Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Friday, 12 April 2013

Designing for Chaos

Slamjet Stadium's been out for almost a month now, and has received some great responses from the games press. One comment I was particularly excited about was in PocketGamer's Top 10 Games of March 2013 article.

"own goals are inevitable, power-ups are over-powered, and stealing your opponent's players is practically encouraged… It's chaotic, fast paced, unpredictable, and insane. As long as neither player expects a fair fight, you'll have a blast."

I was really happy with this statement. Something that I'd made a big deal of in Slamjet Stadium had clicked with players. It's meant to be chaotic, it's meant to be unpredictable, and cheating isn't just okay - it's encouraged!


In that respect, one of the exciting freedoms of creating Slamjet Stadium was that I could make it intentionally unfair, and powerups could be intentionally overpowered.

What would be an issue in any other kind of game actually improves the player-vs-player experience, and I find that particularly fascinating.


Starting with Systems

In many ways this is a big departure from how I used to think about game design. When I was making Greedy Bankers I was fascinated by systems - by the way game mechanics interact with other game mechanics to create a complex web to explore. With that came the belief that no mechanic should be overpowered, lest it render the other mechanics redundant and a single optimal strategy emerge.

Wednesday, 16 January 2013

Let's Get Physical (on iPad!)

Back in Summer 2011 I was busy designing Greedy Bankers vs The World's multiplayer mode - an iPad-only variation where two players compete to make their fortune the fastest. I realised that rather than creating a separate game grid for each player, it would be easier just to build one giant grid with one side assigned to each player.

What came out of that turned out to be one of the most interesting and exciting parts of the game. Players weren't limited to using the gems on their grid. They could just reach over the board and steal anything they needed from their opponent! Players could get in each other's space, and that was great fun. To incentivise it, I added a bonus multiplier to every gem stolen, and the game took on a whole new lease of life.

Gems can be stolen in Greedy Bankers by taking them from your opponent's side

The game was for two players, but required both of them to use the whole screen as if it was their own. Players' approaches ranged from the desperately greedy to the polite and civilised, and some even descended into wrestling matches!

Noting that this was something very special, I wanted to explore this deeper in my next games. As such, it's why I ended up working on Slamjet Stadium - my upcoming multiplayer physics/sport mashup for iPad.

The tablet as a physical space


One of the great things about the tablet is it is a great big interactive canvas. You can do large gestural movements on it, you can play with objects without them being fiddly, and you can easily fit more than one hand on it at once. So it's the perfect device for physically-demanding touchscreen games, and there's plenty of room for multiplayer.

Monday, 21 February 2011

Greedy Bankers for iOS: Designing Accessibility and Complexity

When I first came up with Greedy Bankers in June 2010, my intention was to create something simple to pick up, but with a depth that keeps you playing and trying to discover new strategies. I had been exploring real-world strategy games in the months previous to producing the first prototype, and desired to create a game where the player could explore deep strategies from a simple set of building blocks.
Beginning work on the iPhone version of the game, I knew I wanted to maintain the drive for complex gameplay, but realised I had new opportunities to make it even more accessible. The touch screen offered the potential for an even more intuitive interface for new players, and I hope to build up a community and a gentle sense of competition between players trying to maximise their scores.

Designing for Accessibility and Simplicity

The sliding-tile control system had been successful in my earlier Shifty Trains, which had proven popular with new gamers, so for the Windows prototype it made perfect sense to build on that. Using only the mouse, and avoiding the use of buttons, reduced the need to learn a control system. Translating this to a touch screen made it even easier for players to get to grips with, as players could use a single finger to play the entire game, and it resembled physical sliding-tile puzzles even more. Testing out the iPhone beta on new players was an exciting experience, as it was obvious how easy to pick up and explore the game was.