Feb
27

Game Design for Kids

As part of my job, I do a lot of testing and “quality control” for the games or products that we make at CMM. Our general audience, at least for the projects I’ve been on so far, are for little tykes–mainly preschoolers or “pre-readers” as we distinguish them. There are some little quirks to making games for kids that may not be able to read and don’t have a lot of world knowledge or technical experience (or just general motor skills). Then again, maybe it’s not that different from how game design should be. I would give this post two other titles: (1) “Remembering to KISS” or (2) “Why Mario is Great”. I’ll tackle both points below.

Keepin’ It Real [Simple]
There’s a general rule out there that’s tossed around called “Keep It Simple Stupid.” It’s pretty much a legit rule of thumb and is absolutely necessary when making games for kiddos. We can’t assume they understand gaming tropes and we can’t give them a bunch of explanations. First of all, they’re pre-readers (which means they can’t read). Large text blocks are gonna do absolutely no good for them. If they need to know how to do something, you need to show and tell. However, you can’t spend a lot of time yakking away at them or they’ll just lose interest. These kids are also playing games online, in their browser, where they haven’t spent any money (not that they’d understand that concept anyway) and have no reason to not just click on another pretty graphic link for the next game. We don’t want to lose them.

This is where I reference Super Mario Bros. That game (the original 1985 NES classic) was great for anyone and everyone to play. We (the gamers of this generation) were five years old and handed this piece of plastic with two red buttons and a black + on it and somehow knew how to play this game and feel competent. It didn’t take long to do things and understand how the game worked. That’s the bar that I’ve now set for each of the games that I’m doing here for the kids. How easy is it to click things or push keys and figure out what’s going on? There’s an elegance in it.

I don’t think this is reserved for pre-readers, either. I think this is a concept that should be run over and over for pretty much any game. Long-winded tutorials are boring; walls of text aren’t fun. The player is here to play a game. When I pop a disc into my PS3, I want to play something. Unless I’ve got a fully-free Saturday, I don’t really want to spend half an hour just getting into the game. I want to start playing and having fun within about five minutes–especially starting up a new game.

I understand that some games are fun and draw their appeal from their complexities. I get that and am saying nothing against them. Just keep in mind your demographic and how many people you want to be able to reach with this release. I’ve encountered this most recently with Marvel vs. Capcom 3. That’s a brilliant fighting game and seems to be wonderfully constructed. However, as an arcade fighter, I don’t feel I can play it. I never got deep into fighters and now I don’t understand the lingo and the motions too well. I feel that I am required to spend an hour in training mode before I can even start playing the game–almost as though I’m being punished for not playing any of the games in the fighting genre’s ancestry. That’s great if you want fighting gamers to love your game and don’t care if anyone else plays. I just end up feeling as though I’m missing out on the party a bit.

So that’s my blurb on simplistic game design. I’ll keep thinking of the kids and I’ll keep using Super Mario Bros. as my benchmark. I think that’s a safe way to do things. People understand SMB. It’s not tough. At least, it’s not tough to understand and start playing. Few words, little show and tell. Plenty of game play.

Feb
15

Back to the Blog

So I’ve been on hiatus for quite a while. I think my last post was me announcing employment back in October. Since then I had to move myself and my stuff from Texas to Washington, get an apartment set up, help out some friends with the job search, get stuff settled, run through my first few projects… It’s been busy. But, I’m gonna get back to the posting and showing off stuff I do.

To start, my first project is live:
http://disney.go.com/disneyjunior/jake-and-the-never-land-pirates/jake-and-the-never-land-pirates-games/ready-set-hook-1805125

Enjoy!

Oct
10

I’m an Associate Producer!

Status update:

Associate Producer
Cricket Moon Media
Seattle, WA

Yeah!

Sep
23

iPhone Pitch: BlastBots!

For a change of pace, Bryan Chacosky and I have started some work on an iPhone game. He’s working as the game play programmer and I’m the designer. Posted below is our concept document. As things come along, I’ll make more posts about it.

BlastBots! (Concept Document)

Sep
23

Emphatic 2.0

So I got tired of the old look of this here site and decided to revamp it and make it flow a bit better based on some navigation feedback I’d received. Hopefully you don’t have any trouble finding what you’re looking for here. There’s a fancy new slideshow for my featured posts and I broke down the tags and categories to make it easier to find exactly what you want to see. Enjoy!

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