Designing a good online game isn’t
simply a visual thing or how many Rounds Per Minute your
3D rendered mercenary can pop off; it’s largely based
on how well you know your client and their end user. It
can make or break a young designer or even an
established company.
At GameHouse, we design online
games. We’ve designed for a large spectrum of client
types and game purposes, from online casinos to
religious children’s games, to tie-in games for TV,
film, and consumer products, to self-promotion. Every
specific placement of a game creates its own strengths,
weaknesses, limitations, and possibilities that a
designer needs to consider before he/she even comes up
with a concept.
This article runs through a
general list of elements that merit consideration for
online game design. We’ll skip delving into the
intricacies of developing downloadable games, which have
their own special breed of considerations and focus on
‘instant play’ games, which are primarily developed
in Java, Shockwave, and more recently, Flash. We’ve
used a couple of scenarios as examples that utilize
different use and placement to show how these
considerations can vary.
The first step is to consider the
client. While this seems intuitive, we’ve received
calls more than once from clients who had started work
with someone else and ended up with a half-completed
game aimed at a demographic that didn’t even use the
company’s product.
You must ask: Is your game for a
consumer product? Does it need to highlight a particular
use of a product? Is it for children? Is it trying to
tap into the ‘gamer’ market? Will it tie into an
online game contest? Is it intended to promote
"stickiness", or build an online community?
Will it be designed in-house and resold to a variety of
clients? Will it be a completely custom game developed
for one-time use? Is it for self-promotion or artistic
pursuit? Maybe you just want to experiment or push the
limits of a new technology. The answers to these
questions will directly affect what kind of game you’ll
develop and how it plays.
One of the first technological
questions you’ll be faced with is which format to
develop in. As we’ve mentioned, there are generally
three main choices for online game development: Java,
Shockwave, and Flash.
Does your client care if you need
to download a plug-in to play the game? Java is your
probable choice if they do. Based on the results of an
informal poll of 2.5 programmers in our office, of the
three, it’s the most programmer-friendly. Java,
however, can be limited by its unpredictable results
across OS and browser types, or even versions, often
resulting in more testing time. Audio quality is limited
to 8 KHz, and doesn’t do high-pitched tones very well.
A soft high shuffle can turn into a harsh sounding clank
after compression, making it difficult and time
consuming to find sounds that work well.
Jpegs and Gifs can be used
interchangeably, although getting into the habit of
putting as many graphical elements as can be managed
onto a single document is advisable, as each separate
file increases download speed by about 1 second. Making
a ‘reel’ of any animation frames, and a single
document for all like-sized graphics (like the little
aliens and bombs for your shoot-em-up) makes everything
cleaner, more efficient and orderly.
We highly recommend using a
product called Jpeg Optimizer (www.xat.com) for custom
jpeg compression. This application allows you to
selectively compress certain areas of an image more than
others, retain color saturation, and even save the
compression map as a separate image map in case you need
to update a graphic or compress like images. For the
lazy artist (or those who like to work ‘smart’
instead of ‘hard’, take your pick) they have the
"Magic Compress" wand, which will do a pretty
great job of selectively compressing high-contrast areas
with the press of a button.
Shockwave is very friendly to
embedded media, giving you the most control over what
the user will see and hear, and this tends to hold true
across OS and browser configuration. It does require a
plug-in, and just because you’ve got the latest
version installed, Mr. or Mrs. Designer, don’t assume
your average user does. In fact a significant portion of
your average consumer will click on the ‘back’
button rather than download something they might not
feel they need, don’t want to bother with the time
factor, etc. Your average ‘gamer’, by contrast, will
do just about anything to play some new groovy game
(including self-immolation), so plug-ins aren’t such
an issue in this market.
The release of Flash 5 has seen
much advancement in its action-scripting capabilities,
therefore making it a more robust and valuable game
creation environment. File sizes can be aggressively
low, if you stick to optimized vector graphics, but not
if you’re tossing in loads of gifs or jpegs. Although
Flash requires a plug-in, a ridiculously high percentage
of users have at least Flash 4 installed, we’ve heard
this rumored to be somewhere around 95% of the user
population.
Branding
Consistently, branding is a
paramount consideration in a game. If you’re building
a game for a client, it’s almost certain their big and
occasionally unattractive logo will have to be
prominently displayed somewhere. Even if it’s just a
self-promotion piece or an interesting personal
experiment, stick your own brand, or at least a
copyright string on it. If you put it up for anyone to
play, you have no idea who will link to your creation,
what interest it could inspire, or potential work it
could generate. Make it easy to find out who created it.
If it’s a game you’ll be re-selling and licensing to
multiple sites, how you brand it has a major impact on
long-term profitability. If a designated branded area is
on the background or on the background image, or the on
the side next to the "score", that’s one
thing, but texture-mapped to "balls of death"
or pixel-poked onto a hood of a car is another. Assume,
hopefully, that you’ll have to do it twenty more times
when deciding that with only six more layers of effects
layers in Photoshop it’ll look just right.
Game Premise and Marketing
Whereas some considerations are
more absolute, quite a few more are rather subjective.
Just successfully choosing a game idea can be a feat. If
you’ve played games for any amount of time, you can
probably come up with a myriad of great game ideas, but
arriving at an idea that’s appropriate for the
intended application or within a restricted range of
parameters can be challenging.
If you have a client that wants a
game to reflect a product, it might be easy to use the
product directly in a game, but often it’s not so
obvious. Marketing types love a good metaphor, so use
this to your advantage: "See the falling blocks?
They represent, uh…accumulating data on a hard-drive.
Use our optimization product!"
Even further, you need to
understand how your game idea will monetized. Maybe your
game is simply meant to augment brand awareness and it’s
paid for out of an overall ad budget, but often a
website will be relying on that game for revenue. It’s
going to be making that return through ad revenue via
the CPM of banner impressions, or even requesting an
email address for data mining. It behooves you to design
a game that A. Builds game-play over time to ensure
maximum ad exposure. B. Is addictive enough to ensure
return traffic. C. Is competitive, whether against other
players or an individual player’s previous
performance. But let’s break them down:
Point A. There are many ways to
affect this. The idea here is to keep the player in the
game cycling as many reloaded ad banners as you can.
Does the game idea lend itself to levels? Having a
"click to continue" button at the end of a
level not only allows the player to heat up some pizza
rolls, it’s making someone 1.5¢ richer.
How many times have you been
playing a game of solitaire at work that’s been up and
running in the background for 2-3 hours? A good, simple
turn-based game can be very attractive to an ad-revenue
based site.
Point B. This is the most elusive
quality of a game. You want the tempo to feel natural to
the type of game it is. Cards should flip over quickly.
Aliens should move slowly enough in the beginning to
allow a novice to achieve a moderate score and encourage
him to keep playing, yet build intensity quickly enough
to not completely bore a veteran player who’s waiting
to get to the challenging stuff. A strategically based
game allows a player to learn insights of game play over
time to keep him intrigued and coming back.
Can you tie the game into a
contest of some kind? This will often entail database
configuration to get running, but people will sometimes
go to extraordinary lengths just to win a one of those
stress squeeze-balls. Anyone returning from a trade-show
has witnessed this first-hand. The chance of winning
anything, no matter how small, will intrigue players.
This also allows access to valuable demographic
information.
C. Whenever possible, quantify
performance. I’ve played games that were really good,
but just never ended. Milestones, whether game levels or
incremental changes in game play (a new type of alien
appears after a certain time) give a player a way to
gauge his performance and try to surpass it. The most
obvious way of doing this is by incorporating a hi-score
list, if appropriate to the game type. Requiring an
authentic email address to post a hi-score is an
effective way to track game usage and impart valuable
details to the game-site.
If the scale of your development
includes multi-player capabilities, all the better. The
feeling of attaining a hard-won victory over another
actual person can be addictive and bring a player back
repeatedly. Consider adding chat capabilities to enhance
the interaction, whether in a "lobby" setting
or the game itself, or both.
These points apply to most games,
even if a client has specific ideas and parameters for a
game idea. What if you are developing a game and want to
reap the greatest value by reselling it yourself? Our
best advice is to keep the game idea a general one. It
makes sense: You hit the broadest market and you get the
greatest return. Here’s an example:
We had developed a good game idea.
During some meetings in the office we batted around some
ideas for throwing a theme onto a "bunch of
stacking blocks" concept. There were lots of decent
ideas, but realistically, how many people are going to
want to license a game of stacking and rolling gumballs
inside a gumball machine? Good game? Sure, but simple
(but nicely illustrated) blocks sell better to an online
insurance company. And that’s an extra $1,500,000* in
our pockets!
Overall, knowing your client, end
use and technical limitations before starting to design
for your online game will give you the best possible
balance between great game play, aesthetic, branding and
revenue generation.
*Numbers vastly inflated to look
more impressive.
Look for future articles by the
folks at GameHouse. Next installment: "Bitterness
and Betrayal, The Sordid Collapse! Affair"
BIOS