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From HTML5 websites
to HTML5 games
Pietro Polsinelli
@ppolsinelli
What is the
             difference?
Some observations for those moving from (mobile, HTML5) web site / app development to (mobile,
   HTML5) games



                                                                                                 2
The object you are talking about:

(mobile, HTML5) web site / app           (mobile, HTML5) game
Product, service – not the web content   The game content




“Reference” is the semiotical term.


                                                            Thursday, January 31, 2013
Your aim:

(mobile, HTML5) web site / app                      (mobile, HTML5) game
Conversion                                          Fun
Solve the problem




Then one can go and ask “why fun”, well, fun is learning… see http://www.raphkoster.com


                                                                               Thursday, January 31, 2013
Flow:
(mobile, HTML5) web site / app                    (mobile, HTML5) game
Linear towards conversion.                        Evolving loops aimed at playing more.
Pages can stay there for hours.                   Time /rhythm is often a core factor.




http://www.whatgamesare.com/2010/12/functions-vs-loops-finding-fun.html


                                                                          Thursday, January 31, 2013
What does “simple” mean:
(mobile, HTML5) web site / app                   (mobile, HTML5) game

Simplicity of:                                   Simplicity of:
Controls                                         Controls
Mechanics                                        Mechanics (can be a problem)
Message: “great product”                         Message




Involvement often requires a background story.


                                                                        Thursday, January 31, 2013
The complexity of the resulting
    solution:
(mobile, HTML5) web site / app                (mobile, HTML5) game
Express, articulate the reference, which is   Constitute the reference, which is required
well defined and unchanging.                  to change (levels or other means).




Games need depth.


                                                                       Thursday, January 31, 2013
“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.”

http://www.whatgamesare.com/2012/05/your-game-is-a-graph.html
Note. Let’s try to graph it:




This is a very, very simplified view.
Relationship with HTML5
     technology
(mobile, HTML5) web site / app                     (mobile, HTML5) game
Perfect fit with its standards: content is king.   Unfit by design. “Oh, you can do everything”




Still…


                                                                           Thursday, January 31, 2013
Least common
mobile device:

Android with
stock browser

but it’s worse:

AndroidS with
stock browser
Here 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.
Is there is a way out?

“Unfit by design” is related to geeky
commonplaces about games & fun.

“A game is essentially animations,
3D, things that go fast played in real
time”

Not necessarily.


                               Thursday, January 31, 2013
Restrict your game design
choices. Keep it technically
simple, invest in other stuff.

Players don’t care about 3D,
animations, complexity – they
only want to have fun.

Think of Twitter narratives in 140 characters.


                                                 Thursday, January 31, 2013
My advice:

- Minimal technology

- Maximal background effort




                        Thursday, January 31, 2013
Example: this game I
designed could is
technologically and
game-mechanically
quite simple:

http://goodmorning.
appsfuel.com/



                       Thursday, January 31, 2013
It’s a misleading
simplicity. Making it
addictive requires a
study, design, testing,
previous attempts.

The key here is “fun
because of hints of a
non trivial narrative
through a trivial game
mechanics.”

Addictive.


                          Thursday, January 31, 2013
Art of Game Design
http://artofgamedesign.com




Game Mechanics: Advanced Game Design
http://bit.ly/magooo
http://www.jorisdormans.nl/machinations/




Learn more about game design.
My twitter stream is dedicated to game
design: http://twitter.com/ppolsinelli
A blog on game design
http://designagame.eu
eu
Image sources:

http://www.visionmobile.com/blog/201
0/04/is-android-evil/

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From HTML5 websites to HTML5 games

  • 1. From HTML5 websites to HTML5 games Pietro 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) game Product, 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) game Conversion Fun Solve the problem Then one can go and ask “why fun”, well, fun is learning… see http://www.raphkoster.com Thursday, January 31, 2013
  • 5. Flow: (mobile, HTML5) web site / app (mobile, HTML5) game Linear towards conversion. Evolving loops aimed at playing more. Pages can stay there for hours. Time /rhythm is often a core factor. http://www.whatgamesare.com/2010/12/functions-vs-loops-finding-fun.html Thursday, January 31, 2013
  • 6. What does “simple” mean: (mobile, HTML5) web site / app (mobile, HTML5) game Simplicity of: Simplicity of: Controls Controls Mechanics Mechanics (can be a problem) Message: “great product” Message Involvement often requires a background story. Thursday, January 31, 2013
  • 7. The complexity of the resulting solution: (mobile, HTML5) web site / app (mobile, HTML5) game Express, articulate the reference, which is Constitute the reference, which is required well 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.” http://www.whatgamesare.com/2012/05/your-game-is-a-graph.html
  • 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) game Perfect fit with its standards: content is king. Unfit by design. “Oh, you can do everything” Still… Thursday, January 31, 2013
  • 11. Least common mobile device: Android with stock browser but it’s worse: AndroidS with stock browser Here 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 geeky commonplaces about games & fun. “A game is essentially animations, 3D, things that go fast played in real time” Not necessarily. Thursday, January 31, 2013
  • 13. Restrict your game design choices. Keep it technically simple, invest in other stuff. Players don’t care about 3D, animations, complexity – they only 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 I designed could is technologically and game-mechanically quite simple: http://goodmorning. appsfuel.com/ Thursday, January 31, 2013
  • 16. It’s a misleading simplicity. Making it addictive requires a study, design, testing, previous attempts. The key here is “fun because of hints of a non trivial narrative through a trivial game mechanics.” Addictive. Thursday, January 31, 2013
  • 17. Art of Game Design http://artofgamedesign.com Game Mechanics: Advanced Game Design http://bit.ly/magooo http://www.jorisdormans.nl/machinations/ Learn more about game design.
  • 18. My twitter stream is dedicated to game design: http://twitter.com/ppolsinelli A blog on game design http://designagame.eu eu