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Game Design for Time-Management Games

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Presentation on theme: "Game Design for Time-Management Games"— Presentation transcript:

1

2 Game Design for Time-Management Games
Nick Fortugno Co-Founder/CCO, Rebel Monkey

3 The Time Management Genre
Born from "twitch" gameplay Essentially about clicking on the screen, and managing the timers of various game objects

4 The Time Management Genre
Whack-a-Mole

5 The Time Management Genre
Tapper

6 What Makes a Good TM Game?
Flow State Must be fast Speed allows players to get out of conscious decision-making Fast doesn’t mean frantic Use level rhythms to manage flow state

7 The Time Management Genre
Sally’s Salon

8 What Makes a Good TM Game?
Flow State One-Click Intuitiveness Game MUST have simple controls You can have complex decision- making… But that cannot interrupt the quick- clicking

9 The Time Management Genre
Cake Mania

10 What Makes a Good TM Game?
Flow State One-Click Intuitiveness Complexity in Level Design If clicking is simple, rich decision making comes from where to click Not about forcing players to think; rather, make the next action not obvious Example: two valuable but mutually exclusive places to click

11 The Time Management Genre
Diner Dash

12 Ornaments for TM Narrative Level Progression
Often control a character anyway Of course, new narratives mean new gameplay Level Progression Any twitch gameplay needs break Use this to dole out variety

13 How to Differentiate your Game
Find a New Narrative Not all TM games need to be service jobs! Concentrate on Meaningful Choice It’s not just about how fast you click. Work the Progress Model Find reasons for players to want to progress from level to level


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