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Donald Mustard传授手机游戏开发四要诀

作者:Ryan Ruud

在2011年GDC大会上,《无尽之剑》开发商Chair Entertainment创意总监Donald Mustard分享了开发热门手机游戏的四个要点,他表示手机游戏指向的是大众玩家(游戏邦注:包括铁杆玩家、休闲玩家、普通用户等所有群体),所以它的设计与其他游戏截然不同,打造成功的手机游戏项目需注意以下法则:

Donald_Mustard_chair_gdc_2011(from en.wikipedia.org)

Donald_Mustard_chair_gdc_2011(from en.wikipedia.org)

1.单指操控

Mustard强调,手机游戏最好只需一个手指即可操控,在必要的时候可以随时移开手指,这样可以避免阻碍玩家查看游戏视图。

2.零碎体验时间

Mustard之前曾提到人们玩手机游戏的最普遍情况,通常发生于时间短暂的闲暇时刻。开发者应据此设计适合短时间体验的核心游戏机制,在两分钟内也能为玩家带来极有意义的游戏体验。

3.原创性

这一点已是老生常谈,Mustard称开发者应创建新颖而独特,并且针对特定移动设备的游戏。

4.平衡难易程度

开发者需设计简单易上手,但难于精通的手机游戏。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

Pocket Pillars: Four things every great mobile game has

There was no shortage of mobile expertise at GDC 2011. Among the speakers was Donald Mustard the Creative Director for ChAIR Entertainment, the team that brought the world Infinity Blade. In a session during the Smartphone Summit Mustard shared his insights on creating a “hit.” At ChAIR, Mustard said, they design games around four concepts he identifies as the “Pocket Pillars,” noting that designing for games for mobile is unlike any other game design, because it’s design for all, serious gamers to casual gamers and everyone in between including all the possible outliers. Here are his four pillars, let it guide you during your next game development.

ChAIR’s Pocket Pillars

Pillar #1 One Finger

Mustard urges development to focus on ensuring that a game can be played with one finger highlighting the importance of also getting that finger out of the way whenever possible. In doing so Mustard said, you can avoid obstructing game views.

Pillar #2 Short Sessions

Earlier in his presentation Mustard outlined the most common places people played mobile games. In many cases it’s in our all too infrequent, free time and usually with split attention. To that case Mustard argues, developers should design the game to include super short sessions of core game play. Delivering a meaningful and fun experience, he says, that is progressive every two minutes.

Pillar #3 Originality

This pillar should come as no surprise. Mustard encouraged development of original and unique, device specific games.

Pillar #4 Ease/Difficult balance

When it comes to mobile games, Mustard encourages developers to design games that are: easy to grasp, difficult to maintain.

Ryan Ruud, Associate Marketing Communications Specialist, W3i, LLC

Ryan is a new media communicator with a decade of traditional and emerging mass media experience. He uses his passion for apps and connecting people in W3i’s marketing/communications efforts. (source:w3i


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