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2005 TRENDS IN Casual Game Design Scott Kim, Puzzlemaster Casual Games Summit, Mon, Mar 7 Game Developers Conference 2005 SEQUELSMULTIPLATFORM.

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Presentation on theme: "2005 TRENDS IN Casual Game Design Scott Kim, Puzzlemaster Casual Games Summit, Mon, Mar 7 Game Developers Conference 2005 SEQUELSMULTIPLATFORM."— Presentation transcript:

1 2005 TRENDS IN Casual Game Design Scott Kim, Puzzlemaster Casual Games Summit, Mon, Mar 7 Game Developers Conference 2005 SEQUELSMULTIPLATFORM

2 SEQUELS

3 Common in all media SEQUELS MOVIES: Spiderman II PC GAMES: Sims II CASUAL GAMES: Bejeweled II

4 Good business PITCHING : Easy sell MARKETING : Built-in audience PRODUCTION : Re-use assets GAME DESIGN : Proven play pattern SEQUELS

5 How to improve the original? WORSE : Matrix Reloaded BETTER : Shrek II SERIAL : Harry Potter SEQUELS

6 Case study: Bejeweled First web downloadable hit, still sells. SEQUELS

7 Case study: Bejeweled Change look: Sweet Tooth, Nisqually… SEQUELS

8 Case study: Bejeweled Change look: Sweet Tooth, Nisqually… Add modes: Bejeweled II, Tetris SEQUELS

9 Case study: Bejeweled Change look: Sweet Tooth, Nisqually… Add modes: Bejeweled II, Tetris Change rewards: Bejeweled II SEQUELS 3 in a row = clear 4 in a row = bomb 5 in a row = hypercube

10 Case study: Bejeweled Change look: Sweet Tooth, Nisqually… Add modes: Bejeweled II Change rewards: Bejeweled II Change goal: Jewel Quest SEQUELS Goal: turn board gold

11 MULTIPLATFORM

12 Good business PITCHING : Easy sell MARKETING : Built-in audience PRODUCTION : Re-use assets GAME DESIGN : Proven play pattern MULTIPLATFORM

13 Multiplatform titles Top Gun (Mforma) MOVIE > MOBILE MULTIPLATFORM

14 Multiplatform titles Final Fantasy (Square Enix) PS2 > MOBILE MULTIPLATFORM

15 Multiplatform titles Driv3r (Atari/Sorrent) PS2 + MOBILE MULTIPLATFORM

16 Design issue: adapting BAD : Rubik on PC, Final Fantasy movie GOOD : Lord of the Rings movies NATURAL : Tetris, Pacman mobile MULTIPLATFORM

17 Design issue: adapting Bejeweled (Popcap/Jamdat) MULTIPLATFORM Turn-based games on small boards are easy to translate

18 Design issue: adapting Zuma (Popcap/Sorrent) MULTIPLATFORM Action games are harder to translate

19 Design issue: adapting Dell Crossword (Blue Lava Wireless) MULTIPLATFORM Old puzzles in a new medium can be an awkward fit

20 Design issue: adapting Daily Puzzle (Sorrent) MULTIPLATFORM Instead, design to fit the limits of both media. Design for the more limited medium first

21 Scott Kim, Puzzlemaster scottkim.com


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