Design Challenges for myself (part 1)
At the moment there are two games that I really want to design at some point.
The first is broadly covered by “something like Solitaire”. Despite all of the wonders available on the iPhone, I have found I play Solebon Solitaire 99% of the time. I’ve been trying to work out why.
It’s endless, obviously, and randomly generated, so once the simple rules have been created I will never run out of games to play of it (I’m sure I will eventually play repeats, or hands that are close to repeats, but who would ever notice). For some reason I get no stress or annoyance out of losing at it, either.
I think that element is because I am pretty sure that many of the randomly generated hands aren’t possible to win. Which allows me to believe that any hand I lose at probably isn’t my fault. Even if it is.
The flip side is that I get a slightly reduced sense of accomplishment from winning. But it is not completely absent. I enjoy winning, but will usually (time allowing) not bask in the win, instead opting to play another hand immediately.
It allows me to tip the scales in my own favour. I can deal as many hands as I want, and only starts stat tracking my win or loss once I begin interacting with a hand. This lets me skip past starting layouts that look unfavourable.
I can also use the “undo move” feature as often as I would like, and it barely even mentions that I have done so (just a stat shows that it’s keeping track at all). It certainly doesn’t call me a cheater, or make me feel bad for doing it.
Very importantly there is no time limit on my moves. I hate puzzle games with time limits (I play puzzles to think, not test my speed of thought or reactions). While the game may track speed to offer a stat or scoring, it’s impossible to fail by taking too long over a move.
That’s not to say that the game will take a long time to complete though. I would estimate that, win or lose, most of my solitaire games are over within five minutes (the picture below shows this is an over-estimate by quite a chunk). That’s part of what makes it such a great fit for my time wasting. I can play one hand, or a dozen hands, depending on the amount of time I have to spare.
From a creation point of view, the game is a good fit for a very small team. Once the graphics for the cards and background are draw, some simple game flow screens created, and the basic rules and random generator programmed, the game is done.
There is no need for a team creating hundreds of unique level layouts. Or individual boss enemy graphics and attack patterns. Or writing an AI opponent who must understand the rules and strategies of the game to play against you.
There are other games like this already. Minesweeper is one that comes to mind. Perhaps there are others on the iPhone, that I just haven’t stumbled across yet.
But yes, one day I will make a game that will be my new “99% of iPhone play time” game.
And just so you realise how much I like solitaire – here are the stats from my iPhone. Actually from both of my iPhones as the backup kept the save file, so around one year and ten months of playing (if the backup had carried over from my iPod touch the numbers would be even bigger).
Still, that works out as an average of more than one hand a day, every single day, for almost two years. And a solid day and a half of continuous play.
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Posted by FreakyZoid on Sunday, September 18, 2011 at 9:29 pm
Tags: Game design









