2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
9. Vary the type of challenges so play does not become routine.
10. Support multiple player styles such as Bartle's 4 types: Achievers, Explorers, Socializers, and
Player Killers.
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11. Offer more than a high score as a reward, make gameplay intrinsically rewarding.
12. Offer community/social features such as high score boards, in game chat, and message
boards.
13. Use audio feedback and sound effects to increase excitement and make interaction more
real.
14. Include the option to turn audio off, so games can be played anywhere.
15. Test all aspects of the Player's experience with real users.
16. Adjust spacing between play and reward to keep players motivated and to imply progress.
17. Remember a player's high score at least between consecutive games, allow them to save it,
or otherwise show player progress between games.
M.
Conclusion
Developers of web and downloadable games face a unique set of production constraints, most of which
grow out of financial and technical limitations. However, these constraints can be embraced by the
optimistic developer and used to guide a more focused development process. This focus is also the first
step towards managing the risks associated with development for this market. Though the budgets are
small compared to console and PC titles, the risks are still significant for the small developer and require
continual vigilance and creative management solutions.
Game design for the casual market demands a great sensitivity towards the less experienced user and a
tremendous respect for the player's time. The simple fact that players can try before they buy means that
those first few seconds of the game experience are critical. However, while their level of initial
commitment may be low, casual players also have few preconceptions about gaming genres and
conventions. There is still plenty of room for innovative core game mechanics that build on these players'
experience. Choice of thematic content is critical and has the promise to hold player's attention while they
are gently introduced to new game mechanics.
Ultimately, players' equity in the game experience should be the goal for any developer and at some
level, all of the production and design considerations discussed above feed into that goal.
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