Game Design
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- armsbottomer
are there any game designers out there with resources on how to create compelling game mechanics? or even players that can articulate what gameplay aspects they like about specific games? particularly casual games.
- Dodecahedron0
- teabaggers unite!fooler2
- Thx for posting, should be a big help to him.CygnusZero4
- dodecadipshitmonospaced
- hahahahahahahahavitamins
- BRNK0
Read www.gamasutra.com ... ?
- scarabin0
i like games that don't feature an under-powered character that you constantly have to upgrade just to be able to play
i like replay value; let me unlock stuff
don't make me fuck with menus too much
don't make me restart a level if i die, have regular save points or let me start in a nearby spot
don't make cutscenes too long
don't have too much dialogue
- scarabin0
don't assume i'm already interested in the game or its characters when i pick it up, give me an early hook so i stay
i shouldn't have to read a manual before playing; teach me as i go along
- BRNK0
I think casual games should be fun, cheap and simple. Puzzle games work best, imo, since "casual" is fairly synonymous with moble and web gaming. Overly complicated controls or mechanics general don't work.
Persistence is huge. People love the constant positive reenforcement of leveling up, or getting new gear. Kongregate is pretty genius in it's use of the achievement-based meta game...as is XBL, obviously.
What genre are you thinking about? I can provide more specific feedback if you're more specific in you brief.
- armsbottomer0
@scarabin,thanks for the points
@BRNK i'm mainly focusing on arcade style games (for iphone development).
- BRNK0
In that case, I'd say this:
Please don't make use an on-screen d-pad and buttons. That's a barely-functioning work-around at best. I'm not sure what kind of back-end access Apple gives developers (I would assume not much), but Game Room on XBL is doing good things with arcade games. Their high-score and challenge system is pretty nice.
- showpony0
i've made hundreds of casual games, and for a game to truly be casual, i think it has to be "pick up and play," meaning, the game needs to be intuitive enough that the user doesn't have to read instructions (that's a little bit of an overstatement, but still, i think you have to keep it simple, especially in the beginning). for iphone games, i'd suggest checking out wario ware... it's a series of single mechanic games that really boil mechanics down to their core in a compelling way. i could go on and on, but i suppose i'll close here, haha.
- d_rek0
As a hardcore gamer I can say that there are a few Wii titles that really hit home as far as being casual enough for anyone to pick-up-and-play but engaging enough so that it doesn't wear thin too quickly. Wii Sports is still an excellent title almost two years since the release. Also the simple motion controls for games like Mario Galaxy and Zelda really add another level of engagement for the user.
Now I can't speak for any iphone games out there since i don't have one nor have I had the chance to play any games on them but I imagine some basic principals of gaming apply:
1) make the focus clear and concise; the user must immediately grasp the objective and understand how to get there
2) make the controls simple and intuitive, there should not be any awkward navigation devices or button presses to perform a function
3) Use appropriate, compelling and attractive visuals. Just because you've added the most responsive, engaging controls to a complete mess of pixels doesn't mean people want to engage with it.