. Our results indicate that using Freepad improves the efficiency of players and their enjoyment in this kind of games.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
油
This document provides an overview of game/simulation development and instructional design. It discusses key differences between the two fields and how they can work together. The document outlines various processes used in both game/simulation design and instructional design, including concept, analysis, design, development, and evaluation phases. It also covers important elements for creating compelling stories, characters, and believable game worlds to engage players.
This document discusses concepts in game design. It defines game design as the process of creating a context through which players can derive meaning from their interactions. Key concepts discussed include meaningful play, semiotics, systems thinking, interactivity, choice, and brainstorming approaches. Successful game design is said to create meaningful play through balancing challenge, social elements, and dynamic experiences.
This document outlines the stages of game design documentation, including concept documents, design documents, and production specifications. It provides examples of the content included in each stage, such as gameplay descriptions, character profiles, level details, and storyboards. The document emphasizes designing puzzles that are solvable and fair to players, and including prototypes to test designs early in the development process.
Create a Scalable and Destructible World in HITMAN 2*Intel速 Software
油
Gain insight into how IO Interactive* (IOI) designed the crowd, environmental audio, non-playable character simulation, and physical destruction systems to take advantage of available hardware and dynamically upscale resolution and deliver more realism. See the design and architecture of the destruction system, including the asset pipeline and game runtime that enables IOI to create a more interesting world for their players.
This document summarizes a presentation on designing creative mobile games. It discusses defining player actions or "verbs", incorporating different types of challenges, considering categories of player pleasure, and designing for constraints like screen size and processing power. It also covers multiplayer game design, dealing with latency issues, designing for community features, and incorporating a "metagame" to increase player interest. The presentation emphasizes that there is no single methodology for game design and that considering what players do and what pleasures and constraints exist provides a good starting point.
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
This presentation was broken into two parts. The first part covers various approaches to creating games on mobile platforms with some details specific to Windows 8. The second part covers strategies for creating successful mobile games including promotion and monetization strategies. While this talk was primarily to a Windows 8 developer audience, the talk was largely cross-platform focused, and parts of the second half on mobile strategy can apply to both apps as well as games.
際際滷s from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
The document discusses strategies for preserving digital games and interactive fiction. It explores developing standards for metadata and content representation. It also discusses conducting case studies on archiving early video games, electronic literature, and Second Life. The second phase of the project focuses on identifying the significant properties of digital games that must remain intact to preserve them over time. Strategies discussed include virtualization and data migration. Key questions are provided about hardware, software, gameplay elements, and supplementary materials needed to preserve playable versions of games.
The document discusses the nature of games and organizational structures of game studios. It defines games as interactive experiences where players overcome challenges governed by rules to meet a victory condition. Game studios have various departments like game design, art, programming, and quality assurance. AAA studios have larger teams across these departments, while indie studios are much smaller, often a single person, handling multiple roles. The document outlines the differences between first, second, and third party developers as well as independent studios.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
油
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Although somewhat antiquated after (2010), this presentation was used to explain what services my Graphic/Game art team provided (while I was a Multimedia Design Engineer Manager at Virtual World Labs...simulations using game technology). It encompasses rudimentary explanations all the way up to examples of our work.
If I Miss This Putt I'll Kill Myself ShirtTeeFusion
油
Golf is a game of precision, patience, andlet's be honestfrustration. If you've ever stood over a crucial putt with your heart pounding, you know the stakes feel higher than they should. Thats why the "If I Miss This Putt I'll Kill Myself" Shirt is the perfect way to add some humor to the game. This hilarious golf t-shirt is designed for golfers who take their putting game seriouslybut not too seriously. Whether you're playing for fun, competing in a tournament, or just hanging out at the clubhouse, this shirt will have everyone laughing.
https://dribbble.com/shots/25728836-If-I-Miss-This-Putt-I-ll-Kill-Myself-Shirt
L湛dica didactica (Report finale residenza Diego Alatorre Go_Innovation a Casa...Casa Netural
油
Go_Innovation is a special residency for social innovator held by Netural Coop in Gorizia, European Capital of Culture 2025.
L炭dica did叩ctica / Play to Connect is a provocation to think outside the box, a methodology to board uncomfortable topics in a respectful and joyful manner and an excuse to discuss unconventional solutions to contemporary challenges, where play is seen as an attitude and game design as a metaphor of creativity by which to imagine, experiment and learn about our surroundings.
Casa Netural residency in Gorizia offered Diego an opportunity to test the ideas that he has been developing over the past years and to enrich them by looking at them from a different and complementary perspective. In other words to put theory into practice.
Along the 4 weeks that he lived in Gorizia he realized how mature and innovative his own understanding of the ludic phenomenon, as most people he connected with, found the value of his research, but what was amazing for him is how much his project was fed back from completely different and complementary perspectives.
Along these days he crafter four game ideas, with different levels of complexity and currently in different stages of development. These are described in the final report.
\\
Industrial Designer by CIDI UNAM and Master in Science of Design for Interaction by TU Delft, Diego ALatorre is currently doing a PhD in Contemporary Studies at the Center for Interdisciplinary Studies of Coimbra University.
His research explores the role of games in education: from a multimodal literacy perspective, he explores the creative process of writers, scientists, designers, artists, teachers and reflective players to learn how to critically read the world and creatively write.
Go_Innovation is a project designed and coordinated by Netural Coop Impresa Sociale within the framework of A THOUSAND YEARS OF HISTORY AT THE CENTER OF EUROPE: CASTLE BORGO CROCEVIA OF PEOPLES AND CULTURES, funded by PNRR - Next Generation EU, for the PNRR pilot project M1C3 Measure 2 Investment 2.1 line A - CUP F88F220000007
web design and development service designsumairrana3
油
Introduction to Storytelling Websites
Why storytelling matters in web design and how it enhances user engagement.
2. What Makes a Website a Storytelling Masterpiece?
Key elements like visuals, animations, and narrative flow.
3. Why Storytelling in Web Design is Effective
The psychology behind engaging users with stories.
4. The Power of Visual Storytelling
How images, videos, and illustrations create an immersive experience.
5. The Role of Animation in Storytelling Websites
Using motion effects to enhance engagement and interaction.
6. Typography as a Storytelling Element
How font choices affect mood and readability.
7. Color Theory in Storytelling Web Design
The impact of color schemes on emotions and brand identity.
8. Interactive Storytelling: Engaging the Audience
Examples of how interaction improves storytelling.
9. Parallax Scrolling for Narrative Depth
How this technique creates a dynamic storytelling experience.
In this presentation, we explore effective strategies for mastering signage in various industries. From design principles to placement techniques, we cover everything you need to know to create impactful, attention-grabbing signage that resonates with your target audience. Whether you're looking to enhance visibility, improve branding, or drive customer engagement, this guide will provide key insights and practical tips to elevate your signage strategy and ensure long-term success.
Jalen Hurts Love Hurts Hoodie Jalen Hurts Love Hurts HoodieTeeFusion
油
Are you a dedicated Philadelphia Eagles fan or a passionate supporter of Jalen Hurts? If so, the Jalen Hurts "Love Hurts" Hoodie is a must-have for your collection! This exclusive hoodie, originally worn by the Eagles' star quarterback, quickly sold out at major retailers. But dont worryweve got you covered!
https://www.behance.net/search/projects/Jalen%20Hurts%20Love%20Hurts%20Hoodie
Looking to revolutionize agriculture with cutting-edge technology? Our Smart Farming Technology Pitch Deck is designed to help you present your innovative ideas with clarity and impact!
Professionally designed slides
Easy-to-edit and fully customizable
Perfect for startups, investors, and agritech businesses
Download now & impress your audience!
Need a custom design? Contact us at info@slidesbrain.com
際際滷sBrain Free PowerPoint Templates & Custom Design Services
#SmartFarming #AgriTech #PitchDeck #StartupPitch #FarmingInnovation #InvestorPresentation #AgricultureTechnology #際際滷sBrain
UNIPAWS: Making Web3 More Human
Transforming complex blockchain experiences into intuitive, high-converting interfaces that drive measurable results.
Who We Are:
We're a strategic UI/UX design studio specializing in making Web3 and crypto products accessible, engaging, and conversion-focused.
Our Services:
Product Design Blending innovation with functionality
Web Design Strategic visual systems that engage users
Design Systems Consistent visual language for efficiency
MidJourney Art AI-driven visuals for modern interfaces
Motion Design Animations that enhance product storytelling
Featured Projects:
CYBRO AI-powered DeFi platform with 50K+ users
Roketo Gamified mini-app with 300K+ users in first month
BlastUP Launchpad driving $26M+ daily trading volume
Pawthereum Charity platform facilitating $480K+ in donations
DOGEN Memecoin UX with 133% price increase by phase 5
Our 4-step process ensures we transform complex Web3 mechanics into intuitive, accessible experiences that deliver measurable business results.
Crown Freak Of Philos Shirt Crown Freak Of Philos ShirtTeeFusion
油
Are you a fan of philosophy, royalty, and all things unique? The Crown Freak of Philos shirt is more than just a piece of clothingit's a bold fashion statement that combines intellect, power, and individuality. Whether youre a deep thinker, a literature enthusiast, or simply love standout graphic tees, this shirt is perfect for you!
https://dribbble.com/shots/25736946-Crown-Freak-Of-Philos-Shirt
The Business Administration Presentation provides a comprehensive exploration of the core concepts, functions, and importance of business administration in modern organizations. It highlights the key principles of managing business operations, strategic decision-making, and organizational leadership, offering a clear understanding of how businesses operate and thrive in competitive markets.
What is 3D Visualization? A Simple Guide for BeginnersZealous Services
油
Explore how 3D visualization transforms ideas into reality from architectural designs to product concepts. This guide dives into its wide-ranging applications, essential tools, and step-by-step processes, making it easy for both beginners and professionals to master. Whether youre creating immersive environments, crafting product prototypes, or enhancing customer experiences, 3D visualization bridges the gap between imagination and execution. Perfect for designers, marketers, and innovators alike discover how this powerful technology brings your concepts to life with stunning precision and creativity. Lets step into the future of design!
Blog Link: https://www.zealousxr.com/blog/what-is-3d-visualization-beginners-guide
Our 3D Works: https://www.zealousxr.com/our-3d-works
What is 3D Visualization? A Simple Guide for BeginnersZealous Services
油
What We Talk About When We Talk About Mid-Core
1. Welcome!
What We Talk About
When We Talk About Mid-Core
by Adam Gutterman
Director, Games Monetization
Unity Technologies | Unity Games
adam@unity3d.com
@adamgutterman
3. Industry Chatter
We segment the gaming audience by lifestyle patterns:
(1) Hardcore arranges their schedules around their gaming.
(2) Mid-core arranges their gaming around their daily schedule.
(3) Casual entertains self with games when time presents itself.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--
"Games that are easy to learn and allow advancement with short gaming
sessions, but are more engaging, more competitive and more challenging
than other social and casual games.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--
It's really about distilling what you'd consider a 'hardcore' game down to
its core essence [by] making a great, deep game more 'accessible' - both in
terms of time and platform access.
4. Three Trends
We segment the gaming audience by lifestyle patterns:
(1) Hardcore arranges their schedules around their gaming.
(2) Mid-core arranges their gaming around their daily schedule.
(3) Casual entertains self with games when time presents itself.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--
"Games that are easy to learn and allow advancement with short gaming
sessions, but are more engaging, more competitive and more challenging
than other social and casual games.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--
It's really about distilling what you'd consider a 'hardcore' game down to
its core essence [by] making a great, deep game more 'accessible' - both in
terms of time and platform access.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--
Social Games
MOGs
5. Perfunctory Outline
Common Design Elements
Social Games
Multiplayer Online Games (MOGs)
iOS & Android
Common Design Elements of Mid-Core
Audience
Convergence: Whats Next
6. Trend 1: Social Games (1)
Common Design Elements
Genre = Tycoon = Build for the sake of building
3X = eXplore, eXpand, eXploit (eXterminate)
eXploit = Resource management
No shared spaces = Persistent single-player world --> little replay value
Theming + Art Direction
Various themes, from farming to restaurant management to city building
Iconic cartoonish graphics
Accessibility
Free
Browser
Gentle, asymptotic learning curve
Quests = continued tutorial
Being good = Understanding of rules x Efficient execution -->
Execution in Social Games is trivial
Short session length (<10 minutes)
Energy system
Appointment mechanics
Fit for platform interaction pattern?
7. Trend 1: Social Games (2)
Common Design Elements
Social interaction
Social due to social networks
Parallel play
Lightly cooperative viral Trojan Horse pure gameplay mechanic
Friend ladder Leaderboard No clear comparative mechanic
Asynchronous
Real identity
9. Trend 2: MOGs (1)
Common Design Elements
Genre = Tactical Strategy
1st Person Shooters, 3rd Person Shooters, RTS, MOBA -->
Match-based, real-time, often co-op PvP
1X = eXterminate
High replay value
Multiple scenarios +
Deep character classes to explore +
New opponents
Theming + Art Direction
Deeply developed narratives in modern war, sci-fi, or fantasy context
Hyper-realistic graphics, graphic representation of violence
Accessibility
Paid --> Free
Internet-connected Desktop (Steam) / Console
Steep learning curve
Understanding of rules is complex (with emergent gameplay and even UI strategies)
Being good = Understanding x Efficient execution
Efficient execution has very high correlation coefficient with APM
Medium-to-long session length (15-60+ minutes)
10. Trend 2: MOGs (2)
Common Design Elements
Social interaction
Exclusionary in that players are unforgiving to n00bs (steep learning curve)
Engaging in that its synchronous w/real-time chat
Highly cooperative + highly competitive (as pure gameplay)
Clear winners and losers of each match = Clear comparative mechanic
Anonymous identity (but you know who your friends are)
11. Trend 3: iOS & Android
Contributing Design Elements
Touch screen (usually) doubles visual modality and UI --> intuitive
Controllers
AirPlay
Native vs. skeumorphic UI
LTE > Wifi = consistent, fast connections
Pervasiveness
Almost everyone has an iOS or Android phone
Its always in your pocket or bag
Social plumbing (Game Center / GPGS / Facebook)
Multiple ID options
Cloud save states
12. Mid-Core Design (1)
Common Design Elements
Genre = Mid-Core
Mobile-optimized 4X = eXplore, eXpand, eXploit, eXterminate -->
eXterminate = asynchronous, active player vs. passive player
Replayability
Same eXterminate mechanic
Game as a service --> never ending fountain new tools of war to learn and employ
New opponents
Theming + Art Direction
Modern war, sci-fi, or fantasy narrative context serves as framework only
Cartoonish realism, abstracted violence
Accessibility
Free
Internet-connected mobile devices
Cloud save states allow for seamless access via all player-owned mobile devices
Steadily advancing learning curve
Understanding of rules grows in complexity as persistency grows
Being good = Understanding x Efficient execution
Efficient execution correlates to toolbox and strategy, not APM
Short-to-medium session length (5-20 minutes)
Energy mechanic is present but de-emphasized
Appointment mechanics still very present
Both make more sense for mobile interaction pattern
13. Mid-Core Design (2)
Common Design Elements
Social interaction
Many options for player identity and social graph
Asynchronous interactions
Clear winners and losers of each match = Clear comparative mechanic
14. Audience
Why Is The Audience For Mid-Core So Much Larger Than That Of Core?
Free
Pervasive platform
The Goldilocks Learning Curve
Easy initial solo gameplay
Complex, deeply engaging elder gameplay
Social Goldilocks Zone
Highly social elder game mechanic
Asynchronous nature is less demanding than real time (email vs. phone)
Players can use real or anonymous identity
Short sessions that can be played almost anywhere
Abstracted violence makes traditionally core themes more accessible
Artistic Goldilocks Zone = not too realistic or iconic
17. Convergence: Whats Next
Social + Mid-Core
While social games have a far larger audience, mid-core games have a
much higher ARPU (Average Revenue Per User)
Can social games incorporate design elements of mid-core to increase
its ARPU while maintaining its vast audience?
Will mid-core continue to borrow from social to increase its audience?
Will mid-core crash into social, creating a blockbuster Hollywood four-
quadrant film experience of mass appeal?
Shared Persistence + Real-Time
Game of War is starting to look like a MOG/MMO
Real-time interactions
Persistent shared world
Are real-time MOGs or even MMOs the next trend on mobile?