From HTML5 websites to HTML5 games

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From HTML5 websites to HTML5 games Pietro Polsinelli @ppolsinelli

description

Some notes for those that want to move from building HTML5 websites to HTML5 games.

Transcript of From HTML5 websites to HTML5 games

Page 1: From HTML5 websites to HTML5 games

From HTML5 websites

to HTML5 games

Pietro Polsinelli

@ppolsinelli

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What is the

difference?

Some observations for those moving from (mobile, HTML5) web site / app development to (mobile,

HTML5) games

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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:

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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:

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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:

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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:

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Note. Let’s try to graph it:

This is a very, very simplified view.

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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

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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.

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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.

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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.

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Thursday, January 31, 2013

My advice:

- Minimal technology

- Maximal background effort

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Example: this game I

designed could is

technologically and

game-mechanically

quite simple:

http://goodmorning.

appsfuel.com/

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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.

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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.

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My twitter stream is dedicated to game

design: http://twitter.com/ppolsinelli

A blog on game design

http://designagame.eu

eu