2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
Any stumbling through the UI or additional steps will likely turn people away in the try
before you buy arena.
Core Gameplay Concept
The core gameplay concept should be immediately obvious
to the player. Taking ten people off the street and asking them to play your game for the
first time, they should all be able to figure out how to play, what the objective is, and how
to achieve success in the game in less than 2 minutes. People simply do not read
manuals that come along with the game; if they can
t figure it out, you lose them quickly.
In Game Tutorials
These take many forms. In general a full blown interactive tutorial
should not take longer than 2 5 minutes to complete. Anything longer and the game is
too complicated and there is too much to learn in a quick sitting. Consider removing
game elements and adding them in as the user progresses. Quick pop up help is good,
especially when it
s contextual and relevant. You can spoon feed the user through the
game this way, introducing new concepts as they come up, at the start of a level for
instance.
Addictiveness
This almost goes without saying, but it
s important to remember that the
top selling games in this space are often described as addictive. What makes a game
addictive? It
s a combination of a number of things: graphics, sound, gameplay, and
ease of use. In short, it
s a combination of all the areas of game design.
Mouse Control
The easiest form of control is the mouse. Every user, no matter how
new to the PC, uses the mouse. It
s crucial that the entire front end UI is mouse driven.
Games with core game play that is point and click have a huge advantage in this space.
It
s not just enough to have mouse control, it
s worth spending some time thinking about
how you use the mouse. The control needs to be intuitive and smooth. It can be quite a
challenge to find ways to use the mouse, but the payoff is well worth it.
High Scores
Scores take two forms, local and global. Local high scores is a must have
with any quick paced game where scoring is the core motivator for play. The ability to
reset local high scores is important as well. Score is a good psychological motivator as
the player will continually try and beat top scores. Global high scores are less important,
but a growing number of players in this space like to see how they stack up against the
rest of the world.
Save Games
In many cases it makes sense to have the ability to save games. As a
rule, if your game takes longer than 15 minutes to complete, users will enjoy a save
game feature. This is especially true of word games, jigsaw puzzle games anything
where it is likely you will not be able to complete in a session. It
s also important that you
make sure there is a valid reason for the game taking so long because in general
anything that takes longer than 15 minutes to play will not resonate in this audience.
L.
Building Equity
This section covers strategies for building and maintaining brand equity in the online gaming space,
especially from the standpoint of making games. For example, what are some of the key ingredients
involved in making successful online game brands that are sticky , i.e., games that are habitual,
accessible and foster high levels of engagement with players?
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