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[What can you learn about game design from working on mobile titles? Cellphone game design veteran Ventrice (Guitar Hero Mobile), now working with iPhone developer Smule (Ocarina/Leaf Trombone) on music games, discusses the key conceptual layers of game building that are common to all titles.]
A salesperson might understand the importance of a
compelling brand but have no concept of game mechanics. An engineer might
understand a compelling game mechanic but not understand the methods of
teaching it to the user.
Creating a successful game requires critical
cross-discipline coordination, yet all too often team members only understand
the facets of the design that face their own specializations.
It is the responsibility of the game designer to bring these
specialized perspectives together in a comprehensive design. If the designer
fails, different groups in the team will waste time and effort working towards
unrelated goals.
But bringing together aspects as disparate as the marketing
face of a game and its user interface may seem to be an undertaking in the
abstract. What is needed is a framework for understanding the
interconnectedness of a design; a way to visualize the trickle-down (or up)
impact of design decisions made at any level.
Mobile Insight
Mobile phone games may not be as immersive or as intense as
their console and PC counterparts, but their simplicity provides an ideal
starting point to an inquiry into the structure of game design. The mobile platform
is unique for two reasons: reduced depth and increased breadth.
Reduced Depth. You've
probably heard that a design is perfect once everything that can be removed has
been. The mobile platform puts this adage to the test. Even today, in the
dawning age of the iPhone, mobile developers still have to deal with phones
that allow as little as 128k of space; that's 128k for art, code, game data,
sound and anything else.
These limitations nearly prevent any kind of gameplay from
existing at all, but games do survive; very simple games. In these
stripped down games, the underlying design structure is highly refined and
clearly visible.
Increased Breadth. Over
the course of a relatively compacted span of time, a mobile designer works on
dozens of titles, spanning nearly every conceivable genre.
Designing three
or four different games at a time, you have two options: learn to understand
all games by a common set of terms, or go crazy trying to keep track of
everything individually.
What follows is a summary of lessons learned in the field of
mobile design.
The Layers
Every game design can be understood through four distinct
perspectives. These perspectives stack nicely, so it is convenient to label
them as the four layers of a design:
- Concept
- Paradigm
- Mechanics
- Interface
As an example, let's take a quick look at the perennial
mobile favorite, Tetris, in Figure 1:

Paradigms may seem
abstract at first, but they are an essential perspective to understand.
- Concept:
The concept is almost too simple;
Match sets of blocks to clear away a growing pile-up of debris.
- Paradigms:
The paradigms are the "frames
of mind" the player is asked to use while playing. The
"geometric spatial relations" paradigm listed here is simply
describing the variety of visual puzzle the user will be engaged in; other
example games in this paradigm are jigsaw puzzles, Rubik's cube, Echochrome,
Lumines, Peggle, etc. The "set-building" paradigm listed
here is often known as "match-3" in games such as Bejeweled,
Lumines, Chuzzle, Hexic, etc.
- Mechanics:
This section is organized by
Features. Features are the game requirements needed to support the
paradigms.
Mechanics are the substance of this
layer; the parts that the features are built from. There are too many
mechanics in this example to illustrate all of them and some omissions include:
"Game ends when pieces are blocked from entering the play area", as
well as explanations of the verbs: "settle" and "contact".
- Interface:
As you can see, not every mechanic
needs direct user input. In a well-designed game, the interface is minimal
but causes chain reactions across mechanics. For example, here the user's
ability to affect the dropping of blocks causes blocks to contact in different
places, resulting in rows either being completed or not.
Every game can be defined by these four layers. Let's
take a more detailed look at each individually.
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