Understanding Energy Systems


Energy seems to be hated by designers and players alike, so why does it endure as the hallmark of casual F2P games? The fact is that whilst it’s a crude mechanic, it’s also an efficient one, delivering several functions in one easily implementable feature.

This isn’t a defence of energy systems – I’ll follow up with a post on ways of replacing them – but without something fulfilling these roles then it’s unlikely you’ll make a very good game. I’ll talk about energy and timers fairly interchangeably here as they are both pacing systems that function remarkably similarly.

The four main reasons that mobile designers use energy systems are:

  1. Habituation
  2. Content pacing
  3. Monetization
  4. Strategic choices

1. Habituation
The primary reason that designers use energy systems is to encourage players to play as long and as frequently as they would like. The amount of energy gives an easy way to fix the…

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The Emotion of your Art/Product

In every Art form you communicate with people more or less consciously deepening on your understanding of yourself.
Even if you do very flat art for the portrait objects sake only – you communicate that with it.

The more people can relate to your Art the more success you have.

Keeping your communication as Universal as possible can there for be the key to your success.
All Humans can be driven by emotions, since they sit much deeper in us as everything evolved later.

Emotions can press through that prefrontal cortex construct, what we call our personality and paint yourself fully in the colour of that Emotion. In other words they have to power to fully overtake you.
The stronger your Art/Product can immerse the consumer in that emotion the more of a pull you can build.

Seek for the most simple way to achieve the strongest emotional expression first.

Think about your favourite Song rather than your favourite movie.
They are short but very expressive resonating with your current emotional state, creating that permission slip to discover that emotion deeply with outer guidance and pulling you along, stimulating thoughts and dreams as well as actions.

So as a creator you want to create that product that appeals to a very specific emotion in a broad enough communication form and way to reach as much people as are drawn to it. FIgure out what emotion your product represents, this is an ongoing process and should be redone after you created the basic construct.

As your mental model may not match to what you actually have created.

Once you figured out what you have in front of you try to align every further component to that very emotion, enhancing and supporting that defined emotional core.

Working on new Gaming Apps with Sabba Keynejad

Busy with Sabba Keynejad making awesome new games.

Filling iTunes with beautiful design and perfectly simple gameplay.

My collaborations with him so far:

threeicon pewdiepie pug david sabba 300tennisiconicon
Three Points


Ace Tennis

Goal Keeper

1 Power – iPhone -> Live

Hammer down your taps and unleash your true power, step by step. Compete with players all over the world.

-Gameplay that will grow your biceps
-Visualy trippy
-Get caught in the hypnotizing spiral and tap wildly on a glass screen

Free Download:

Gameplay Trailer:

Music: https://www.youtube.com/watch?v=d_ZwOHzMByE

Licence: http://goo.gl/ZSoZf

1 power apple game tap 1 power game record score 1 power gameplay

1 Cruise – iPhone Gameplay Trailer

One of my 3 upcoming iPhone games this weekend.
1 Cruise -Featuring Music by @audioPad  youtube.

The Game will be available from the 28.6.2014 on.
For iPhone exclusive! (Android is for poor people)

Game Info:
Cruise through a vibrating world, as long you can. Gain power and become more effective. Enjoy the trippy graphics. Compare your result with players all over the world.

1 Cruise – iPhone Gameplay Trailer