Casual Gaming Programming, News and Tutorials.
Posts tagged Game Design
Casual Games as a Business
Jan 21st
Tom Higgins from unit3d.com wrote this great article “Casual Games as a Business”.
Casual Games as a Business
Casual games are a rapidly growing segment of the overall games industry, and it’s a segment in which a small team of developers can be competitive and successful. There are a number of publishing and distribution options available that will allow developers to quickly introduce their games to a large and waiting audience of customers. In working with those publishers and portals, you as the developer share in the revenue generated by your game. With Unity, a career as a casual game developer is within reach, it’s up to you to go get it!
1. What are “Casual Games”?
The term “casual games” means different things to different people as the term is still only loosely defined at best. Despite that, the term “casual games” can still be used to describe a rather large and rapidly growing segment of the game industry. Casual games tend to be those that have simpler game play and engaging game design, they also tend to offer users the ability to step in and play a game within minutes without requiring any long-term skills development or game commitment. The goal with casual games is to appeal to as wide of an audience as possible, including those that have normally fallen outside the traditional “gamer” profile (anyone outside the teen to twenties male demographic). As with any definition there are grey areas where certain games blur the lines between casual and serious, but hopefully the basic gist of the definition comes across: small, fun and easy to play seem to be three commonalities worth remembering. More >
Opinion: Indie Game Design Do-s and Don’t-s: A Manifesto
Jan 12th
Opinion: Indie Game Design Do-s and Don’t-s: A Manifesto
[Veteran indie game creator Edmund McMillen, known for his work on 2005 IGF Grand Prize winner Gish, Time Fcuk, and Super Meat Boy for WiiWare, shares his opinions and manifesto on making indie games, with 24 clear do-s and don't-s to make your art thrive.]
One of the most common questions I’m asked in interviews is, “Do you have any advice for independent game developers who are new to the scene, or tips for developers in general?” Well, I actually answered it this time: I came up with this list of indie do-s and don’t-s.
Now, I’m going to make clear that I’m not perfect and I’m sure as the years go by this list will change. But from where I stand right now, having made independent art/games for a living for the past 10 years, the advice below is crucial to all indie game designers, and all artists for that matter. Also note that when I refer to a “designer” or “artist,” I include programmers. All aspects of art have a fine balance of the technical and creative; just because programming is viewed as a technical field does not mean it is void of creativity. The creative is visible in the work as a whole rather than in the specifics. Light and shadow are vital technical aspects of illustration, but without creativity the piece is nothing more then a photocopy of the subject, void of any personal touch or presence. This is a list for the creative designer who strives to be independent. This isn’t advice on how to monetize your Flash game or survive financially by copying existing trends and juicing the public for their cash. This is a list for artists who are driven by the desire for creative freedom and/or to “just make some cool shit people will love.” Anyway, here’s the list. Take what works for you and leave what doesn’t:
1. Be honest. When I say “be honest” I mean to speak from your heart. Don’t be manipulative or condescending in your work; treat the player how you’d wanted to be treated. Honesty is extremely valuable when making art.
The Game Design Canvas: Aesthetic Layout
Jan 12th
The final part of the great series of articles “The Game Design Canvas” from The Game Prodigy.
- Part 1 – An Introduction
- Part 2 – Base Mechanics
- Part 3 – Punishment and Reward Systems
- Part 4 - Long Term Incentive
- Part 5 – Aesthetic Layout
The Game Design Canvas: Aesthetic Layout
Who cares if the main character is wearing silver armor or an orange cloak? Does it really matter if your military troop is fighting in Europe or Asia? There can’t be any difference between a game about saving the world, and one your one true love, right?
It does matter. In fact it matters a great deal. The sights and sounds and feeling contribute to the Core Experience of a game like no other part of the game can. They are what make games a true art form instead of pure science, they are what make games closer to theater than arithmetic, painting than to geometry. These artistic strokes are the skin that the world will see view the game, its face, its exterior.
Welcome to the fifth and final component of the Game Design Canvas: the Aesthetic Layout. More >
The Game Design Canvas: Long Term Incentive
Jan 12th
Part 4 of 5 from the great series of articles “The Game Design Canvas” from The Game Prodigy.
- Part 1 – An Introduction
- Part 2 - Base Mechanics
- Part 3 - Punishment and Reward Systems
- Part 4 - Long Term Incentive
- Part 5 - Aesthetic Layout
The Game Design Canvas: Long Term Incentive
What makes a person want to continue playing a game? What takes a game from a 30 second experience to a 30 hour experience?
To answer this, we’ll have to start from the beginning: Why did the player begin playing the game in the first place? Fun and enjoyment are the most obvious answers. The thrill of the chase, the challenge, the quest! The opportunity to interact with others, to improve one’s skills, or to go on an adventure. All of these are examples of Core Experiences, which gets people to start playing a game. People want to have interesting experiences, and games are one way to fulfill that.
How about once they start playing, what does the player do then? They got there because they were seeking the Core Experience, and then they begin to enter into the game itself. They jump, they run, the roll dice, they make moves. They begin to interact with the game and perform actions within the game’s construct. Seeking an Experience, they are beginning with the Base Mechanics. They are beginning to become coordinated, so to speak, to learn to move and live in the game’s world.
Once they get going with the Base Mechanics, then they begin to learn the broader gameplay. They learn that they need to look before they jump, that they should treat villagers with respect when discussing delicate matters, and that they need to use the red bullets when fighting the red enemies. They begin to map out the interconnections between the actions they are making and the results the game is serving them. They are making their way through the Punishment and Reward Systems, learning what behaviors are encouraged and which ones aren’t. Building on top of the Base Mechanics, the P&R Systems draw them even deeper into the game and to the Core Experience they were originally seeking. More >
The Game Design Canvas: Punishment and Reward Systems
Jan 12th
Part 3 of 5 from the great series of articles “The Game Design Canvas” from The Game Prodigy.
- Part 1 – An Introduction
- Part 2 - Base Mechanics
- Part 3 - Punishment and Reward Systems
- Part 4 - Long Term Incentive
- Part 5 – Aesthetic Layout
The Game Design Canvas: Punishment and Reward Systems
You have many choices in your everyday life. Wake up and jump out of bed, or hit the snooze button? Eat chicken, beef, or veggies? Do some work, or go out with friends? These choices, these actions that you can take are the different colors you use to paint the landscape of your day, your week, and your life. It is through these choices that you experience and express yourself in the world.
If life were a game, these actions that you can take are examples of the Base Mechanics of life. They are actions that you can perform, that you have the ability to perform, and that you may choose or choose not to perform. They are the inputs into the system from yourself. You can freely choose from all the possible abilities you have and perform them to your liking.
…Or can you? Well, there’s more to it than that. Your actions and free will are not as free as one would think. Yes, you have choices you can make, but there are consequences, there are requirements, and there are strings attached. You may have the ability to go into the middle of a library and shout at the top of your lungs. You may have the ability to insult your best friend or to rob a convenience store. You may have the ability to sit in your apartment and be depressed instead of going out and enjoying the weekend with friends.
You could do these things, but you probably won’t. Even though you have the ability and the means, there is something else that is guiding your decisions. There is more to this so called “choice” business than you might imagine. It is as though some invisible force outside of yourself is governing your actions.
Enter the third component of the Game Design Canvas: The Punishment and Reward Systems. More >
The Game Design Canvas: Base Mechanics
Jan 12th
Part 2 of 5 from the great series of articles “The Game Design Canvas” from The Game Prodigy.
- Part 1 – An Introduction
- Part 2 – Base Mechanics
- Part 3 – Punishment and Reward Systems
- Part 4 - Long Term Incentive
- Part 5 – Aesthetic Layout
The Game Design Canvas: Base Mechanics
Dave is working on his blockbuster indie game title. He knows the genre, and he has a general idea of what he wants it to be about. It’s an action/adventure title about vampires and he wants the player to be able to steal blood from victims. He’d also like the player to have to avoid light in the day, and it would be a story about love and romance. Sounds like a great game!
He expresses this idea to a friend of his who is in the industry. His enthusiasm is apparent in his voice and his excitement about the idea, with the main part of the game revolving around the vampire stealing blood. But then his friend asks him…
“How does the player actually steal blood?” More >
The Game Design Canvas: An Introduction
Jan 12th
The “Game Design Canvas” is a series of great tutorials from The Game Prodigy that attempts to show us step by step the answer for the biggest question “How to develop a successful game?”.
This is the first part of five and will make an introdution on this series of articles.
- Part 1 – An Introduction
- Part 2 - Base Mechanics
- Part 3 - Punishment and Reward Systems
- Part 4 - Long Term Incentive
- Part 5 - Aesthetic Layout
The Game Design Canvas: An Introduction
Do astronomically successful games happen by chance, or can their approach be systematized? Are the games that make us laugh, gasp, and enrich our lives results of the developers getting lucky, or careful decision making? Is there a way to analyze successful games to understand where their strengths and weaknesses lie, and then apply them to your own games?
I believe that the answer to these questions is yes: a game’s design and development can be mapped out, studied, and perfected in a reliable fashion. Successful companies like Nintendo, Valve, Zynga, and Blizzard would agree. Legendary game designers like Shigeru Miyamoto, Will Wright, and Peter Molyneux would likely agree as well. These companies and developers have found ways of looking at games that lets them consistently crank out hits year after year after year. By the time you get to the third and fourth blockbuster, it is no accident. More >
Game Design Tutorial: Making Your Game by Breaking Your Game
Nov 20th
Game Design Tutorial: Making Your Game by Breaking Your Game
Another great tutorial from The Game Prodigy.
