Important information

This site uses cookies to store information on your computer. By continuing to use our site, you consent to Steel Media's privacy policy.

Steel Media websites use two types of cookie: (1) those that enable the site to function and perform as required; and (2) analytical cookies which anonymously track visitors only while using the site. If you are not happy with this use of these cookies please review our Privacy Policy to learn how they can be disabled. By disabling cookies some features of the site will not work.


The Question

By , on October 7, 2013
Last modified 11 months, 4 weeks ago

Hello there loyal Appspy readers!

I want to thank everyone’s contributions to last week’s question. The consensus seemed to be that Djrella659 hit the nail right on the head with his suggestion. It’s a bit of a game design question, but I think since this is an iOS site, framing it in relation to the strengths of the iOS platform will yield interesting results.

The question is: What kind of game would you create for iOS if you had the knowledge and resources to do so?

I’ll be giving my answer on Friday. As someone who has plenty of game ideas and has been teaching myself to program to make them a reality, I’m confident in providing an interesting answer.

I’m also confident that our readers will provide interesting answers as well. I am looking forward to reading each one.

Till Friday, happy apping all!


Comments

Avatar
WavingPeople 11 months, 3 weeks ago

I'd love a game that's easy to pick up, easy to play on-the-go yet entertaining to spend a few hours on it. I'm going rougelike for mine.

Imagine Rouge Legacy or Spelunky: the environment changes every time you play, the various weapons you can pick up have vastly different mechanics and control schemes (swipe, certain finger gestures, tilt, etc.) to keep the gameplay interesting.

Different stages and different obstacles on the way requires strategic planning build up to boss battles that really test the player's combat skills.

As far as themes go, I love me some fantasy games. Not enough Fable-like games these days I'd say. The armours, the monsters, the chickens. All that good stuff.

Avatar
DarkScience 11 months, 4 weeks ago

Well I too would go big budget game. With the teasing GameCase images looking fantastic, IOS could be on the brink of transforming bringing my fav genres 'properly' to IOS!

My game would primarily be first person with third person options a little like deus ex, I also like the idea of top-down as in COD strike team (though i've not played it. So some hybrid of this.

Futuristic / fantasy setting - shadowrun looks like its got the right idea.

Pace of the game would be slow / mid paced, I sometimes thing that MC 4 was a bit OTT and you just frantically shot anything that moved. I would make this a lot more realistic, 1 shot kills for head and heart shots, crippling shots for knees etc and the same counts for the player.

This would mean every shot you took would be carefully calculated otherwise you stood to loose a lot - think thats the only way to instil caution when playing games like this.

My game would have character customisation with good / bad reward points that affects your progression as in starwars KOTOR for example, and there would be a rich and rewarding upgrade powers / skills system. I love levelling up so this would definitely be in there too.

The weapons available would focus on stealth so as to not be detected, but they would be novel - example; nano bug gun - fires a near invisible swarm of nano bugs that you control as they fly to your chosen target, you control the flight till they hit target killing them silently.

I would opt for the higher price tag and no IAP, and multiplayer of some kind for a fully featured package.

Story line would have to be deep and intriguing thriller / scifi / fantasy type of thing.

Well thats my 2 cents worth! Let me know what you think!

Avatar
Jastootie 11 months, 4 weeks ago

I would go all out and make a big production Action RPG game. Something like a Zelda title, with more emphasis on a complicated and rewarding battle system, with RPG elements. There would be lots of towns, and a story like Chrono Trigger. It would have good graphics, NO IAPs, but a lot of media coverage beforehand. Let the price tag be high. I'd be confident players would be willing to pay for a quality game. So what if it's not another cutesy physics puzzler or high score auto-runner. By deciding to produce art and not a cash machine, you have to accept that your game won't appeal to every demographic. And besides, those types of games are already saturating the App Store (and sadly by extension, this site).
I don't care if it will take me 4 years to get this game right, it will be worth it. The folks making Oceanhorn have the right idea. Let it simmer to perfection. Squash all the bugs. Get the gameplay mechanics down right so it's addicting, evolving (regular sprinkles of novelty as you progress), and fits perfectly for the input type of iOS. Heck if I had the knowledge and resources, I'd design my own peripheral dual stick controller for iOS gaming where my quality title would be the killer app, thus transforming the mobile gaming industry.
Don't forget the music. Our devices are capable of handling good quality music, so might as well take advantage of that opportunity. Again, Oceanhorn is hitting the nail on the head by contracting Nobuo.
And I can't stress how important an engaging story would be key. I wouldn't something convoluted, something too detailed or alienating to the majority...let it be written by a great writer! I have the resources, right?

I guess my point is, these idevices are powerful, and very capable. The touch input is far more sophisticated than on the 3DS or Vita. The screens are capable of HD quality, which is leaps and bounds from the 3DS. And there are far more mobile units in people's pockets than the other two dedicated gaming consoles. So why not use this great power and make more high production games? I think developers are looking historically and seeing that it's a big risk, and they don't usually fare well. Simple and straightforward games bring home the dough. Fine. But that doesn't mean there's room for big production games to succeed on idevices! I think most of the failures of the past failed because they weren't properly designed specifically for the platform. That's why porting doesn't always bring in the numbers you'd expect. An iPhone is not a PC or a 3DS. It's worth designing from the ground up for the platform, just like they did for the Infinity Blade series.

Anyway, that's my two cents.