Game Development Reference
Here are the key points we covered in this chapter:
Design for short play and socialization. Most people play iOS games a few minutes at a time, so design
like they play. Many like to share their fun gaming experiences with friends; make that possible and easy.
Design for the medium and the market, and create pop music-style hooks. Design for the touchscreen, the
accelerometer, and all the other features that make the iOS unique and great; design for catchy gameplay
that hooks people who want to share the experience with others.
Design for unique familiarity; respect your players but guide them. Create new spins to well-known
genres and gameplay features; make it easy for your players to discover all the cool things about your
Design for fun (and growth) through analytics. Ask yourself what kind of gameplay behavior you'd ex-
pect to see if players were enjoying your game, and then use analytics to determine if your beta testers
are doing so.
Monetize freemium games. Offer regular special discounts, especially in bulk and on the weekend, make
some free goods better than for-pay virtual goods, try selling virtual currency instead of virtual goods,
and make your virtual goods make sense to the game.
Consider developing games smaller than 50MB for impulse downloads. iOS users can download a 50MG
game pretty much anywhere they have 3G/4G connection.
Go after new and existing players with carefully targeted ads. Test different kinds of ads to find the mar-
ket that not only wants to play your game, but pay for it. But remember, rather than always chasing after
new players, it's often better to re-engage your existing players who once paid for goods in your game
and might do so again.