[casual_games] Use of keyboard on casual games
Juan Gril
juangril at jojugames.com
Wed May 30 15:42:44 EDT 2007
Interesting. Do you base this assumption based on the conversations you have
had with major publishers and distributors?
You are right on one thing though: follow your vision, it's the only way to
break the mold. Of course, we are not always successful at it. But it is
always worth trying.
Cheers,
Juan
On 5/30/07, oscar oscar <oscar.oscar.oscar at gmail.com> wrote:
>
> In my experience... and mind you... I've only been doing as long as I have
> been doing this... ;)
>
> Publishers and Distributors are no MORE or LESS insightful than Movie
> Producers...
>
> And if you are aware of the crap that gets multimillion-dollar-backing...
> be in on the Big Screen or in a 7-minute Downloadable... then you know that
> the people who control the purse strings, more often than not, chase
> TRENDS... not SATISFACTORY User Experiences.
>
> Further, many of the cats and kittens who say "so it is written, so shall
> it be" have neither written NOR read anything of relevance to the matters at
> hand.
>
> They just have CASH, they have their limited successes and failures... and
> based on the last 13 months of "this game did this much biz" they determine
> that your idea is SHITE or is GOLD.
>
> You can skew usage figures and Focus Groups to say whatever you deem
> necessary.
>
> "THEY" are not always interested in profound, engaging, or even intuitive
> "Player Experiences"
>
> They want what they perceive to be immediate, pervasive and viral
> dissemination of LOWEST COMMON DENOMINATOR experience
>
> Interface Follows Design. And Design Follows Vision.
>
> If Vision deems "Unique" interface, then Design should the Vision.
>
> Of course, my rant has NOTHING to do with the economics of getting some
> quick-clone of "pick-three" or "sudoku" on crack on the top ten list of some
> nebulous "usage and ratings portal".
>
> oscar
> McDonalds makes
> more money off their
> Real Estate than they do
> their food... because the
> Real Estate is worth
> Something... ;)
>
> On 5/30/07, Juan Gril <juangril at jojugames.com> wrote:
> >
> > Pedro, that's why I'm recommending we start talking about "best
> > practices" instead of rules. Your example of Super Granny 3 is quite valid
> > (although you are reading the game-sales-charts data in a wrong way).
> >
> > Your comment on:
> > "I will never like green strawberries if I never taste them, right? Yet
> > they might be better that the red ones…"
> >
> > Is wrong because you are making an assumption that it has been an
> > arbitrary decision, when it has not, as Publishers and Distributors make
> > focus groups and user tests every week with real users, and they have
> > already proved that most people who buy downloadable games have difficulty
> > playing a game with a keyboard.
> >
> > And I'm going to give you my opinion after having watched many user
> > tests why downloadable game buyers are having difficulty with the keyboard.
> > Most downloadable games players (based on, for example, Popcap's survey of
> > last year) have never been exposed to PC videogames or console games. The
> > use of buttons (in a keyboard or in a gamepad) is completely foreign to
> > them. But they use the mouse in the computers they use at work, so they are
> > familiar with that form of interaction between computers and them.
> >
> > In web games sites like Miniclip or Addicting Games or Kongregate, you
> > have a lot of people like college students, male office workers, and kids
> > who all have played videogames. So use the cursor keys to play a game is
> > something more natural to them.
> >
> > When I was saying before to design the game for the right channel, what
> > I was saying is this: if you are trying to make money on downloadable games,
> > it's a "best practice" if you design a game that it's going to use the mouse
> > to be controlled. And if you have a game that's keyboard controlled, you may
> > want to think about distributing it on another channel, as it may do better
> > there.
> >
> > And no one stops you for putting keyboard control as an option on any
> > casual game anyway, so have fun with it.
> >
> > Please keep in mind that I'm trying to avoid the use of the word "rules"
> > as they can always be broken.
> >
> > Cheers,
> >
> > Juan
> >
> >
> >
> > On 5/30/07, Pedro Honório Silva < pedro.silva at ignite-games.com> wrote:
> > >
> > > Interesting. How do you think Publishers/Distributor have come up to
> > > that conclusion that games should only use mouse control. Do you think it
> > > has been an arbitrary decision then?
> > >
> > >
> > >
> > > Of course not.
> > >
> > >
> > >
> > > How come is it hard for you to believe that Publishers and
> > > Distributors, who run focus groups every week with real users (those who pay
> > > for the games we make) are wrong on that particular aspect?
> > >
> > > I did not say that they were wrong. I said that I believe that it
> > > isn't 100% assured that making a game that uses the keyboard will result in
> > > a total failure. And there are games out there that have been successful and
> > > use the keyboard. I'm thinking of Super Granny 3 who, according to casual
> > > games charts, has been +200 days on the top10 selling games, for instance.
> > >
> > >
> > >
> > > Of course, we are always talking about the downloadable games
> > > audience. Like I said before, keyboard control is doing well in web games.
> > >
> > >
> > >
> > > Ok. Then why wouldn't it do well on the downloadable audience? Is it a
> > > problem of the audience or a problem of the games they have to play? Or
> > > something else?
> > >
> > >
> > >
> > > Notice that I'm not against mouse only games. We're currently
> > > developing one game that has a mouse only input. What I'm a bit against is
> > > the fact that people may have no choice.
> > >
> > >
> > >
> > > I will never like green strawberries if I never taste them, right? Yet
> > > they might be better that the red ones…
> > >
> > >
> > >
> > > *Pedro Honório Silva*
> > >
> > > *Chief Financial Officer*
> > >
> > >
> > >
> > > *Ignite Games*
> > >
> > > Rua Cova da Moura, nº 2 - 2º Dto.
> > >
> > > 1350-117 Lisboa, Portugal
> > >
> > > T: +351 212 427 695 - M: +351 933 465 985
> > >
> > > pedro.silva at ignite-games.com
> > >
> > > www.ignite-games.com
> > >
> > >
> > >
> > > *From:* casual_games-bounces at igda.org [mailto:
> > > casual_games-bounces at igda.org] *On Behalf Of *Juan Gril
> > > *Sent:* quarta-feira, 30 de Maio de 2007 18:49
> > > *To:* IGDA Casual Games SIG Mailing List
> > > *Subject:* Re: [casual_games] Use of keyboard on casual games
> > >
> > >
> > >
> > > Interesting. How do you think Publishers/Distributor have come up to
> > > that conclusion that games should only use mouse control. Do you think it
> > > has been an arbitrary decision then?
> > >
> > > How come is it hard for you to believe that Publishers and
> > > Distributors, who run focus groups every week with real users (those who pay
> > > for the games we make) are wrong on that particular aspect?
> > >
> > > Of course, we are always talking about the downloadable games
> > > audience. Like I said before, keyboard control is doing well in web games.
> > >
> > > Juan
> > >
> > > On 5/30/07, *Pedro Honório Silva* <pedro.silva at ignite-games.com>
> > > wrote:
> > >
> > > I totally agree with Oscar here.
> > >
> > > I know that Publishers/Distributors tend to "only bet on the winning
> > > horse", which include really simple (yet amusing) games for their audience.
> > > Therefore the independent game developer companies tend to develop games
> > > that they often don't really enjoy doing just to satisfy the market's
> > > apparent desires.
> > >
> > >
> > >
> > > However, we at Ignite believe that an increasing number of people is
> > > getting more interested on different kinds of games, less simple, yet still
> > > amusing and entertaining. And many of those games have the need to use the
> > > keyboard or even a mixture of mouse and keyboard.
> > >
> > >
> > >
> > > Telling me that the 40 year old woman that plays casual games doesn't
> > > know how to play a game using the keyboard is kind of hard to believe. Even
> > > more when several good (and successful) games out there use the keyboard as
> > > their primary input.
> > >
> > >
> > >
> > > What I feel is that, as Oscar said, being a design issue, it should be
> > > left to the game designer to decide what way is better to play the game.
> > > Imposing these type of rules will only accomplish two things: independent
> > > game developers continue to develop games they don't like just to make some
> > > cash cows; at some point in time we'll have a subset of the casual market
> > > where we'll have "not-so-casual" games (pc downloadable) for different
> > > audiences (which actually will be the same people looking for different
> > > games).
> > >
> > >
> > >
> > > Honestly, such rules is clearly Publishers/Distributors rules and not
> > > game developers'. It will most likely level down the quality and variety of
> > > the games in the casual space. Leaving little space for innovation and new
> > > forms of gameplay. Or even worse, it's a huge investment on
> > > "keep-doing-clones" strategy that many game developers follow.
> > >
> > >
> > >
> > > Just my 2 cents…
> > >
> > >
> > >
> > > *Pedro Honório Silva*
> > >
> > > *Chief Financial Officer*
> > >
> > >
> > >
> > > *Ignite Games*
> > >
> > > Rua Cova da Moura, nº 2 - 2º Dto.
> > >
> > > 1350-117 Lisboa, Portugal
> > >
> > > T: +351 212 427 695 - M: +351 933 465 985
> > >
> > > pedro.silva at ignite-games.com
> > >
> > > www.ignite-games.com
> > >
> > >
> > >
> > > *From:* casual_games-bounces at igda.org [mailto:
> > > casual_games-bounces at igda.org] *On Behalf Of *oscar oscar
> > > *Sent:* quarta-feira, 30 de Maio de 2007 18:22
> > >
> > >
> > > *To:* IGDA Casual Games SIG Mailing List
> > > *Subject:* Re: [casual_games] Use of keyboard on casual games
> > >
> > >
> > >
> > > There are NO established rules that dictate a USER INTERFACE.
> > >
> > > Nor SHOULD there be.
> > >
> > > IT IS a conversation between the game DESIGNER and the game PLAYER....
> > > and that palaver is moderated by the DESIGN and INTERFACE... ANYONE who
> > > throws out RULES about how "This is GOOD" and "That is BAD" is taking steps
> > > to reduce the language by which we converse with those who would join us in
> > > the interaction.
> > >
> > > A designer would be wise to include as many viable options to join
> > > that conversation in the design phase...
> > >
> > > Design Permitting of course.
> > >
> > > oscar
> > >
> > > On 5/30/07, *Andy Fitter* <andy at morpheme.co.uk> wrote:
> > >
> > > I think either can be acceptable, many games only real work well with
> > > one and not the other. What your design should avoid, as it's one of the
> > > most painful experiences ever for me, is a game that is 98% mouse driven but
> > > then requires you to press space to exit a menu screen for example, or
> > > entirely cursor key driven but requires you to click a button with the mouse
> > > to start each new level etc.
> > >
> > >
> > >
> > > Forcing the user to un-intuitively switch input methods to continue is
> > > has to be one of the worst design 'features' you see in casual games, and
> > > you see it far too often.
> > >
> > >
> > >
> > > Andy.
> > >
> > >
> > >
> > >
> > >
> > > *From:* casual_games-bounces at igda.org [mailto:
> > > casual_games-bounces at igda.org] *On Behalf Of *Juan Gril
> > > *Sent:* 30 May 2007 15:50
> > > *To:* IGDA Casual Games SIG Mailing List
> > > *Subject:* Re: [casual_games] Use of keyboard on casual games
> > >
> > >
> > >
> > > Keyboard control is well accepted on web games (because of their
> > > audience), although i find that even those web games that use mouse control
> > > have a better acceptance.
> > >
> > > You are absolutely right that it is a design decision, so it is
> > > important to design the game for the right channel.
> > >
> > > Cheers,
> > >
> > > Juan
> > >
> > > On 5/30/07, *Jose Marin* <jose_marin2 at yahoo.com.br> wrote:
> > >
> > > Hi.
> > >
> > >
> > >
> > > This question could look a little silly, but I think it's very
> > > important:
> > >
> > > Every casual game must allow the user control the game via mouse, or
> > > it's ok to use the keyboard to that?
> > >
> > >
> > >
> > > It's a design decision, because some kinds of games could be more
> > > playable using the keyboard.
> > >
> > >
> > >
> > > What do you think about this?
> > >
> > >
> > >
> > > Regards
> > >
> > >
> > >
> > > Jose
> > >
> > >
> > > __________________________________________________
> > > Fale com seus amigos de graça com o novo Yahoo! Messenger
> > > http://br.messenger.yahoo.com/
> > >
> > >
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> > >
> > >
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