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Hillside: a game design blog 2

Blogs > ahw
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ahw
Profile Blog Joined April 2011
Canada1099 Posts
Last Edited: 2014-03-25 20:32:39
March 25 2014 20:32 GMT
#1
blog 1

little gameplay movie

Basic core elements in place. Controls, interface, enough tiles and graphics to create a playable level. There is code in place to bounce around damage dealt, and damage received. Really, really basic enemy AI in place. Basically a whole lot of shells that need filling.

The basic rule I have designing all these systems is: keep it simply fun. It sounds a bit basic, but I'm trying to avoid getting complex unless it adds more fun. What do I find fun about RPGs in general? Customization and character control. Collecting loot and getting progressively stronger and better stuff. Snappy combat with depth based on character direction. Plot driven through conflict, through the game itself instead of NPCs.

What can I learn from others?

I think a lot of action rpgs have a fundamental design flaw when they are thinking mobile. Designers and publishers look at successful games in the genre like Diablo and try to migrate it, more or less directly, to mobile. The problem is successful mobile games seem to be built knowing the device and their place. People play them to burn a few minutes on the bus, waiting for friends, maybe lazing around on the couch.

How can I translate what i find fun in to a phone game?

The challenge is getting this to work in a mobile platform. Take a look at some common action-rpgs found on app-stores...

+ Show Spoiler +
[image loading]


Looks nice, but lets talk about functionality. D-pad controller on the left. While I think most developers look at this as a necessary evil, I kind of just find them irritating, unresponsive, and painful. Moving your left thumb in motions like that gets really annoying really quickly. There is a larger margin for error and it is very, very hard to make a precise movement.

The action is also a bit small. Not a huge deal, but for smaller screens it will be tough to spot enemy animations because of the clutter on the screen.

+ Show Spoiler +
[image loading]


This one I want to focus on the skill menu on the right. Again, its pretty small, so it might be tough to differentiate icons on smaller screens. More importantly, its harder to choose skills because your thumb naturally covers that portion of the screen. On the plus side, this one has centered action and is easy to follow.

+ Show Spoiler +
[image loading]


While I don't agree with all of Blizzard game designs (see: Diablo 3), Hearthstone is an example of an expertly designed and targeted game. The interface has clearly been designed for the mobile market, specifically for iPad / tablet gamers. There are too many design notes to add in a little subtopic here, but examples like the hero emotes and drag-and-drop combat are the most obvious.

More importantly, Blizzard has notably ignored the phone market. Unless there is some sort of design philosophy change, they simply understand this game would not work on a phone screen comfortably. Hearthstone isn't perfect, but I think the design deserves to be commended.

So...

Why mobile? What advantage does developing for mobile give you? What kind of scope is possible?

I think this is vastly unexplored and undeveloped. I love playing games. I have a few favourites. Dota2 takes up an incredible amount of my time. Competitive games have always been for me. That said, I like mobile games. I like the idea of having an escape in my pocket. While I don't think competitive games can flourish there yet, I think competitive elements could potentially create an addicting experience.


Chezus
Profile Joined January 2011
Netherlands427 Posts
Last Edited: 2014-03-25 23:42:55
March 25 2014 23:28 GMT
#2
Hi, game developer here too! Good write-up Hard to argue with anything you've said on game design stuff .

It's not just the action RPGs that have design flaws when thinking mobile. Mobile might just require a different approach entirely to get the best results. Instead of trying to match controls to a game concept, it might be interesting to do it the other way around. Might be a fun challenge for a future project :p

BTW, I read your first blog, never really replied to it, though I should have :p. Anyway, I'm kinda in the same boat as you. I've never completed a game either (dozens of unfinished projects). Currently trying to finish a game too :p (though I guess I say that about most of my projects). Are you working alone on this? Working solo is hard. No one but yourself to push you, motivate you and challenge you. Not that you should listen to me, as I said I've never finished a project either, haha :p.

About your writing/blogging style, you could/should add a conclusion paragraph, to summarize your findings. I also have the feeling your thoughts are a little all over the place :p. (I have that too. Game design stuff too exciting) You never really finished your "Why mobile?" question.

Looking forward to reading future blog entries! (motivation++)

Edit:

Man, I lurk too much. I went through your blog history and saw you wrote that "Tale of Two Worlds"-blog. I read it a while back, and I liked it a lot! I guess I never really replied there either. Sorry! :p

Edit 2:
I guess this is why I rarely post, all my posts get loads of edits and take ages for me to write. I guess that's the reason I don't blog too. Perfectionism really sucks when you can't turn it off :p. Tantrum tantrum tantrum. Ok I'm done now.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 25 2014 23:58 GMT
#3
yay more gamemaking blogs! awaiting more updates :D
Comprehensive strategic intention: DNE
ahw
Profile Blog Joined April 2011
Canada1099 Posts
March 26 2014 03:47 GMT
#4
On March 26 2014 08:28 Chezus wrote:
Hi, game developer here too! Good write-up Hard to argue with anything you've said on game design stuff .

It's not just the action RPGs that have design flaws when thinking mobile. Mobile might just require a different approach entirely to get the best results. Instead of trying to match controls to a game concept, it might be interesting to do it the other way around. Might be a fun challenge for a future project :p

BTW, I read your first blog, never really replied to it, though I should have :p. Anyway, I'm kinda in the same boat as you. I've never completed a game either (dozens of unfinished projects). Currently trying to finish a game too :p (though I guess I say that about most of my projects). Are you working alone on this? Working solo is hard. No one but yourself to push you, motivate you and challenge you. Not that you should listen to me, as I said I've never finished a project either, haha :p.

About your writing/blogging style, you could/should add a conclusion paragraph, to summarize your findings. I also have the feeling your thoughts are a little all over the place :p. (I have that too. Game design stuff too exciting) You never really finished your "Why mobile?" question.

Looking forward to reading future blog entries! (motivation++)

Edit:

Man, I lurk too much. I went through your blog history and saw you wrote that "Tale of Two Worlds"-blog. I read it a while back, and I liked it a lot! I guess I never really replied there either. Sorry! :p

Edit 2:
I guess this is why I rarely post, all my posts get loads of edits and take ages for me to write. I guess that's the reason I don't blog too. Perfectionism really sucks when you can't turn it off :p. Tantrum tantrum tantrum. Ok I'm done now.


Hey, thanks for the feedback and the friendly comments. Yeah, currently the project is me and a few friends who are contributing graphics when they have the time, but its mostly me. Working solo isn't the easiest but I actually enjoy it. I've actually never had success on team-based projects.

Your criticism is spot on. My blogs are pretty all-over the place, they are basically just an outlet for my random thoughts. But you are right, I didn't finish the why mobile question. I just feel like it has a lot of untapped potential and a unique market.
ahw
Profile Blog Joined April 2011
Canada1099 Posts
March 26 2014 03:48 GMT
#5
Also, thanks, I'm glad you like my writing!
LastWish
Profile Blog Joined September 2004
2013 Posts
Last Edited: 2014-03-26 17:07:58
March 26 2014 17:07 GMT
#6
I like what you are creating here, although I cannot help the feeling that your game type is best suited for desktop and browser(flash) platform.
I have a good idea for a simple rpg like game(inspired by a flash game) that would suit very well on mobile platform.
Though not today.. one day I hope to implement it
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