Mostrando postagens com marcador casual game design. Mostrar todas as postagens
Mostrando postagens com marcador casual game design. Mostrar todas as postagens

terça-feira, 28 de julho de 2015

My approved proposal to "The Videogame Cultures Project: 7th Global Meeting" (Oxford, UK)

Observing iterative design on the mobile indie game Dominaedro

Author:
M.A. Vicente M. Mastrocola (Postgraduate Research student and graduation level teacher at ESPM/São Paulo, Brazil; vincevader@gmail.com)

Smartphones and tablets are leading sales of electronic devices around the world, and became a rich field to explore gaming initiatives. Mobile media created a ludic ecosystem in which large publishers and small studios coexist; the new ways of digital content distribution allowed a gaming market with big productions and indie experiments to live in the same platforms. In this scenario, we seek to analyze a development process involving an independent Brazilian mobile game named Dominaedro, launched by Ludofy Studio in 2014.

Our focus in this work will be to discuss iterative design – a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a work in progress. In this context, we understand iterative design as a methodological tool to create a game. We intend to observe this kind of developing process, giving emphasis to the analogical prototyping phase that gives us some feedbacks from the beta-testing players, like in a qualitative research. Finally, we present the importance of the iterative design to quality assurance in the digital version of the game.

Data collected through 20 beta testing sessions showed the importance of iterative process to improve a gaming experience and to facilitate the production of the digital product. Based on this content we will demonstrate the whole process of creating a mobile game – from the idea, passing through the prototypes, until the final version.

We conclude highlighting the current tendency to create indie games using accurate design methodologies to gain audience in a very competitive scenario, and how indie games could be a learning point for aspirational game designers and small publishers; we will also emphasize the importance of using digital social networks and specialized media to publish and support an independent game.

Keywords: entertainment, mobile, iterative process, Dominaedro, indie game, Brazil

terça-feira, 6 de maio de 2014

Casual games for casual players

Today’s post is about one of my favorite subjects: casual game design. Undoubtedly, the contemporary multiplatform environment, with so many connections between different devices, becomes a privileged ambient for games, especially casual games.

Casual games are everywhere: in the console, in the smartphone/tablet, inside Facebook and even in analogical card/board games.



To discuss some essential points about casual game design, we bring Jesper Juul into the discussion. In his awesome book Casual Revolution (2010), Juul points out (2013, p.50) that casual game design has five components:

1.Fiction: “The player is introduced to the game by way of a screenshot, a logo on a web page, or the physical game box”.

2.Usability: “The player tries to play the game, and may or may not have trouble understanding how to play”.

3.Interruptibility: “A game demands a certain time commitment from the player. It is not that casual games can only be played for short periods of time (…)”

4. Difficulty and punishment: “A game challenges and punishes the player for failing. Casual games often become very difficult during the playing of a game, but they do not force the player to replay large parts of the game.”

5. Juiciness: “Though this was not predicted by the description of casual players, casual game design commonly features excessive positive feedback for every successful action the player performs.”

All these topics help us think how to develop better games and – in some way – how to reinvent video games for a broader audience.



Reference:

JUUL, Jesper. A casual revolution. Cambridge: The MIT Press, 2010.