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Wireless Game Design Games Anywhere, Anytime Greg Costikyan www.ungames.com www.costik.com costik @ costik .com

Wireless Game Design Games Anywhere, Anytime Greg Costikyan [email protected] [email protected]

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Wireless Game Design

Games Anywhere, Anytime

Greg Costikyan

[email protected]

Who Am I?30 Commercially Published GamesOnline Games Since 1989First online game with 1m+ users

Journalist, Analyst & ConsultantFounder & Chief Design Officer, Unplugged GamesConsultant & Advisory Board Member, The Themis GroupSF Writer

What We’re Going to Do Today

10-11: Wireless Game Design

11:15-12:30: Game Design Theory

2-3: SMS & MMS Game Design

4:15-6: J2ME & BREW Game Design

3-4: WAP Game Design

Other StuffMainly Phones, Will Touch on PDAsShould Have Time for Discussion

Presentations at www.costik.com/presentations/I talk too fast, and too softlyStop me before I sin again.

What is a Mobile Phone?Device for Sending & Receiving DataPrimarily Geared for Voice

Can Send & Receive Other Data TypesA Small Computer some processing power local RAM typically 128-500k

Limited Media small form factor screen, often b&w input geared to voice calls with some additions sound handling limited

A Different Game PlatformLike Developing for 8-bit consoles or early micros

...with tiny screens

Networked from the start!

It’s a Social Device

A New Style of Game: Media Poor, Communication Rich

Design to the Medium’s Strengths

...instead of struggling with its limitsNetwork Access the Primary StrengthGameplay is not a function of whizz-bang graphics

It’s a function of quality of interaction.Nothing is as satisfying as interaction with other people

Other Strengths

Portabilitywhy was a primitive platform like Gameboy so successful?

It’s Always Thereplay anytime you have a moment free

Ubiquityyou take your cellphone everywhere

Aphorisms to Design By

“Nobody on their deathbed ever said I wish I had spent more time alone with my computer.”--Dani Bunten Berry

“It’s not the motion, it’s the meat.”--Greg Costikyan

“It’s the people, stupid.”--Dani Bunten Berry

“It’s a service, not a product.”--Gordon Walton

What do the Strengths Imply?

Short Play Timesit’s a “spare moment” platformpersistent, short session games as well as short completegames.

Play on Their Schedule, Not YoursMajestic is an example of what not to do

Persistence: a Key Component for Networked Play

Use the Network...even for soloplay games

Community is Vital for Networked Play

True Online Since the Earliest GamesMUD in 1979the COLS in the mid-80sboth light & hard-core games today

Current Technology Makes it Hard:no simultaneous voice-and-dataneither WAP nor J2ME provides intrinsic

messaginglatency makes multiplayer beyond head-to-head

a problem

How You CAN Support Community

Challenges

Leaderboards

In-Game Messaging

Diplomacy/Trading

Web Site

Buddy Lists/Presence

Clan Messaging (UPOC)

Design for the Hard CoreOn the wired Internet, two successful styles:

Hardcore games Free “light” games

When people paid by the hour, hardcore ruled (and even today, bring in more money)This is an early-adopter market

Fighting, combat, sf/fantasy—and sports

Stay away from “gameshows” and classic games

The Metagame“The Things Around a Game that Affect it”Community part of that...Deck building & card trading in CCGsThe baseball season

Metagames lead to obsessive, repeat play

...and your income derives from continued play, not a one-time saleLeaderboards are a start...

Ways to Create a Metagame

Persistence

Tournaments

Trading

Ways for Players to Reward Each OtherOffline Activities (deck construction)Stable Strategies (Chess, Diplomacy)

Obvious WeaknessesGraphics & sound will always lag other platforms

Small (and variable) form factor

Many manufacturers & carriers...and inconsistent implementation of standards

Inputs designed for non-game use...of course, that’s true of PCs, too...

Less Obvious WeaknessesLatency is High (1 sec+)

...and likely to remain so

Games were a second thought when standards were established

...but no longer are

...but they still don’t understand networked gamesNo support for simultaneous voice-and-data

...but has to happen ultimately

Avoid Games that Depend on Low Latency

Soloplay games (never hit the air network)

Turn-based games. Round-robin Simultaneous movement

“Act whenever” games. Limited by real time

“Slow update” games.

“Giants maneuvering in the mist.”

Dealing with the Form Factor

One, small window on world No StarCrafts or Civilizations Small board layouts fine (e.g, Chess, card

games) One “actor” works (e.g., RPGs, side-

scrollers)Games that don’t require a layout at all Mainly text, graphics “dress up” rather than

are core to gameplayZoom levels

Coping with UIAvoid Text Entry when feasible

Use Menus

Arrows plus “select”

Nethack/Ultima III keypresses

Design to the Business Model

Is it a service or a product?

What drives your revenue?

How can you maximize player satisfaction and minimize support cost?Does play style dovetail with business demands?

Design to the TechnologyExploit its strengths

Design around its weaknesses

Demonstrate what’s compelling

Don’t get stuck with the preconceived

What Makes this Fun?Nobody Knows what Works—You’re free to innovate!

Dev cycle (and costs) are low—You’ll see your work live within monthsSomeday, soon, a wireless game will blow us away...

Show us something we’ve never seen before

Demonstrate how this medium enables game styles we haven’t seen on consoles, PCs, or in the arcade

Innovate or Die99% of wireless games aren’t “designed” in any meaningful senseload of imitative craprock-paper-scissors, text adventures, fucking HUNT

THE WUMPUS, for god’s sake.Innovation is what blows markets open

Don’t be a VidiotDon’t Be Constrained by video and PC games of the last 5 years

“The game” is an amazingly plastic medium; software is infinitely plastic

Look to...Non-digital gameswargames, RPGs, CCGs, party games, trivia, German

boardgames, LARPs, miniatures, PBM, improvisational drama

The history of videogamespuzzle games, sidescrollers, “maze” games, Robotron

The history of computer gamesacademic games, Balance of Power, M.U.L.E.

The history of onlineMUD, multiplayer air sims, “game shows”, Bingo

Wonky little areas of innnovation todayRealArcade, the indy game movement, Sissyfight,

Cheapass

“I’m interested in all sorts of games.”

--Richard Garfield

designer of Magic: The Gathering

Innovation Doesn’t Mean Originality ab initio

“If I see farther, it is because I stand on the shoulders of giants who have come before me.”--Robert Burton

Steal a la carte, not whole cloth

If you can’t make yourself a Parker, Roberts, Gygax & Arneson, Garfield, Baer, Bartle, Miyamoto, Yeo, or Wright--at least innovate at the margins

You Have the Opportunity to Reinvent “The Game”

for this new medium.

Don’t blow it.

Beer or die.

URLS

Me:www.costik.comwww.ungames.comwww.themis-group.com

Wireless Gaming Review:www.wirelessgamingreview.com