Easy to learn hard to master

Easy to learn hard to master

This is one of the famous game designer phrases that gets slammed right in your face if you put your nose into the gaming industry.
It is primarily referring  to game mechanics, but also can be put in relation to the overall game experience. Since your overall game challenge curve should also rise from the bottom up.

For me good games have game mechanics with depth but almost none intial confronting complexity therefore they are easy to pick up.

Example Street fighters:
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Depth Layer 1: Hands on! You can just start playing the game by mashing some buttons, you don’t have to understand what a single button does and immiediet can start bash the shit out of opponents.

Depth Layer 2: The basics! You will get an advantage by learning what each button does and getting a feeling for the timing and the range of your moves.

Depth Layer 3: Mastery! Due the exact timed button combinations you can fire off powerful combos and transform yourself into a wild tornado of destruction, which rewards your time investment into the game.

Time Well Spend!
Beeing able to become better at a game, or to accumulate more virtual goods is an important key motivator for long term player engagement.
You want to be able to show off your time spent (very phylsophical).

My newest Game Project – Update!

Here some screenshots of what I was able to do during christmas and new year in-between family and friends time.

-Polished the shop and the character upgrade screen.
-Added DMG values, Crits, Gear that effects Stats of the cat.
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-Added the first spell beside of the regular claw attack. FIRE PAWS!
-Added Energy shield skill which costs 1 SHA(energy) and is activated by tapping on the cat.
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-Created together with my brother varies music themes.
-Energy System feedback added. Spell costs if a spell is purchased are shown like  „-2“ floating away from the bubble. Also It shows feedback if you have to less energy to trigger the desired spell. NOTE: Energy in my game is called SHA.
-A lot of sounds have been added.

My brother starts doing the music for my app games

So my brother started to create the music for my app games! He normally does beats for rappers (using the name Biggie Ballzh) and studies Audio-Engineering. It’s really cool to work with the own brother and professional sound equiptment.

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https://twitter.com/biggieballzh

The Sha Man New Intro Loop
He created a new intro loop for The Sha Man, I updated the screen once more. As soon the christmas holidays are over and apple opens their service again Im going to hand in the new version.


(and yeah I fixed the spelling mistake in this game screen, „music“)
(names added as mental reference, since I don’t have a logo or such)

Marketing Channels Update and Creating a Mental reference!

Just a small update/note of what Marketing Channel I’m currently running.

Screen Shot 2013-12-28 at 02.16.33

-This beautiful Blog, gamemanifest.wordpress.com
-Twitter which still represents The Sha Man Game but soon will change to the new Project.
https://twitter.com/TheShaManGame
-Youtube Channel, I will run my own, because I think it can be a very powerful tool. I still have to create the Channel Intro Video. http://www.youtube.com/user/Shmaitotem
-The Facebook Page I share public as soon I reveal the name of my new app/game.

I don’t have a Development Team Name or Logo!
Right now I do my games without any reference to the developer, me. I have no brand, logo or visual representation that could stick in the mind of people. That’s pretty alternative and maybe also dumb. Even due it appears very egocentric I thought about labeling my games simply with my name in the beginning. „DAVID ZOBRIST PROUDLY PRESENTS..“

Thats pretty much it for now.

Testing iAd of apple

Since today and until the first days of 2014 I run a small banner Advertising for The Sha Man, I invested 100 Dollar and I’m already looking forward to what will be the result out of this investment.
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I do not really understand how  CPA and CPC work, even after I checked the definitions on wikipedia( I read rough), here the copied answeres in short form:

CPA (Cost per Action)

  • CPA = Cost to obtain a conversion

CPC (Cost per Click)

  • CPC = what you pay to get a click on your ad

Update 27.12.2013
So the campaign does not really seem to run well, I guess it has to do with the CPA to CPC setup I created. But the good thing is the money is not spend until the target actually is achieved. So I will just change the parameters if there is no big change until next year. (1.1.2014).

Update 30.12.2013
Still no big changes..

Update 13.01.2014
No real result on downloads or general attention towards „The Sha Man“, conclusion is fuck that shit.
iAd doesn’t work for me.

My Mother and Grandmother testing Oculus Rift

My mother and grandmother testing out oculus rift with the roller coaster simulation running. Pretty intense reaction, unfortunately I missed the first once before I realized I should record that.

That’s obviously impact full and I really think they should combine Oculus Rift with Emotiv Systems the brain wave reading headset that let’s you map thoughts into commands, check this guy is moving his mini robot by thought.

So we should be able to create virtual realities where you can totally move by sight, head direction and thought by now.
And then we put our bodies in these floating tanks and drift off.

Cat game Progress Update

Shaman Cat -Work in Progress – 19.12.13 

My cat game makes nice progress, even due I spend a lot of time on social media spreading the word about my game and my blog. This unfortunately also leads to a lot of tapping on random time wasters. Channeling the own focus mainly on what has to be done requires a lot of self discipline.

As I write this I’m sitting in the train from Berlin Germany to Zurich Switzerland my home. In my cabin is sitting a girl, using the same macbook air model as mine, both MacBooks are placed on this small table in the middle of the cabin, that looks pretty important and fancy. So using this adjectives let’s have a look at my newest game project.

Chapter 1: My stolen love

Each chapter of the game will be a separate screen with a narrative title and a lightly animated background, from here you have access to the 4 levels which each chapter contains.
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Narrative wise the first chapter is all about chasing behind the evil granny which has stolen the boyfriend of the female cat hero. Gameplay wise the player will learn the basic game mechanics and get the first additionally spells within this chapter, rounded up by a boss fight at the end of it.

So far I plan to kick off the game with 3 chapters, resulting in 12 levels. I will create a certain play duration for the game by having the difficulty rising dramaticaly from the second half of chapter 2 upwards. Leaving the player with levels he has to try multiple times over and over again to complete them. I also plan to patch new chapters to the game, over a time span of at least 3 months, which will be additional 3 chapters, resulting in total 6 chapters and 24 levels. Patching content after release has a few benefits, the community will be able to identify more strongly with the game because its still growing and developing, each time a game gets patched the game rises up in search engines and you can feed your created marketing channels with updates and news which will keep them alive and hopefully expanding.

Battle gameplay foundation

The gameplay is design wise similar as in my first game #TheShaMan. But this time there will be 2 modes the player can switch between during battle.
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The regenerative and offensive mode, depending on the acive mode the available spells will change, the player will need to switch between them to be successful. Additionally there is a new energy system, the player builds up 1 energy for each standard attack (claw bash) all other spells cost energy. My goal is to make the spells really empowering and the choices as meaningful as possible.

Games and the existential Threat

What are digital Games?
Games are nothing less as the total sum of the human achievement. They combine mathematics and logic with inspiring visual Art, Music and Sound and directly interact with the human psychology, they let us experience something which is beyond our reach and let us temporarily transcend our mortal deathly flesh to emerge with the experience itself. that let us transcend Digital games are the manifestations of our imagination, we become able to share our inner worlds in a form never possible before and this lets us experience „the other“. Games directly appeal to our psychological wants and needs and reveal  them. Games have a major impact on the entire tree of technological evolutions and their influence will grow, Games are the number one reason to drive IT hardware performance further.

Urge to play – Testing Limits without existential risk
The urge to play is the flip side of the coin to existential threats.
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Species play to develop their understanding of their circumstances, meaning they develop skills and explore alternative options without running into a existential risk of doing something wrong which could result in death. So its only a game as long the result of failing isn’t threatening.