From HTML5 websites to HTML5 games
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Transcript of From HTML5 websites to HTML5 games
From HTML5 websites
to HTML5 games
Pietro Polsinelli
@ppolsinelli
What is the
difference?
Some observations for those moving from (mobile, HTML5) web site / app development to (mobile,
HTML5) games
2
Thursday, January 31, 2013
“Reference” is the semiotical term.
(mobile, HTML5) web site / app (mobile, HTML5) game
Product, service – not the web content
The game content
The object you are talking about:
Thursday, January 31, 2013
Then one can go and ask “why fun”, well, fun is learning… see http://www.raphkoster.com
(mobile, HTML5) web site / app (mobile, HTML5) game
Conversion Solve the problem
Fun
Your aim:
Thursday, January 31, 2013
http://www.whatgamesare.com/2010/12/functions-vs-loops-finding-fun.html
(mobile, HTML5) web site / app (mobile, HTML5) game
Linear towards conversion. Pages can stay there for hours.
Evolving loops aimed at playing more. Time /rhythm is often a core factor.
Flow:
Thursday, January 31, 2013
Involvement often requires a background story.
(mobile, HTML5) web site / app (mobile, HTML5) game
Simplicity of: Controls Mechanics Message: “great product”
Simplicity of: Controls Mechanics (can be a problem) Message
What does “simple” mean:
Thursday, January 31, 2013
Games need depth.
(mobile, HTML5) web site / app (mobile, HTML5) game
Express, articulate the reference, which is well defined and unchanging.
Constitute the reference, which is required to change (levels or other means).
The complexity of the resulting solution:
“Depth is an informal term to describe whether a game has enough dimensions of play,
actions, rules or story content to be played over a long term. Depth is essential for
deep engagement.”
http://www.whatgamesare.com/2012/05/your-game-is-a-graph.html
Note. Let’s try to graph it:
This is a very, very simplified view.
Thursday, January 31, 2013
Still…
(mobile, HTML5) web site / app (mobile, HTML5) game
Perfect fit with its standards: content is king. Unfit by design. “Oh, you can do everything”
Relationship with HTML5 technology
Least common
mobile device:
Android with stock browser but it’s worse:
AndroidS with stock browser
Here very little works, and what does, actually doesn’t on some Android device, even when restricting to
updated OSs. Crucial implementations, like sound, are largely device dependant.
Launching a single “beep” can be a problem.
Thursday, January 31, 2013
Is there is a way out?
“Unfit by design” is related to geeky
commonplaces about games & fun.
“A game is essentially animations,
3D, things that go fast played in real
time”
Not necessarily.
Thursday, January 31, 2013
Restrict your game design
choices. Keep it technically
simple, invest in other stuff.
Players don’t care about 3D,
animations, complexity – they
only want to have fun.
Think of Twitter narratives in 140 characters.
Thursday, January 31, 2013
My advice:
- Minimal technology
- Maximal background effort
Thursday, January 31, 2013
Example: this game I
designed could is
technologically and
game-mechanically
quite simple:
http://goodmorning.
appsfuel.com/
Thursday, January 31, 2013
It’s a misleading
simplicity. Making it
addictive requires a
study, design, testing,
previous attempts.
The key here is “fun
because of hints of a
non trivial narrative
through a trivial game
mechanics.”
Addictive.
Art of Game Design http://artofgamedesign.com
Game Mechanics: Advanced Game Design
http://bit.ly/magooo
http://www.jorisdormans.nl/machinations/
Learn more about game design.
My twitter stream is dedicated to game
design: http://twitter.com/ppolsinelli
A blog on game design
http://designagame.eu
eu
Image sources:
http://www.visionmobile.com/blog/201
0/04/is-android-evil/