David Jung Game: Peggle Intro • CGDD, emphasis on Development, not so • • • much on Design I for one embrace our new artificially intelligent overlords ...or I will if they ever actually get invented. Favorite Genres: Metroidvanias, Tactics-style RPGs, Fighters, Shoot'em Ups What I Played What I Expected What I Got Why is this so addictive? • Like a butterfly flapping its wings in China • The game feels the thrill of victory and the • agony of defeat right along with you Mini mechanics give variation in dynamics but don't de-emphasize the core mechanic Mechanics • • • • The goal of the game is to eliminate all of the orange pegs by striking them with a ball The ball is fired from the top center of the screen, and drops to the bottom, bouncing unpredictably up, down, and side to side on the way If you hit all orange pegs before running out of balls, you win. There is a moving basket at the bottom, if the ball enters it you get another back Opinions • Sound design can make a game • Strike a balance between control and chaos • • • and you can keep attention focused on the screen You only need one good mechanic for a good casual game... As long as it's really really good... But small mechanics that don't get in its way can keep things fresh CGDD 4203 Presentation by Srinidhi Naik Casual Game Presentation for 8/27/2012 of Ichi (available on Android, iOS, PC, and Mac) Self-Introduction • Srinidhi Naik is a 3rd year undergraduate student of Computer Game Design and Development at SPSU. Transferred from Georgia Institute of Technology where I majored in Computer Science • Give me a nickname if Srinidhi is too hard to remember or pronounce. Previous nicknames: Srensren, Serenity, etc. • I’m particularly interested in the expansion of narrative through interesting mechanics, design techniques, and utilizing games beyond conventional realms to benefit society (Example: http://fold.it/portal/) • I’ve taken 4-5 years of Computer Science classes and have utilized or at least tried making games with a wide variety of languages; some are much better suited for game design than others. All programming languages are not made equal. Introduction to Ichi’s theme/history • • • • • • • Developers: Jay Van Hutten (Initial prototypes and Lead designer) & Stolen Couch Games History from: http://www.jayvanhutten.com/portfolio/ichi Game engine utilized: Unity A brief history: Ichi started out as a challenge to design a one button game that would keep the player entertained for more than five minutes. I wanted it to distinguish itself from the most common one button games: running games. I wanted more depth, more dynamic gameplay. Quickly I found out that a puzzle game was the way to go. Not only do I love puzzle games, they also allow you to create a huge amount of gameplay with just a few game mechanics. After some research I came up with three simple concepts, of which I turned one into a software prototype. Then I arranged some playtests for the two-level prototype. It appeared to be quite an entertaining game with a high pick-up-and play value! It had simple prototype graphics just to convey the concept. And although I tried lots of visual styles afterwards ranging from minimalistic to fully drawn jungle themes, the game's final art style ended up looking relatively close to the prototype! I added some color, a hand-drawn style and some simple animations. This totally matched the simple gameplay and one of the key game mechanics (ability to draw lines)! I wanted this to be a true one button game, so even the menu was controlled by only one button. You could skip through the options with single buttons presses, and to confirm you simply had to hold the button down a bit longer. The selection would fill up and when complete, the option was chosen. With all that in place, I released the game with 15 levels in 2011 as a freeware game. It appeared on numerous game websites and game events, and was even nominated for the Dutch Game Awards! I started looking into possibilities to extend the reach of the game, and got in contact with Stolen Couch Games, with whom I developed the game further. Ichi’s Primary Hook • Ichi is the Japanese word for One and the number 1 is the core for the simple design of Ichi • Ichi is a deceptively simple game to watch, but is a brain teaser built around intuitive controls that can be played via mobile devices and with only one input mechanism at a time (touch-based input primarily, although a PC/Mac version has been released recently) • The levels grow in complexity by adding portals, traps, multiple objects being affected by one input, and more • With a built-in level creator, Ichi provides puzzle fans with limit-less challenge for less than 1 Mocha Latte from Starbucks Key Mechanics of Ichi My opinion of Ichi I purchased my copy of Ichi through Indie Gala Mobile 2. I spent a day or two trying out the various games, but I only have 2 of the games from that bundle still installed on my Android phone. Ichi is one of them. I enjoy the visual simplicity and ease of play; the level of challenge hasn’t been too high so far, but I’ve only played in short bursts and beaten 2-3 levels at a time. I have been trying for the “A” solution, which is when you use the minimum number of interactions to complete the level; it’s pretty fun to figure out the optimal path, even if the solutions seem to jump out fairly quickly. I would definitely recommend the game for any puzzle fan or people looking for a typically short time-waster. Ichi will definitely scratch that brain teaser itch. Jason Milam Game of Choice: Book Worm Game’s Theme • Educational: – Word recognition and spelling • Problem Solving: – Think of words quickly • Burning tiles are bad Hook / Motivation • Score – Get a higher score than your friends • Scores are recorded – Find bigger words than your friends • Education – Learn new words and their meaning • Tricky words are defined on screen in the game Key Mechanics • Spelling – Use the mouse to select tiles to spell words – Bonus tiles give you more points – You lose of flaming tiles make it to the bottom My Opinion? • It is a great casual game – Easy to play a few rounds a few minutes – Does have an educational aspect and helps you keep exercising your brain – Simple game to understand and easy to pick up on • Addicting (?) – It can be a very addicting game – Can depend on how you feel about spelling as to how much you like the game William Craven MAD: Mutually Assured Destruction • Trying to survive a missile insult • Bears a heavy resembles to Missile Command Motivation • • • • Staying Alive Rising Combo Earning Points Gaining resources to upgrade your buildings Key Mechanics • BLOWING STUFF UP • Destroying missiles with your own missiles trying to make base use of them. Opinion • I like it. • Although it is like Missile Command it does enough new things that makes it its own game. Clifton Fowler Optia (iOS) Mobile Puzzler Game History • Game Release: December 29th, 2009 by Beder Studios • Two Visual Updates since release to utilize iPhone’s increasing resolution • Three new sets of levels (~12) since release – Increasing difficulty • Recently released level creator for usergenerated content The Hook • Intuitive puzzler with surprising complexity and multiple solutions • Auto-saves level progress so you can return when you have more time • 100+ Levels Key Mechanics • 4 game pieces with unique behaviors to manipulate the path of the laser – Reflector, Splitter, 1-Sided Reflector, 2Sided Reflector • Game pieces can be rotated to change the direction the laser bounces – Pieces can only be placed on tiles • Laser must pass through all of the laser receptors in one shot to complete the level • Bombs that can be destroyed by the laser to take out walls and pieces Opinion • Interesting mechanics with some fairly challenging puzzles • Polished and easy to use controls • Well-made game that has only improved through a number of updates since release • User generated content is of reasonable quality and adds a lot of content to the game. •Carter V Maddux Arranging “gene” segments Rings, Ripples, and Rungs Rearrange segments with the cursor. Right-Click to activate the nearest “mutation” to the root segment. Match the frame. A unique and engaging puzzler. Casual Game Case Study Cameron Hughes Cameron Hughes • • • • I’m a Senior. I’m from Dahlonega, Ga. I enjoy playing pretty much all games. When I’m not gaming I like to program and play sports. Attack of the Giant Viruses • The world has been taken over by giant viruses which the player must avoid to survive. • Avoid the viruses by strategically moving the character around to solve the puzzle. Hook and Motivation • The game is simple yet entertaining. • Some of the levels are challenging but keep you drawn into the game. • The game has an interesting theme and title that lures you in. • http://www.gameso.com/play/attack-of-the-giant-viruses.htm Mechanics • Avoid the viruses or die. • The viruses follow the player’s movements. • Viruses can be killed with saw blades. • Viruses can be helpful to open doors. Opinion • The game is entertaining up to the point where you can’t beat a level without cheating. • The music gets a bit annoying after a while. • Decent game but it’d be more convenient on a mobile platform. Smash Cops -- Yu Feng Game Theme/History • Smash Cops is an new IOS action racing game with unique and intuitive driving controls specifically designed for touch screen. • Smash Cops is designed by Hutch studio. It was formed in June 2011 by 5 developers Key Mechanics • The player uses touch screen to control the police car to try to smash the escaping cars in the game world. Each of the car including the player’s has a life bar. When the life bar goes to zero, means the car is destroyed by the player/ game over. Opinion/Motivation • • • • • • • 1.Advanced graphic 2.Unique control (sometime feel bad) 3.Easy to start 4.Complete each level in around 5 minute then reward (score/new car/unlock new level) 5.Clearly know the unlocked place and what needs to be bought (great interface design) 6.Increasing the difficulty of level 7.Each level has it’s own scenario. Video Demo • http://www.youtube.com/watch?v=gIZjocZgo wU Casual Game Case Study: by Henry Moss CGDD 4203 Game’s Theme/History • Players must work together to level up and defeat subsequent ‘quest bosses’ to unlock access to the final lair of the boss, Oryx the Mad God • As players level up, bosses get harder, sometimes including area-specific battles • Player deaths accumulate ‘fame’ which actually allows access to more and more unique locations as it increases Hook • “Fantasy-themed, cooperative bullet hell MMORPG” • No dedication of monthly payment • Multiple Classes to unlock • Class-based ‘achievements’ • Paying optional – In-game cosmetics – Additional item storage – Additional character slots Key Mechanics • Permadeath • Co-op ‘raiding’ by association • Randomly spawning bosses/items • Character leveling unlocks new characters • Unique item equips – Any class can collect any items – Stored items can be used on new classes Opinion • • • • • • Lots of fun Easy to pick up/drop Addictive Non-commital “Story is completed quickly” Dynamic gameplay Valley Without Wind Settlement Missions Combat Timothy Goodson presents: A brief review of a casual game For iPad mobile device A game by: Zack Wiesnoski, Thatcher Christeaan, and Danielle Olson Puzzle-Platformer built from paper and cardboard In Band Together® you must find a way to guide the Bandies safely out of their corrugated environment to freedom, saving as many Bandies as possible. Along the way you face dangerous and deadly devices made from common office supplies. Bandies fall asleep unless exposed to light, but tend to stick together when awake, hence their name. Band Together® was developed by three game design students in 2012 and released for free on App Store for iPad mobile devices. Like Puzzles? Band Together® offers enjoyable puzzle solving and entertainment with sharp graphics which make the most of the iPad’s retina display. A true casual game, Band Together’s levels are short enough to play each in 5 – 15 minutes and the player may attempt each level as many times as necessary to win, advance to other levels, or replay previous levels. Nothing but Touch & Drag Gameplay is simple: you touch a Bandie and drag to make him move, or touch an area away from all Bandies and drag to make them all move as a group. Along the way there are devices to avoid and devices to activate by moving a Bandie into contact with the switch. Once the door has been reached the Bandie is safe. Impressions and Opinions! Like many indie games, Band Together® is too short to truly make me happy, but the developers have promised more to come. I found the theme to be intriguing, the graphics to be stellar, and the puzzles to be as balanced and fun as those of LIMBO®, another of my favorite games in this genre. The touch controls are an excellent use of the iPad’s capabilities, and the graphics were optimized to take advantage of the retina display, making this a mobile game success, and the level length and unlimited retries gives it appeal for the casual game experience. This reviewer is patiently awaiting the promised sequel! -Timothy Goodson8-27-2012 SPSU CGDD-4203 Triple Town •A study by Gregory Williams The Viewpoint Full time student Long time gamer Indie gamer MMO player Browser game player The Hooks Pattern Completion Social Networking Accessibility Action Limitation Persistent Growth Microtransactions The Mechanics Match 3 by placement Negative value placements Persistent gains enhancements Social gains enhancements Gifting The Verdict Reasonably Satisfying Somewhat Compelling Weak Social Effects Original(ish) Good Overall Lawrence Ferretti CGDD 4203 Monster Park Game Theme/History • The game was created by Kiwi • It is a casual game with a free-to-play model that can be connected to Facebook for a more social experience • The business model is based on micro transactions in the game store • The game was released on May 23, 2012 • I downloaded it August 12 when it was featured in Google Play with 100k downloads • It now has over 5 million downloads Hook/Motivation • It’s Pokemon meets ‘ville games • The player is creating a monster park for people to come and pay silver to view • The player can link their park via Facebook and show off to their friends • The park can be expanded, decorated, and filled with whatever monster the player chooses • The player buys monsters and breeds them to create new and random monsters Key Mechanics • The core of the game is collecting silver to be able to buy rooms, breed monsters, and increase their level with crystals • Silver is earned per minute by each monster(and increases with level) • Crystals can be grown in timed intervals such as: 1 minute, 5 minutes, 30 minutes, 4 hours • Breeding two monsters will get you a new random monster that shares a type of at least one parent and takes a certain interval to complete(usually a few hours) My opinion • To my dismay, this game is annoyingly addicting • They tied in the social aspect of the game to encourage competition between players(whose is biggest, etc) • The prospect of getting a “mythic” monster from breeding is like gambling for gamers • The free-to-play model is great for this game, they need to tweak their real money prices in their store to increase profits(currently $50 for 500,000 silver which a player earn in a day) Ethan Treff -Games -Technology -Music -Art -Programming Doodle God • Released for iPhone/iPod Touch on June 27th, 2010. • Inspired by the Russian javascript game Alchemygame which was based on an old DOS game named Alchemy. • Later turned into a flash game. The Hook • • • • Simplicity and ending difficulty Requires the user to progressively think more Start and stop at any time Extraordinarily simple UI Key Mechanics • Combine available elements together to create new elements • These new elements are combined with existing elements to create even more new elements Personal Opinion • Pros – Simple – Humorous combinations – Minigames • Cons – Expected combinations don’t always work – Monotonous game play Scott Williams Tetris Battle • Game Theme: It’s Competitive Tetris in Small Chunks • History: The Creator of Tetris decided, Let’s make Tetris Competitive and Multiplayer. Hook and Motivation to Play • Competitive Tetris, What more Motivation Do you need? Key Mechanics • Creating multiple Lines Clears your board While it fills your opponents. • If you clear lines multiple times, You start a combo chain to give your opponent even more lines. • If your board fills, You are K.O.’d And your opponent gets a K.O. Point. • Whoever has more K.O. Points or in case of a tie on K.O. Points whoever has cleared more lines, Wins the battle. My Opinion • Does have energy system to stop you from playing non-stop. Sushi Piece Style. • Does allow for micro-transactions for small competitive edges. • All in all, Fun Competitive Tetris is alright in my book. A Casual Case Study By: Michael Davis Michael Davis • • • • 20 year old, 3rd year Game Design Student From Athens, GA Been playing video games since I was a child First got into coding in High School North Oconee High School • First Game: Pokemon Red • Current game: Counter Strike: Global Offensive • Looking forward to Borderlands 2 Motivation • Evil Wizard attacks your castle and steals a powerful crystal from your king. • He also kidnaps all of the princesses and goves them to his evil allies. • As a loyal knight you go after him to reclaim the kings crystal and bring the evil wizard to justice for his crimes. Mechanics • Choose a knight and defeat hordes of enemies in a fun easy to learn hack and slash environment. • Use sword magic or bow to fight evil. • Very easy to learn and get into, instant gratification. • More difficult game mode unlocked for the more hardcore. Opinion • Over all a very enjoyable experience • Its easy to learn but can be difficult to complete the entire game a lot to do and a good amount of fun challenges. • Tons of replay ability • 4 player multi player so friends can join in, Local and online Courtney Bortle • Senior in CGDD program • Educational-Serious Games • Game: Harvest Moon FoMT Harvest Moon Motivation Motivation – Nurturing, “flow”, upgrading, unlocking achievements, making money Mechanics – Farming, taking care of animals, befriending neighbors, mining, fishing, cooking Opinion Opinion – Great game, addictive, more playable hours than most RPGs, many options for player, small map, large scope SUP! A Ryan Silvera Production STUFF! WHAT? Air Control by Four Pixels • • • • Puzzler $2.99 > 500,000 Downloads 4.7 out of 5.0 HOW? & WHY? • Air crafts will move in an initial direction until dictated otherwise by the player using the pathing system. • Landing the air crafts in designated areas increase score • Air crafts are different sizes, colors and move at different speeds • YOU CRASH! YOU LOSE! CONFETTI! .;*\(^o^)/*;. • Chaos management is fun! (Remember “Diner Dash?”) • Skill is directly equally to length of individual play throughs (Players will know if they are doing well) • The ability to have a full experience in small chunks • Urges you to play again to do better than your previous game “This game is not fun!” – Satan Noel Lines The Impossible Game • The Impossible Game was an Xbox Live Indie Game that has been adapted to mobile platforms. • In the game you control a square on the screen which scrolls along as you play. • It is designed to be a difficult platform game requiring critical timing of jumps to progress. • http://www.flukedude.com/theimpossiblega me/ Motivation • There is only one major mechanic, jumping. • There is a practice mode you can toggle on or off in the game which lets you resume from checkpoints you may set as you play along. • With practice mode off, the game plays excellent music tracks that suit the timing of jumps in the level. Mechanics • The is only one button in normal mode, then jump button. • In practice mode, you can also place flags as checkpoints as you move through the level. • Each of the levels uses music with tempos befitting the pacing of jumps and other hazards within the game. Opinion • The Impossible Game is casual in the sense that it doesn’t take very long to play a given session. • It is very challenging playing in normal mode, but also very rewarding hearing the music as you progress through each level.