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