Update 21-03-2008: I’ve added some images of slides to allow for some more context when reading the text.
This is a rough transcript of my lecture at GDC Mobile 2008. In short: I first briefly introduce the concept of experience design and systems and then show how this influences my views of mobile casual games. From there I discuss the relation of casual games with the trend Generation C. Wrapping up, I give an overview of some social design frameworks for the web that are equally applicable to mobile social gaming. As a bonus I give some thoughts on mobile game systems mobile metagames. The talk is illustrated throughout with a case study of Playyoo—a mobile games community I helped design.
- I’ve included a slightly adjusted version of the original slides—several screenshot sequences of Playyoo have been taken out for file size reasons.
- If you absolutely must have audio, I’m told you will be able to purchase (!) a recording from GDC Radio sometime soon.
- I’d like to thank everyone who came up to me afterwards for conversation. I appreciate the feedback I got from you.
- Several aspects of Playyoo that I use as examples (such as the game stream) were already in place before I was contracted. Credits for many design aspects of Playyoo go to David Mantripp, Playyoo’s chief architect.
- And finally, the views expressed here are in many ways an amalgamation of work by others. Where possible I’ve given credit in the talk and otherwise linked to related resources.
That’s all the notes and disclaimers out of the way, read on for the juice (but be warned, this is pretty long).
Continue reading Designing a mobile social gaming experience for Gen‑C