A few weeks ago I downloaded a very elegant game in my mobile phone: Duet. The game is a minimal and hypnotic experience created with a simple interface and high level of involvement. It is an invitation to “expand the limits of your radial awareness”.
The game comes from an Australian publisher named Kumobius and the composer Tim Shiel signs the awesome soundtrack. The idea is very simple: you press the right side of the screen, two small balls spin to the right; you press the left side of the screen, they spin to the left. With these two simple movements you must dodge elements that fall from above. Check the gameplay below to understand the main idea:
The game has a complex learning curve with a real challenge in the high levels. This kind of experience tells us about how a casual game could be a challenge even for hardcore players. And, in this scenario, we can see how rich the field for good ideas to mobile media is.
Another point to highlight on Duet is the simplicity of the interface. With few elements, the game conveys an engaging idea and a perfect ballet between aesthetics and gameplay. About that, it’s possible to say that “Gameplay must take place somewhere, and so the design and creation of digital environments is a critical factor in developing outstanding games. (…) Designing game spaces comes in two distinct parts – the first is the look and feel of the game environment, and the second is the design and challenge of the playing space” (THOMPSON; BERBANK-GREEN; CUSWORTH: 2007: p.98).
Let’s discuss more and more about this emerging category of the gaming industry.
Reference:
THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and tecniques - the ultimate guide for the aspiring game designer. New Jersey: Wiley, 2007
The game comes from an Australian publisher named Kumobius and the composer Tim Shiel signs the awesome soundtrack. The idea is very simple: you press the right side of the screen, two small balls spin to the right; you press the left side of the screen, they spin to the left. With these two simple movements you must dodge elements that fall from above. Check the gameplay below to understand the main idea:
The game has a complex learning curve with a real challenge in the high levels. This kind of experience tells us about how a casual game could be a challenge even for hardcore players. And, in this scenario, we can see how rich the field for good ideas to mobile media is.
Another point to highlight on Duet is the simplicity of the interface. With few elements, the game conveys an engaging idea and a perfect ballet between aesthetics and gameplay. About that, it’s possible to say that “Gameplay must take place somewhere, and so the design and creation of digital environments is a critical factor in developing outstanding games. (…) Designing game spaces comes in two distinct parts – the first is the look and feel of the game environment, and the second is the design and challenge of the playing space” (THOMPSON; BERBANK-GREEN; CUSWORTH: 2007: p.98).
Let’s discuss more and more about this emerging category of the gaming industry.
Reference:
THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and tecniques - the ultimate guide for the aspiring game designer. New Jersey: Wiley, 2007
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