Monday, October 24, 2011

Gaming Invasion: Level 2

Welcome to the beginning of Level 2 of Gaming Invasion. In this level, I will explore some of the games that I have been playing lately due to the smart phone game explosion! The introduction of downloadable games for cellphones has created a whole new genre for game designers to explore, and with any new genre, a challenge for innovation. I will focus on two games in particular, 7 Little Words & Cut the Rope. Before getting into the objectives of the games and dissecting them, I feel like I should cover the limitations associated with cellphone games.

The most obvious limitation to a game using a cellphone as the console is the display size. Unlike with the now more traditional console based games using a television for monitoring, the average game must work with a screen around the size of an ipod, or smaller, in order to reach the majority of potential consumers. Of course, Nintendo released the Gameboy many, many years ago, but unlike a self contained system like a Gameboy, game designers are challenged to design games that can operate on multiple interfaces. In other words, Nintendo always knows their games will be played on their system whereas cellphone games must be compatible across a variety of phones, operating systems, and tablets in order to be successful. User interface is also very important, and cellphone games cannot overload the phones processor or resources to where it destroys the phones general functions or battery life. These are just a few of the many challenges faced by cellphone based game design.

The first game I'd like to review or dissect is the amazingly simple game (which is free) 7 Little Words. The concept is extremely simple, and borrows ideas from crossword puzzles, but it puts a new twist that makes it very fun. The game lists 7 clues, and then 20 "blocks" containing 2-3 letters. The object is to figure out the 7 words using the blocks which can only be used once each. It is an amazingly simple game, but I do love it for its simplicity. I do not have to devote my direct attention while playing the game as there is no real-time aspect. I can take as long as I want to guess a word. I find myself generally playing this game the most while performing some other action like attending class or having a conversation. I love this game because I actually learn new words when playing it and I can multitask while playing it.

The second game I play a lot is called Cut the Rope, and it is a bit more complex, but it is still simple enough to figure out within a minute or two at the most. The object is to make a piece of candy, attached to a string, hit 3 stars and then "deliver" it to a frog. Yes, it sounds very ridiculous, but it is very addictive and challenging. I'm not going to get into all of the variables, as it becomes more and more complex as you progress through the game. What I love about this game is the real-time strategy required to play it, and the fact that it is highly entertaining and you honestly feel a sense of accomplishment when you beat a level you've been stuck on for a while.

I cannot even imagine where the cell-game genre will be in the next 6 months or year, but it is a new and very exciting genre of game design. Even my mother plays games on her phone.

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