Game Tuning And Design Tips Iphone Apps Todajima 20090604

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    Game Tuning And Design Tips Iphone Apps Todajima 20090604 - Presentation Transcript

    1. Introduction to Game Tuning and Design Tips for iPhone Apps Ninjava Meeting 2009/06/04 Taisuke Odajima
    2. Who am I? • My name is Taisuke Odajima • Former employee of Sarugakucho, a Game Tuning Company • Actually helping the business operation of APPLIYA
    3. Today’s topics • Introduction to game tuning • Design tips of iPhone apps • Overview of iPhone apps market
    4. Introduction to game tuning
    5. Core Concept of game tuning Improve game quality to fit various needs from different types of consumers. Main topics: -Game design -Usability
    6. Game design key points
    7. Game design key points Convincing objectives Create player motivation Offer rewards Create connection between player and the characters
    8. Game design key points Final goal Passing point Passing point p g e in Passing point e t K va s ti ser o u Passing point m e th
    9. Game design key points Culturalize Appropriate to the main target Choice of the platform Adjust learning curve
    10. Game design key points “Less is more”
    11. Usability key points
    12. Usability key points Emphasized reactions Make things explicit Use animations Draw attention to what the player has to do next
    13. Usability key points Don’t change the control Be consistent Same color same meaning
    14. Usability key points Always react to user’s input
    15. Usability key points Don’t forget to use “sounds”
    16. A perfect example
    17. Design tips of iPhone apps
    18. Cardinal Rules Easy to understand Record oriented Addiction Short round Sure progress
    19. Rule 1: Easy to understand Simple rule Simple control Clear obejective
    20. Rule 2: Record oriented Remind record Easy to compare Intuitive score
    21. Rule 3: Short round Can play anytime Want to repeat Can show to friend
    22. Rule 4: Sure progress More than luck Open to anyone Time > Skill
    23. Other tips • Make sure the user can resume game • No time rag after user’s input • All necessary information inside the app • Make the user want to show the app to friends
    24. Overview of iPhone apps market
    25. Most sustainable apps in Japan Stabilize Apr. 2009
    26. Most sustainable apps in US Stabilize Jan. 2009
    27. Number 1 app in Japan 15 days max, mostly less than 10 days
    28. Number 1 app in Japan FingerPiano 2008/11/14 2008/11/29 15 WifiTrak 2009/02/12 2009/04/25 13 LCD Clock 2008/12/07 2008/12/18 12 Wobble 2009/01/30 2009/02/11 10 2009/04/14 2009/04/24 10 Flight Control 2009/04/05 2009/04/13 9 Top 100s by Year 2008/11/05 2008/11/13 9 Enigmo 2009/04/30 2009/05/08 8 iClouds 2008/10/27 2008/11/03 8 2009/05/14 2009/05/21 8
    29. Number 1 app in US Usually more than 10 days, can go more than 25days
    30. Number 1 app in US Flight Control 2009/03/29 2009/04/23 25 The Moron Test 2009/05/05 2009/05/28 24 Pocket God 2009/03/06 2009/03/28 21 Ocarina 2008/11/12 2008/12/01 19 Enigmo 2008/12/02 2008/12/19 18 iShoot 2009/01/13 2009/02/07 18 Moto Chaser 2008/10/21 2008/11/05 16 iFart Mobile 2008/12/23 2009/01/12 10 StickWars - 2009/04/24 2009/05/04 10 Siege LightBike 2009/02/08 2009/02/16 9
    31. Genre
    32. Top 100 apps genre in Japan
    33. Top 100 apps genre in US
    34. Pricing
    35. Average price of top 100 titles Japan US
    36. TOP 100 apps price Japan
    37. TOP 100 apps price Japan US
    38. TOP 10 apps price Japan
    39. TOP 10 apps price Japan US
    40. Options to consider • Sell a lot for a cheap price in the US • Sell small but for an expensive price in Japan
    41. APPLIYA’s strategy
    42. Basic plan Contents Application Platform (Engine) APP
    43. Engines we have
    44. Reward to the developers Application Platform (Engine) Many apps using same application platform
    45. Reward to the developers Pay the developer based on the accumulated DL
    46. Thank you for listening todajima@appliya-inc.com

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