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From HTML5 websites to HTML5 games


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Some notes for those that want to move from building HTML5 websites to HTML5 games.

Some notes for those that want to move from building HTML5 websites to HTML5 games.

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  • 1. From HTML5 websitesto HTML5 gamesPietro Polsinelli@ppolsinelli
  • 2. What is the difference?Some observations for those moving from (mobile, HTML5) web site / app development to (mobile, HTML5) games 2
  • 3. The object you are talking about:(mobile, HTML5) web site / app (mobile, HTML5) gameProduct, service – not the web content The game content“Reference” is the semiotical term. Thursday, January 31, 2013
  • 4. Your aim:(mobile, HTML5) web site / app (mobile, HTML5) gameConversion FunSolve the problemThen one can go and ask “why fun”, well, fun is learning… see Thursday, January 31, 2013
  • 5. Flow:(mobile, HTML5) web site / app (mobile, HTML5) gameLinear towards conversion. Evolving loops aimed at playing more.Pages can stay there for hours. Time /rhythm is often a core factor. Thursday, January 31, 2013
  • 6. What does “simple” mean:(mobile, HTML5) web site / app (mobile, HTML5) gameSimplicity of: Simplicity of:Controls ControlsMechanics Mechanics (can be a problem)Message: “great product” MessageInvolvement often requires a background story. Thursday, January 31, 2013
  • 7. The complexity of the resulting solution:(mobile, HTML5) web site / app (mobile, HTML5) gameExpress, articulate the reference, which is Constitute the reference, which is requiredwell defined and unchanging. to change (levels or other means).Games need depth. Thursday, January 31, 2013
  • 8. “Depth is an informal term to describe whether a game has enough dimensions of play, actions, rules or story content to be played over a long term. Depth is essential for deep engagement.”
  • 9. Note. Let’s try to graph it:This is a very, very simplified view.
  • 10. Relationship with HTML5 technology(mobile, HTML5) web site / app (mobile, HTML5) gamePerfect fit with its standards: content is king. Unfit by design. “Oh, you can do everything”Still… Thursday, January 31, 2013
  • 11. Least commonmobile device:Android withstock browserbut it’s worse:AndroidS withstock browserHere very little works, and what does, actually doesn’t on some Android device, even when restricting to updated OSs. Crucial implementations, like sound, are largely device dependant. Launching a single “beep” can be a problem.
  • 12. Is there is a way out?“Unfit by design” is related to geekycommonplaces about games & fun.“A game is essentially animations,3D, things that go fast played in realtime”Not necessarily. Thursday, January 31, 2013
  • 13. Restrict your game designchoices. Keep it technicallysimple, invest in other stuff.Players don’t care about 3D,animations, complexity – theyonly want to have fun.Think of Twitter narratives in 140 characters. Thursday, January 31, 2013
  • 14. My advice:- Minimal technology- Maximal background effort Thursday, January 31, 2013
  • 15. Example: this game Idesigned could istechnologically andgame-mechanicallyquite simple: Thursday, January 31, 2013
  • 16. It’s a misleadingsimplicity. Making itaddictive requires astudy, design, testing,previous attempts.The key here is “funbecause of hints of anon trivial narrativethrough a trivial gamemechanics.”Addictive. Thursday, January 31, 2013
  • 17. Art of Game Designhttp://artofgamedesign.comGame Mechanics: Advanced Game Design more about game design.
  • 18. My twitter stream is dedicated to gamedesign: blog on game designhttp://designagame.eueu
  • 19. Image sources: