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Chapter 1: Building Great iOS Games
Distilling the ingredients of fun
There’s no secret formula, ingredient, or blueprint for making your games
fun. The hints and tips in this section help, but ultimately the only way to
make a game fun is to tweak it until it’s right.
Most players find games fun if they feel in control, can establish some pat-
terns of play, and find that they’re occasionally surprised by some element of
the game. When you design a game, think through how to accomplish these
characteristics of fun.
Giving a player control
When designing a game experience, figure out what the player controls. If an
aspect of the game isn’t controlled by the player, ask yourself whether the
player could control it, even indirectly — and if he can’t, would the game
work without it?
Giving the player control can be a complex process and can take a lot of
development time to fully implement. However, you can “cheat” in a couple
ways and still have the player feel like she controls more than she actually
does. For example, in the role-playing game Mass Effect, players can choose
the flow of conversations by selecting the next line that they wish to say.
However, having every conversation branch into every choice is simply too
many options for the game developers to cover, but reducing the number of
choices reduces the amount of control that they wanted the players to have.
The solution that the Mass Effect developers chose is quite elegant and
simple: Instead of showing the exact line that the player’s character would
say, the game shows the intent of the next line. When the player chooses an
intent, the line that their character would speak would be close to, but not
quite, the text that the player chose.
The upshot of all this was that the developers could re-use lines of dialogue
for different intents shown onscreen. By creating the illusion of choice, the
player feels more involved; but in reality, the game developers didn’t have to
do any more work than they needed to.
Surprising a player
One simple way to add surprise is by adding random events to your game
design. The venerable game Missile Command has a very simple rule set:
Missiles fall from the sky, and the player must shoot them down. The fun
comes from the random speed and direction that missiles fall. Players don’t
have infinite ammunition and can’t afford to recklessly shoot everywhere, in
hopes of getting every missile at once. The challenge (and surprise for the
player) becomes anticipating where and how the missiles fall.
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