Gamemanifest – Diary 17 – Build a Complexe game on a simple Foundation

https://www.youtube.com/watch?v=j-kPr4hWZE8

My thought on building complexity based on a strong game mechanic foundation. Start simple, think about the triangle mechanic from „Rock, Paper, Scissors“ and go from a root as simple as this example. Add an mechanic and connect it to the already existing ones. Build from the minimum up to create a rich experience.

About me:
I create mobile games for living check my games.

The Sha Man
https://itunes.apple.com/en/app/the-sha-man/id733552273?mt=8

Sha Cat
https://itunes.apple.com/en/app/sha-cat/id797575987?mt=8

Thoughts about Complexity, Mental Growth and Simplification

Analytic thoughts about complexity
So complexity refers to a system/process, it is an accoumlation of many components/related elements.
One thing without any sub-components can not be complex. Because it’s just one.
So in order to be complex it needs many components or many consequences related to the elements within the system.
Overwhelming complexity results in a felt failure or creates an spark of motivation which we call „Interest“, the mental crossroad is a result of not directly being able to grasp the idea or not being able to mentally surround the system/process.

The observer’s reaction towards complexity
Depending on the observer this can be interpreted as challenge to complete the mental picture or turn away from it. The observer behavior is dependent on past experiences and their outcome. If the person is used/told to being able to grasp it or not. The second factor is the relevance of the system/process for future encountered events/happenings. Some observers mainly focus on forming own mental structures of an complex system/process in expectation to get a future gain/benefit out it. This can lead to disappointment which can result in future avoidance of such effort.
The third factor is the urge to play, mental forming of a complex system/process without having future expectation towards an outcome of the the activity. These attributes coupled with the unbroken natural urge to play is the most fluent and natural way of growth, growth defined as the accumulation of own mental models of many complex systems/processes which connect/relate to other previous self constructed images of complex system/processes, which may before even have been generally seen as separate/unrelated, this is what we call innovation. It requires a mind of no expectations and regrets and a playful attitude towards the most complex systems/processes.

Unifying Simplification
An easy way to simplify something is to hide the system/process behind a mask/symbol. Create a single element out of it, which some one can more easily save within her/his own mental library. All complexity is hidden behind this mask/symbol and can easily be accessed within one’s own mind. The whole depth and it’s details do not need to be known since the overall concept is grasped.

This freedom of deciding if one wants to dig deeper into the plentyful connections and levels of complexity is what makes it more attractive to the observer. It gained the possibility to be fun/play.

Challenge Curves and Emotional reward

My game is looking very girly but it had until last week mainly battles as content. So I figured how to put narrative sequences into the game without making them annoying or game flow breaking. (judged by my own opinion only so far)

Challenge Flow (Game mechanics)
So within each chapter I have 4 levels, in order to create a drama I increase the difficulty from 1 to 4.
Challange Game Design Curve
Ending most Chapters with a boss which means an enemy with more HP, which is a longer battle.
Together with some Dramatic music we have a gameplay chapter climax.

Problem: By playing trough I realized even if the challenge tension varies, the player still does  not get any breaks. And my game is very action oriented, it felt kind of exhausting.

Solution: So I decided to put Emotions Sequences in, a lot of game design knowledge today tells you that it is very bad to make „none skippable cinematic scene“ between the game flow. I disagree the point is simply they should not feel like interruptions, they should be introduced as rewards. I remember back then in a game like final fantasy it felt very rewarding to lean back after a challenging boss and look at the movie.

The 3 Main Story Sequences in Sha Cat (so far):

Intro (pre-level 1)
Create enter point to the drama and introducing the characters – showing their relation.
Sha Cat Romance iphoneSha Cat Drama iphone

Flash back – Baby Dragon Story (pre-level 4)
Create an emotional bound between dramatic past and the cute dragon eyes.
Dragon Sha Cat iphone gameDragon spide sha cat iphone game

Flash back – Birth of Love (pre-level 9)
Empathize the strong relation bound between the two cats.

Sha Cat romantic

Sketching silhouettes

Sketching silhouettes of the next cloth set’s for the powerful cat lady. I had the last 3 days a huge down, as an independent your mood swings can become very fluid, changing between feeling to be on the right path and fear tainting your hopes and motivation and temporarily taking away all your believe in yourself and work. But the sun this morning re-powered my system i’m now back on track.
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Cat Cloth Sets:
I already finished the first 5 of the total 10 clothing sets that I will ship with the release. These sketches are for the 5 missing ones.

6-Phenix Bird
7-Crocodile Hunter
8-Voodoo Priest
9-Samurai Warrior
10-Shaman Master

The Head pieces do increase the Chance to hit a powerful critical strike (*2 Damage).
The Body pieces do increase the health.
The Paw’s pieces do increase the scratch and spell damage.

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.
Image
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.

A cat game – The Internet belongs to Cats

I do it for the cats
Since we all know cats made us develop the internet so they can push their egos by making us spread videos of them online, I want to jump on this Trend, since it just doesn’t seem to stop..

A shamanistic Cat
Here a first Screenshot of my most recent project. Going into direction „cute“ combined with a touch of magic and action, thats the goal for my next creation. The female hero will be a cute cat, whose boyfriend get’s stolen by an evil Grandma. The cat will make herself on the way to save her love…

Screen Shot 2013-12-02 at 20.32.05

More soon!

Moving Forward – Learnings of the „The Sha Man“

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So I officially stopped investing time in promoting The Sha Man(iTunes) and see it as a first step which I had good learnings off.
It will stay in the Developer Portfolio in iTunes. So when ever I create a Success It will benefit from that and maybe get some Attention too.

The new project
Here a list of what I will do different and what I will do the same.

What I will do again:
I will be using Gamesalad to develop the Game and take 3-4 months developing time.
I will do my own Graphics, Sounds and Music and the same Core Gameplay again.
Marketing wise I will create a Twitter, Facebook Page and contact Youtubers for Gameplay Videos since I see them as an existential minimum if you want to be successful in the online world.

What I will do differently:
The Game will have a clear understandable level by level Progression Layer not as detached from each other as I had it with The Sha Man. As a new addition the Game will have a simple Narrative structure to give Player additional Motivation/Reasoning to progress. Overall I will go for a less „nerdy“ Game Setting and go a little bit more into the girly direction. I will change from full Price Game to In-app purchase model including an In-game Currency.
The end of the game will be left open for more Content, so I can patch new Content and over longer time create a News stream which I can push through Marketing Channels.

The next Game will get a real website, a one Page Website for the Game, like a business card with all links (iTunes, Blog and Social Media) this enables to practice search Engine Optimizations.
My Girlfriend has taken over a lot of PR Work and has created lists with cooperative press Partners. And another list where you can get cheap paid Reviews. We will send Promo Codes and Information to the press 2-3 Weeks before Release this Time. Additional I got a Tip of a Gamesalad Community Guy which suggested prMac for Marketing which I also will use.

More Details I will post here soon!