Reasons not to play a game on mobiles

I was looking at my devices today and tried understanding my game playing behaviour.

Out of the devices I use, my iOS device has more games than any other device. Next comes the Android and Symbian devices where I have some games installed, but have never played them (don’t know why!!). Out of all the current 100 iOS games, I only play around 4-5 very regularly and another 4-5 occasianally.

So what is it that gets me to download a game but not play it? I thought through some of the points and this is what I think.

1. Creative Inspiration – So we’ve played Fruit Ninja, Angry Birds and Cut the Rope on the iOS platform. Now, do we really need a game with the mechanics of Fruit Ninja, bird characters from Angry Birds and a name inspired by Cut the Rope?.
If you’ve played “Cut the Birds” and you’ll know what I am talking about (the game is now taken off the App store and has another version Cut the Birds 2). One of the primary resons why games fail to connect with users is that they lack originality and just end up being poor imitations of successful IPs.

2. Herd Mentality – Farmville created history with online social gaming, but then more games decided to follow suit with farm themes or similar “Click and Collect” mechanics. And were they successful? Probably yes, but for how long is the real question! I don’t remember the last time I played a Facebook connected game because of the “Follow the Herd” mentality used while writing concepts.

3. Game Tutor – As a casual game player, I really don’t like a casual game constantly throwing pop ups at me to teach me how to play the game. It breaks the flow and can be very obtrusive. I think a casual game should be self explanatory or atleast with minimum non-obtrusive teaching.
Help pop-ups may sometimes be necessary for games, especially strategy and time management games, which are competitive and require a learning curve to progress, so I’m not completely averse to them.

4. Forgotten Icon – Many times when I reach out for my device to play a game, I notice installed forgotten apps. And then when I recall them after looking at them, I wonder if it makes sense to ever play them again.
Forgetting to play an installed app is nothing but a result of an average game-play, designed to be non intuitive, and not great enough to get us engaged after the first couple of minutes initial play.
Prototyping and testing an idea with people trusted for feedback is the best way forward. Being open to criticisms is only getting better at designing and developing a better game.

5. User Experience – I was playing a turn based game against the computer AI recently. I won’t name the game, but the mechanics were as simple as Tic Tac Toe. However, everytime I was to play a turn or the AI was to play a turn, I would have a big popup message thrown in front of me informing me that it was my turn or the computer’s turn to play.
This is an example of a terrible User Experience design because it ends up irritating me/the player with constant reminders during every turn. A definate reason for me not to replay the game.

6. Buggy Pop-ups – What happens when I am playing a game (Chess for example), and I play my turn before the game can alert me of my turn. Now the game logic gets stuck at this point where it has my turn pop-up to display on screen but knows in the background that it is the AI who will play next. My game hangs at this point and I’m stuck staring at a game screen where I can’t progress. I have to shut down the game and restart it.
Will i play this game again? Only if it has an addictive game-play and value for time.

7. Noisy Screechy SFX – One usually plays a game when they want to take a short break in-between or after work or sometimes as a part of their learning process. Poor sound effects or background music really make me shut down the game even if I really need to play it.

8. Where’s the Entertainment – Some games just lack entertainment. And I can’t define this any further. Game development is a coordinated process and going wrong in any of the phases can lead to a non entertaining game.

9. Non accessibility of content – Today most games are sold through mobile app markets. iTunes gives the easiest access to download games irrespective of the iTunes version or the device OS. Similarly Android too offers ease of use of the Android Marketplace. For the others, it’s not been very easy at all times.

Mariam

About Mariam Dholkawala 187 Articles
Part geeky part quirky, I love writing games, travelling the world, trying new food and learning new languages. I am sometimes the designer, programmer and artist for some of my own games.

5 Comments Posted

  1. Interesting insight on a gamer’s perception of the various aspects in a game and his / her expectations from the game. A must read for all those trying to create the next Angry Birds clone. ๐Ÿ™‚

  2. Very interesting post…but a bit lengthy. I totally agree that out of some 10 games installed on phones we choose to play only 2-3 and rest we just install as it SOUNDS good but is most of the times copy of some originally hit game.

  3. Good blog with well written posts. I am surprised I did not come across yours. It came out of Page #1s, when I was googling to gather points why Unity3D is the current best choice for Cross-Platform 2D/3D Games on Mobiles.

    If I have anything at all to suggest for your blog, its just one. You can probably cut down the no. of categories ( May be merge Flash, Flash Lite, Flash Lite Asia into one ‘Flash’ category, i guess. I am pathetic at blogging,writing in general, by the way.. ๐Ÿ™‚ )

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