Showing posts with label mobile. Show all posts
Showing posts with label mobile. Show all posts

03 January 2015

Isolating Game Elements: Screenflow

Games work as any ordinary application available at any app market out there. Most people think about making games like an exotic adventure leading where no other human has gone before. And it is true somehow! However, to discover all creative activities a game project might offer, first we have to stick to reality and see games like any other application. What is creative and innovative might be beyond the basics of game production.

The Isolating Game Elements series brings to you everything about game design as independent elements. Gameflow is part of it and provides consistency to your project. Analyzing general game screenflow helps you think about a game from a most remote point of view possible. Suggested structure presented at Figure 1.0 introduces a basic game screenflow.

Figure 1.0 - Although it isn´t something new, this is a General Game Screenflow
proposition to help designers involved in a game project to visualize
whole general screens.

The Company Logo screen (1) is well known by most of gamers. This screen usually displays the company´s logo for a few seconds, plays some music and game flows automatically to next screen. Konami has always the same company logo screen displayed for years. Remember that the function of this screen is to present information about companies involved in the game production process. Inserting more than 2 logos, unless carefully thought, might result on a crowded screen where no information is absorbed.


Main Menu screen (2) is, well, the center of unplayable things at a game. You can go to any screen, configure things and get things ready to start the game itself. Usually, this screen provides a little bit more information and is thematic. As a designer, you must convince players that they are entering into a new reality and it might involve character fonts, colors, textures, patterns, sounds and a convincing logo. The player must get excited to see what happens next, even in a screen that was supposed to be not so cool. Options´ screen (5) includes everything related to configurations and purchases before the game starts including sound and special effects volume, color configurations and specific things. Also, from Main Menu screen (2) player might have option to leave the game.

Games usually have similar menu
screens.
Either arcade machines, video games or mobile games,
main menu has to be simple and intuitive to help player
start interaction.

Main menu is also a place to invite players to try the game,
it is a chance to show what´s coming next and why player
should press start.

Main Game screen (3) is where all party happens. Game´s core runs exactly there and because of that, it is not subject of this article. However, we must pay attention to always leave some options for the player to leave this match after it gets started (9). Also from that screen, if the player has to configure anything else that hasn´t done at previous screen and anything specific from the game while it is running, it has to be available at Game Options screen (6). Main Menu and Main Game Screen are the Gameflow´s Hub and almost every screen might run around it.

Show clearly to player that the match is about to begin.
Use sounds, graphics and animations to know that from
this point, the focus is on the game.

When game´s core is running leave a quit option easily
available to player.
After the game gets played, there will surely be a result of this match: either positive(4) or negative (10). Even if a game seems to have no end clearly, it must have. Usually, player is complimented if some goal is reached or gets some regret message if this goal isn´t reached at all. Although "Game Over" message comes to our minds when we talk about Screen #10, most of recent games try to avoid this term to not be so aggressive to the player.

When game ends and player reached some goal, some compliment is needed.
The same way, make it clear that the player hasn´t reached the game´s goal.
Of course you’ll have to invite him to play again afterwards. Don´t be rude. =)
Pay attention to inform player´s performance. It´s important to catch
player´s attention and keep him coming to play again.
There might be lots of variation from this gameflow screens. As a designer, pay attention because details really make difference when we talk about games. And from this basic gameflow, you can do your homework faster and find some time to spend with innovations, Proof of Concepts (POC) and things with a different approach.  

28 December 2014

Isolating Game Elements - Art in the games

A game is a curious blend of Graphic Art, Music, Literature and Code. It is a multimedia product because each of the described items has autonomy on its own. Only when these items are put together and under certain conditions it might be considered a game. That´s the reason why studying games might be a complex subject. When it comes to creative process, the broader the better. So how to study a subject that is a blend of other complex areas? Lucidity is the key to this problem.


If doing games was an equation, it would surely help us to see more than meets the eye and start thinking analytically. With this equation as a starting point, it can be possible not only to analyze a game but also to subdivide equation members to find their correct classification. It can also help us seek further information regarding a specific area that was hidden behind the game as a whole.

Just as a theoretical exercise, consider all sentences as true and generating different expression subjects:
Graphic Art + Literature = (Installations, comic books, illustrated books, others*)
Graphic Art + Music = (Animations, others*)
Graphic Art + Music + Literature = (Movie, others*)
Graphic Art + Music + Literature + Code = (Game!*)
(*)Results are countless, so "others" always has  to be an option.

Literature

Inside a game, literature can be considered any element directly related to written expression. That said, all explicit elements such as score, character dialogs, numbers and any displayed messages can be considered Literature. There are also elements that have no need to be shown and that might be classified as Literature: Characters descriptions, game plot, text drafts.

Words and Texts are important part of games.
Any work involving translation and localization of texts might be classified as Literature when it comes to game design and development. For people curious about improving skills in this specific field, it is recommended to attend Literature and Arts basic classes at any university. In addition, Geography and History classes can help students to broad their basic knowledge about it.

Graphic Art

Any form of non-written and inaudible message expressed through draws, images and sketches can be considered Graphic Art. Same as Literature, there might be explicit and implicit GA. It embraces any sort of animation and paintings under any technique. It includes icons, characters graphical representation, charset, 3D models, screens, layout design and balance.

Although there isn´t a main component of a game, it is reasonable to say that GA deserves a little highlight in the process. Any form of graphic expression can be used to influence game production. Among others, Baroque, Realism, Naturalism, Cubism, Surrealism. There is no rule to get influenced.

The Last Judgement (Michelangelo).
Putting historical styles apart, an important tool to influence art on games is Color Theory. It is important to work objectively with colors. Sometimes, it is not so easy to work with colors when you are not used to. What seems to be a natural ability at some people skills might be a complete disaster with others. It classifies colors according to certain rules so, when Color Theory is used, designer can rest assured that, at least, regular work was delivered.

Curious people about improving GA skills can attend drawing classes, painting classes, animation classes available at any university. In addition, Art History classes, Aesthetics classes, Print Art classes and related subjects can help students to broad their knowledgment about this GA.

Music

Music is responsible for providing the whole ambient a game needs to push player into the game. Basically music in games can be divided in two: Background Music (BGM) and Auxiliary Sounds. Similarly Music has the same importance at games as it has at movies.
Music and Sound Effects expand player´s game experience

People curious about improving music skills should attend classes at any music institute or school or might go to a music university course if the intention is to become a musician.

Code

Coding involves whole support system to present a game. Code might get analyzed as a means of expressing the game itself. However, most of readers are involved with technology activities at some level and going straight to the point might be better and practical to our purposes.

Code involves game logic, game structure, game screen layout, databases, game programming, security issues, hardware and software connections, quality control tests, code optimization and more. Basically it seems that code activity involves the delivery of the game as a product. The group in charge of coding has a huge responsibility in a game process because game will get delivered from their hands.



Although it is very precise and technical, coding involves art at some level. If we consider that Michelangelo was very concerned regarding human anatomy proportions and that coding activity involves the art of putting every element of a game together, working fine, properly balanced and keeps it running, that coding activity involves getting all part of music, graphics and text to create a new product, it is art indeed.

Art at producing games

Creating games involves areas that are sometimes out of the designer’s knowledge range. This text exposes how to find at ordinary world all information and help a designer might need to accomplish a project. Once all resources are at hand, the whole game creation process becomes easy to get designed, produced and published. Designing a game involves balancing all game´s equation members and testing it insanely to check if desired result meets delivered result. Possibly there might be remaining points that were forgotten, please let me know so it can get fixed.


Clarification

Any written expression might also be considered as a graphic expression. Ideograms would be precisely the place where graphics and texts meet. However, to ease our analytical process, it was decided to explain them apart. In time, there is also a place where sounds meet texts. Any music with voices could get analyzed as a text at some level. Here again, it was decided to classify music with voices as Music and not as Text although there are surely some texts on it.

26 December 2014

What if Nintendo goes mobile?


Nintendo is undoubtedly known for its games and consoles. A traditional company that is pratically videogame´s synonymous. For years and years, Nintendo seemed to be unbeatable and its income was enough to keep things running fine. Franchises like Mario and Pokémon were strong and a valuable reason for users to purchase its consoles. However there might be something weird happening to the company recently. It seems that its consoles hasn´t same appeal and its audience is migrating gradually to other devices.

Nintendo´s Radar?

Seems that Nintendo doesn´t appreciate looking beyond videogame market. What matters to them is offering cool consoles and good games focusing on child or teenager audience. And it seemed to be an appropriate strategy. Mario, Zelda, Pokémon: does anyone doubt Nintendo´s vocation? Thanks to Shigeru Miyamoto, a bunch of well designed titles provided cash flow enough to Nintendo expand and finance its empire worldwide.

Despite of being a specialized company, Nintendo should have to pay attention around and develop new products constantly. Videogame market is promising but there´s a lot of novelties out there when it comes to technology market. Perhaps Nintendo should have taken a look in the neighborhood: Apple was leading a true revolution on whole markets like music, mobile devices, tablets and personal computer. Google was introducing its Android OS into countless devices, spreading its Chrome browser and taking over advertisement market right behind our noses. Minecraft and GTA were becoming more and more famous among players. Whatsapp was attacking carrier operator´s income source and Instagram was reinventing photography. Meanwhile, Nintendo seemed to get busy with an accelerometer for Wii joystick and also if Pokémon would be White or Black.
Will Nintendo survive by following mainly videogame
market and get so specialized in a specific market niche?

Game market was back in 70´s and 80´s a novelty but it has become today´s commodity. Nintendo used to move fast and was tuned with its audience. Nintendo was very sharp on doing beautiful devices, with nice features and games to supply the market. It was novelty. It was, somehow, technology. But consumers are never standing still when it comes to technology market and seemed that Nintendo took a nap on the top of market. What was cutting-edge technology started to spread around and became gradually popular.

Emulate or not emulate?

Emulator´s advent was ignored by Nintendo. And as a company affraid of the unknown, started to chase emulator´s creators instead of embrace them and try to figure out what was this new frontier. A lot of new applications could be produced emulating other devices. Who knows what would be the impact of releasing a Super Nintendo Game Service on Google Play or App Market? What if you could play Super Mario Bros on your Samsung device? It would, at least, spread Nintendo brand and attracting users to get to know and purchase Nintendo´s products.

Everybody knows that today´s children are tomorrow´s grown ups. Nintendo didn´t. For some unclear reason, they simply ignored tons of children that became adults and still loving its products. Customers that didn´t care to spend hours in a line to purchase Nintendo´s consoles and that could surely tend to try any product with Nintendo brand on it. Adults that purchase videogames, mp3 players, tablets, clothes. Taking a look at Sanrio´s backyard would give a slicest idea of all sort of thing Nintendo could have worked on.

Design Design and Design

Why on earth would a company try to enter in a market steady and with strong competitors as mobile market was back at 2006? Apple did. After getting some experience on small devices launching Ipod, Apple simply decided to develop its own mobile phone. The rest of history all of us know. Same risk could take Nintendo back at that time with all knowledge of its portable devices: they were cute, well design, robust and with a large audience that could risk purchasing a "N-Phone" just because it had a Nintendo logo on it. However, it seems that Nintendo could still take this risk nowadays...

Imagine a device as well designed as Nintendo DS or Wii console where you could play a game, make calls, listen to musics, take pictures, record some videos and connect to internet? A device you don´t have to worry with a battery-life or if it will explode on your pocket. It would be surely a dream coming true that could be brought to reality soon. Although a little bit late, it is still feasible to design a device like that or at least, take advantage of a part of this concept. Nintendo still strong, even running a risk to get kicked out videogame console war on next decade.

Going mobile can be a good opportunity to reverse
recently losses and get income and profits back on track?
Nintendo and Apple has both a wide fan base that could defend them aggresively. Loyal fans could be turned into regular customers when it comes to mobile market allied with Nintendo´s power brand. It also can rescue the company from the dark side of losses and perhaps bring its operation to generate profit to stock holders. Nintendo is well known to return from the ashes as it made at Wii´s launching occasion. Nintendo just have to get back on track and return to create technology and not run behind it. The big question remaining here is: "Why Nintendo didn´t do it before?"
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article are properties of their
respective owners. This is a fictional
text and has nothing to do with any
official schedule neither implies
into anyone´s oppinion unless
expressed otherwise.