4. Trends in Console Gaming
• Graphics, Graphics Graphics
• Deep Rich Storylines
• Connectivity MMO Massive
Multiplayer Online Games
• Life Beyond the Story:
Unlocks, Replayability, Network Game play
• Appeal to Hardcore Gamers
4
5. Trends in Console Gaming
• Graphics
• Deep, Rich Storylines
• Connectivity MMO
Massive Multiplayer
Online Games
• Life Beyond the Story:
Unlocks, Replayability, Network
Game play
• Appeal to Hardcore
Gamers
5
16. Game Design and Mechanics
Games tell a story
• What is the setting?
• Who is the hero?
• Who is the villain?
• What are the hero's desires?
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17. Game Design and Mechanics
Cues
• Visual
• Audio
• Dynamic
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18. Addicting Game Components
• Make the game easy and fun
• Lots of short levels
• More content they can unlock
• Depth- building up from a simple to difficult game play
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19. Appropriate Game Controls
Controlsntrols
• One touch/swipe controls
• Multi touch controls
• Gyroscopic Games
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21. Game Engines
Corona SDK
• Fast development time
• Affordable when compared with a
tool such as Game Salad
• No Objective-C
• Good support
• No access to native API
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22. Game Engines
Cocos2d
• Ease of use
• Speed through the use
of OpenGL ES
• Flexibility and simple
integrations such
as Box2D- and Chipmunk-
based physics
• Support from a
large, friendly community
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23. Game Engines
Unity for 3D
• Open Source
• Supports nearly all
console and mobile
platforms
• Deferred Rendering-
Creates rich 3D
environments while
saving maximum
space
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25. Top Games
as comment "M5" all on one scree
• One touch controls
• Virtual Currency
• Great Graphics
• Unlocks and power-ups
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26. Fruit Ninja
• Simplicity
• One touch control
• Not many short levels but one continuous
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27. Where’s My Water
Where’s My Water
• Simple controls
• Physics based interactions
• Many short levels- increasing
difficulty makes more interesting
over time
• Fantastic Character and level
design
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28. Words with Friends
Where’s My Water
• 3G connectivity
• Socialization
• Human Connection- Drives Competition, Emotional Investment
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29. Temple Run
• Continuous level-stats
• Very easy controls that use
smartphones well-swipe/touch
accelerometer
• Easy, Simple & Fast!
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37. Open Discussion
Todd Marks
President & CEO
todd.marks@mindgrub.com
@mindgrub
Editor's Notes
Mid 70’s to Mid 80’s: Golden Age of Arcade games1980’s: Genre Action adventure, fighting games, interactive movies, Role playing games, scrolling platformers, scrolling shooters, light gun shooters, maze etc.1983 Nintendo1990- 4th generation consoles 16 bit1990- handhelds come of age1993 Fifth Generation consoles 64 bit1998-2000- 6th generation consoles2004-2011- 7th gen consoles2007 Nintendo Wii Capitalizes on casual gaming + iPhone comes out2011- present 8th gen consoles- Nintendo 3DS playstation vitaMobile handhelds like the PSP and DS were highly anticipated and then crushed by the low barriers and popularity of smartphone gaming.
Cheap to play- profitable to make
Whale and scrooge are indicative of the mobile gaming audience- Mobile games are becoming better because they’re becoming smarter with how they make money. Depending on quality of game- gamers are 3-6% likely to spend make an in-app purchase in a game. Since the mobile gamer class tend to be affluent, tying in app purchases with game progress can yield higher returns among the whales- while recouping costs among the minnows.
While casualgames become better in general (graphics, competitiveness, overall fun) they are also getting simpler not just to play- but to pick up and play on the go- there’s a difference and we’ll try to tackle that when talking about game design cues.
3G connectivity makes it easier to start games with others, share games with others, or even play games with others in real time.
Similar to the early 80’s and 90’s with 8-bit and 16-bit games, we’re seeing genre innovation in Casual gaming. Due to new control mechanics and the democratization of game development (they’ve gotten easier to publish and program- iTunes) so there’s a constant evolution of new game ideas and concepts to advance upon.
Todd wanted me to talk a little about mobile game engines- I’m the wrong person to do it but can give some feedback on integrating designs talk to our developers in the audience.