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8 elements to a successful game android 4.2 - App Developer ...

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DEV | ADVICE<br />

E for the key <strong>elements</strong> <strong>to</strong> a <strong>successful</strong><br />

<strong>game</strong><br />

1. The <strong>game</strong> must be<br />

engaging.<br />

2. The <strong>game</strong> must be<br />

entertaining.<br />

3. The <strong>game</strong> must be<br />

enjoyable.<br />

4. The <strong>game</strong> must be elastic.<br />

5. The <strong>game</strong> must be<br />

expandable.<br />

6. You must <strong>game</strong> must<br />

expose the user <strong>to</strong> other<br />

players.<br />

7. A <strong>game</strong> starts in an<br />

endemic area.<br />

8. A <strong>game</strong>, once it reaches<br />

mass appeal, it becomes<br />

an epidemic. It is viral and<br />

at this point uns<strong>to</strong>ppable.<br />

While it is difficult <strong>to</strong> articulate<br />

everything in detail, I will do my<br />

best <strong>to</strong> see if I can make sense for<br />

each of the <strong>elements</strong> I mentioned<br />

for a <strong>successful</strong> <strong>game</strong>.<br />

A <strong>game</strong> must be engaging!<br />

Think of having an engaging conversation<br />

— the conversation can<br />

be enjoyable or entertaining. Not<br />

all conversations are enjoyable, nor<br />

all conversations are entertaining.<br />

But if it has one or the other, you<br />

at least have three items from the<br />

list: engaging, entertaining, and<br />

enjoyable.<br />

Now, think of a movie that is<br />

entertaining — not all the movies<br />

that you consider <strong>to</strong> be entertainment<br />

may be enjoyable, but they<br />

could be engaging. The movie can<br />

have a plausible s<strong>to</strong>ry that makes it<br />

entertaining, but may not be<br />

engaging. But certainly a movie<br />

that is enjoyable can be quite<br />

entertaining and engaging at the<br />

same time. Think of it this way:<br />

Entertaining = mass appeal.<br />

Simple.!<br />

Now on<strong>to</strong> the rest! A <strong>game</strong><br />

must also be expandable, some-<br />

thing that you can keep growing.<br />

In the case of the Angry Birds franchise,<br />

there is Angry Birds<br />

Seasons, Angry Birds St. Patrick’s,<br />

Angry Birds Valentine’s Day…<br />

Again, using a movie metaphor,<br />

think of a movie sequel. Although<br />

not always as good as the original,<br />

you can still continue the franchise.<br />

Lastly, the <strong>game</strong> must be elastic.<br />

You have <strong>to</strong> take the <strong>game</strong>play<br />

<strong>to</strong> the breaking point. For me, this<br />

is the one of the <strong>to</strong>p <strong>elements</strong> here<br />

(the key ingredient!). One has <strong>to</strong><br />

pick up a <strong>game</strong> and be able <strong>to</strong><br />

grasp it in matter of seconds. You<br />

must “fool” the player in<strong>to</strong> thinking<br />

that it is easy, and have them go <strong>to</strong><br />

the next level, continuing as the<br />

<strong>game</strong> gets progressively harder.<br />

That’s the elasticity of a <strong>game</strong>:<br />

stretch it is as far as you can while<br />

letting the player think that it’s still<br />

as easy as the first level.<br />

If the <strong>game</strong> is elastic, it is also<br />

entertaining, enjoyable, and/or<br />

engaging. At this point, the player<br />

will want <strong>to</strong> share the <strong>game</strong> with<br />

other <strong>game</strong> players — then, you<br />

have <strong>successful</strong>ly created an<br />

endemic <strong>game</strong> and the goal is <strong>to</strong><br />

make it an epidemic!<br />

And how do you expose your<br />

<strong>game</strong> <strong>to</strong> the masses? Create a<br />

Facebook Fan Page and a Twitter<br />

account for your company or<br />

<strong>game</strong>. Create a video demo of your<br />

<strong>game</strong>. If you can afford it, try <strong>to</strong><br />

get someone <strong>to</strong> write a press<br />

release for you and get the word<br />

out. Partner with a company that<br />

can get you the exposure.<br />

And remember: all apps and<br />

<strong>game</strong>s — no matter how<br />

<strong>successful</strong> — are ephemeral.<br />

Don’t fall in<strong>to</strong> the mental trap that<br />

your <strong>game</strong> will be on <strong>to</strong>p of the<br />

charts for months on end, or a year<br />

or two. Today, we live in an ADD<br />

world and <strong>to</strong>day’s headline is<br />

<strong>to</strong>morrow’s old news. Your job is<br />

<strong>to</strong> always keep your <strong>game</strong> fresh,<br />

introduce new levels, build trust<br />

with your players, award them with<br />

coupon codes, etc. Making a <strong>game</strong><br />

is not just about making pretty pixels<br />

move around the screen, it is a<br />

business. And part of that business<br />

is also the ability <strong>to</strong> market (evangelize!)<br />

your <strong>game</strong>.<br />

A little disclaimer: the s<strong>to</strong>ck<br />

inclusion of all the <strong>elements</strong> I men-<br />

And remember:<br />

all apps and <strong>game</strong>s<br />

— no matter how<br />

<strong>successful</strong> — are<br />

ephemeral.<br />

tion is no elixir. It doesn’t guarantee<br />

your <strong>game</strong> <strong>to</strong> become a 40 million<br />

download juggernaut.<br />

Nevertheless, having some of<br />

these key <strong>elements</strong> in your <strong>game</strong><br />

will make your <strong>game</strong> that much<br />

more enjoyable, entertaining,<br />

and/or engaging <strong>to</strong> play — and if<br />

you get <strong>to</strong> that, you will au<strong>to</strong>matically<br />

get more exposure.<br />

After that, you could become<br />

endemic, and turn out <strong>to</strong> be the<br />

next big gaming “epidemic!”<br />

Carlos Izaca has been shipping industry standard software since 1991 shipped software titles<br />

such as Adobe Illustra<strong>to</strong>r, Flash Authoring, Mobile Flash-Lite, Deneba Canvas and a others. He<br />

started a mobile framework company in 2007 called Ansca, Inc. and <strong>game</strong>s/apps created with<br />

the Corona SDK have been played by over 55 million users. Currently he is a technical advisor <strong>to</strong><br />

several startups.<br />

22 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch

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