Sunday, December 25, 2016

Game Design Deep Dive: Rethinking adventure games to create empathy

Who: William Barr, director of Billy Goat Entertainment Ltd and writer of Her Majesty’s SPIFFING

I run an obscure Northern Irish video game studio, and I take no offense in the fact that you’ve ever heard of us. This was intentional, obviously. Our cunning PR plan was always to keep a low profile these past six years to ensure maximum impact when our new space themed comedy graphic adventure game Assts Store, Her Majesty’s SPIFFING, lands on Xbox One, PlayStation 4, Steam and Humble Store this month.

In all seriousness, we sport a rather familiar indie back story, living in abject poverty, scraping together what little we could to get by while working on our debut game -- par for the course when it comes to indie game development. We did also do a spot of commercial animation work, producing adverts for Irish television back when we were finding our feet. Mercifully though, I’m confident you won’t have heard of them either
What: A point and click sans point and click

You remember adventure games, right? That chap who invented Kickstarter, Timothy Schafer, used to make them. Then publishers stopped funding them because games became more action-y, more shoot-y, more 3D-y… basically more fun. 

I’m being facetious of course, but the fall of the triple-A adventure game is something that is well documented. Once a genre that sat aloft Electronic Boutique’s best seller shelves, it has since gone underground:  a bit niche and a bit indie.

Traditional adventure games are still being made, of course, but not with the budgets seen during the genre’s heyday (the elephant in the room being Telltale, however traditional point and click fans would argue that they are a different type of game all together).
That and, after 20 odd years, the mechanics are still typically the same. This makes sense for games that are intentionally throwbacks, channeling fan’s nostalgia. However, we wanted to make something a little different. We set out to create an adventure game that had the soul of a mid-1990s LucasArts title but looked and felt a bit more contemporary. Basically, we ended up making a point and click, just without the pointing and clicking.


Why: Empathy

In Her Majesty’s SPIFFING you jump into the space boots of Captain Frank Lee English, the quintessential British gentleman. He drinks tea, apologizes a lot and is filled with good humored self-loathing.
Now, there are a few different schools of thought when it comes to controlling player characters (or avatars) in video games. Some argue that this main character should be nothing more than a vessel for the player to interact within this virtual world. The developer cannot design a personality for the game’s protagonist as you want the player to feel that they are personally the arbiter of this world.
This approach is great for certain games, however if you go down this particular design route there are limitations to what you can do. For example, you cannot show the main character on screen, it must be done in first person. If the player sees this character running around that doesn’t look like them, the illusion is broken.
Examples of hilarious games Assts that have done this well are things like Portal (yes, I know every so often you can see Chell but she is, at the end of the day, a shell!) or The Stanley Parable. Early in the concept stages of SPIFFING this type of perspective was considered however, for this approach to work, the supporting cast would have to become the stars of our story (like GLaDOS, Wheatley or the Narrator). English was too big a character, too rife for satire, that we couldn’t make this approach work. We also felt this was straying too far from the game’s point and click roots.
We still wanted the player to have a closer connection to English than you would see in a typical point and click adventure. Playing these games now I always feel that there is this disconnect between you and the protagonist. It’s the same feeling you get when playing strategy or management type games.



Casual Games


   


  • This game genre is proven to be very effective on mobile as it could be any kind of gameplay or concept yet could be a totally different genre by itself.
  • The reason for its success is that most mobile users are ‘mobile’ or always on the go carrying of course – mobile phones and this Asste Store are the ‘i’m idle go play something’ games.
  • The audience for this genre is massive that it tops the list of the most downloaded and most used genre per day.
  • Since gamers who like Casual games doesn’t care about cosmetic looks of the game, what they’re really after is the level of fun making this genre very addictive. Sometimes, this game genre is so repetitive or so hard to beat that you keep on playing a single level just to advance or reach the highest score possible yet aiming to get a higher score than your previous one.
  • The potential of this game is also unpredictable as simplistic games have proven success with the right concept and gameplay but also due to the number of casual games being produced, it has affected players who want quality gaming experience over casual gaming.
  • The cost of development for this type of game is nearly zero or free yet the return is satisfying. Time is not a problem since you can just buy game assets or game templates easily, build your game through your trusted game development tool or game engine and there goes your Casual game ready to be played by millions of players worldwide.
To summarize the top mobile game genres 2017, it all boils down on what you’re really after, if you are after monetization then go after the lists suggested above but if you’re building buy game assets mobile games for any other reasons then no one is really stopping you on making your game concepts come to life.

 



Trading Card Games (TCG)



  • Also known as Collectible Card Game (CCG) is a staple game genre on mobile games and will continue to be on the top 10 mobile game genre for the years to come.
  • TCG differentiates itself from the usual card games such as Solitaire, Blackjack, Poker or any other card games on the saturated casino-based games.
  • The TCG game genre is mostly fantasy based with different character artworks that will define the game’s user experience and build your fantasy world through your imagination.
  • The rules are different on every TCG game and is usually explained during your first time playing or on tutorial mode. Card varies on what it does and is usually defined on the card portrait itself by means of power, abilities, rarity, etc.
  • Most TCG Game Store boast its artwork quality that compliments in the entire gameplay of collecting, trading, battling and progressing throughout the game that is why character/item card artwork is important to bring TCG games alive.
  • Game asset are as equally important as TCG gameplay and so planning to build this game requires good assets to back it up.



Multiplayer Online Battle Arena (MOBA)

Probably one of the rising video game genre that is getting positive response from players worldwide. MOBA games are basically RTS type but more action packed giving it another known title as ARTS for Action Real Time Strategy.
    The main objective is to defeat opposing team as you control a single character most known as heroes. Most MOBA games asset store periodically spawn AI controlled units which are your allies and usually the opposing team also has an equal amount of enemy AI units to completely balance the two forces and it’s up to you on how you progress by either leveling up, unlocking abilities, acquiring gold to purchase better weapons and defeating enemy heroes to further gain advantage on pushing your way through enemy defense and complete destroying their base.
    It’s always multiplayer with real people or computer/AI bot with different difficulty level. The game concept is simple but the experience is very addicting especially if you play with a team vs team battle.
    The challenge on building this type of game is on how you make the game ‘Balanced’ in which every heroes, items, weapon etc… must have pros and cons, strengths and weakness so that the battle will be aligned towards strategy and teamwork rather than abusing an unbalanced character or item that will ruin the experience.

    Most MOBA are 3D but there are 2D and 2.5D which costs less to develop but still gains the MOBA addiction effect. Gaining a user base is the toughest part, but once done correctly, profit for this game genre is huge.

If You Get More  buy game assets

Top Mobile Game Genres 2017

STRATEGY GAMES


Strategy is key. That is the main ingredient of this game genre. Strategy games requires skillful thinking and careful planning of how are you going to tackle a challenge to obtain victory. Depending on what type of strategy game you are playing, you are in full command on everything the game has to offer. Here is a list of subgenres for strategy type games.
Tower Defense


top mobile game genres tower defense 

    This genre is still one of the top genre on the Strategy games department. The purpose of the game is to ‘Defend’ your base from opposing forces.
    You have a base to protect and you can build towers to defend your base from getting destroyed by your opponents also known as creeps. The goal is to fortify your defense so you can withstand the wave after wave of creeps trying to destroy your defense.
       It’s still pretty popular on mobile games as this game is like an “on the go” kind of game where you usually don’t need Internet connection all the time not unless the game recommends you to buy in game items for you to power up a little bit. The cost of development for this genre is small and there is a huge amount of game assets that you can use on the fly. It will only differ on the game’s concept and on how your Tower Defense game will be different from others. Overall, this game asset store has its own market and will continue to grow this year.