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  • Writer: Orcun Nisli
    Orcun Nisli
  • Mar 30, 2017
  • 2 min read

Updated: Sep 23, 2021


"Anytown - Garage Sale Monsters" is an Indie RPG which melts two distinct genres in one pot, while still abstracting them completely from each other: Card Collecting Game & Narrative Adventure. It achieve this abstraction by using distinctive spatial user interface iconography and keeping them in separate emotional settings with contrast moods. For this reason, game takes place in two different atmosphere that reflects these contrast moods of the game:


The Reality: It is early 90’s serene and almost boring town which the setting heavily based upon relationship between the townsfolk and daily emotional small events of their life. They all have unique motivations and problems. All look from different perspectives to the life they share. The real world has an emphatic and emotional mood where most of the drama and the magical moments exist. It majorly hosts the “Adventure Mode” and its related game elements. It involves intellectual and spiritual conflicts between possessing and letting go, meaning of life, death, family, love, etc.

The Imaginary: It is actually not exist visually, but staged in the dialogs of some weird costumed kids in town. These kids role playing as they are monster summoning wizards in this alternate setting. They all play a card battle & collecting game and they challenge each other by clashing their monster cards which awkwardly look like daily household stuff. They form different guilds and perform imaginative quests. This setting has a sarcastic and funny mood where most of the deadpan humor and absurd moments exist. It involves pythonesque events that criticizing many things, such as promotion of animal slavery in (especially Pokémon series) Monster Raising genre, RPG games that offer an annoying/grinding gameplay which heavily depends on compulsively collected possessions, clichés of the monomyth. It also ask cynical questions about contemporary game industry debates such as Free-To-Play, Gamergate, etc.

  • Writer: Orcun Nisli
    Orcun Nisli
  • Mar 27, 2017
  • 8 min read

While designing a game, it is very easy to get lost in the set of features that might fit into the project and over the time game would turn into a feature creep project with lots of mechanics or dynamics that doesn't create any harmony together. So all game design ideas need to pass through a filter which only allow the ideas that follow the direction the game focused on. This filter is a set of rules which called as "Design Pillars". Imagine the game experience as a building. These pillars are the very foundation of the building. Every single detail of the building must depend upon at least one of these pillars and any detail of the building must never contradict to any of these pillars. On this metaphor, the players are the residents of the building. In a building with thousands or millions of residents, without any suspicion none of a detail remains untouched. And for this reason, any unnecessary or conflicting detail would damage the pillars which keep the building together. On the game side, it would ruin the game experience, disturb the flow, break the immersion.

The design pillars below are the foundations of "Anytown - Garage Sale Monsters":

[Pillar 1] - Mobile Oriented

Even it will be available on PC and other platforms, unlike other story and exploration based RPG games, Anytown is a game which mostly focuses on Android and IOS platforms. Genre is 100% popular in PC and consoles and a solid fanbase is expected through Steam and other console platforms. None of these games exist on mobile platforms, because simply they didn’t thought as a mobile experience on the first place. We are very willing to take this opportunity/risk by thinking it as a mobile experience from the start.

[Pillar 2] - More by Less (Not Less is More)

Correlated to mobile device memory, storage and bandwidth capability limitations, game must offer more content with less graphics and sfx. Also another limitation is the screen sizes, which is commonly variant in mobile phones and tablets, so game must offer huge content in less space. To achieve these goals, game must very strictly choose its design, technical and artistic decisions.

[Pillar 3] - Interruption Is Forbidden

Mobile is a medium that an interruption from the external environment is inevitable. For this reason, game have zero tolerance to immersion breaking design choices. Flow must be never disturbed internally. Even if it is disturbed by external factors, game must offer a smooth adaptation chance back, anytime, anywhere.

[Pillar 4] - New Retro: Try To Embrace Before Innovate

Game must acknowledge the legacy games of the genre in both art style and game mechanics. All artistic and design choices must have a critical responsibility to keep the retro look and feel of the game. When the good-old game mechanics meet with brand new requirements, some design problems are always inevitable. As the first option, design choices must always try to embrace the disadvantages of the traditional genre by turning them into unexpected advantages. Only if these mechanics are conflicting with a better mobile experience and if there is no creative workaround, then these mechanics must be replaced by new and innovative alternatives. Mobile standards are not defined for this genre, so it is also a perfect opportunity to be the game that defines them.

[Pillar 5] - Choices Does Matter

It is important to understand that Anytown is a game about player choices. Every simple choice must have complex relations and results to experiment with.

Anytown is an RPG game that built upon daily tasks of a school kid such as have a breakfast, go to school, take lessons, return home, play with dog, eat dinner, go to sleep. Even missing all of these daily tasks doesn’t have any ‘Game Over’ condition. In Anytown, there are no wrong choices: the game never punish the player for their life choices, rather it rewards the player with different and interesting narratives for choosing their unique way. Anytown offers a unique, non-repeating adventure on each day of a full game year.

[Pillar 6] - Non Participating Is Still A Choice

Other than these daily tasks, Anytown massively include two abstract game play values: as an Nonlinear Adventure which allows to be played just as a story rich narrative game, or as a Collectible Card Game which involves tactical monster raising game.

When it comes to player choices, even it involves incomplete or non participation of the player, game must be flexible about it. These types of choices must be categorized as abstract modes with strict design rules. It is also important to carefully guide the player, how to recognize and avoid an undesired mode.

[Pillar 7] - We Are A Couple, Not An Army

Anytown is developing by a couple with almost-zero-budget limitation. Accepting free vision/advice from anyone is very critical. Resource management is very critical when taking such a risk. Every design decision must be limited to these resource restrictions.

Product Overview

The list below is the all artistic, technical, business and design choices decided through the process. Correlated design pillars are referenced for all decisions made.

  • Game must be playable on all casual mobile platforms that everybody own [Pillar 1].

  • No payment required to start playing [Pillar 1].

  • Absolute and one time payment is required to progress in the game (blocked by a single content gate) [Pillar 1].

  • Playable even in difficult to play environments and conditions (Bus, Office, Toilet, Bed) [Pillar 1, 2,3].

  • Playable even while offline (Metro) [Pillar 1, 2, 3].

  • Game must be easy to learn. It must be VERY easy to learn [Pillar 1]. Iterate the intro (first) level until it evolves into a simple but elegant one [Pillar 2].

  • Game must allow both vertical and horizontal orientation. Vertical orientation must be assumed as the main option for mobile phones to allow single handed game play with a single finger [Pillar 1].

  • Pacing adjustable by the player. Game stops when the player stops [Pillar ​1, 3]. No need for a pause button [Pillar 1, 3]. No reflex is required to play the game [Pillar ​1, 3].

  • Adaptable session lengths adjustable by the player. Can be played even for 2-3 minutes [Pillar ​1].

  • Game auto save-loads. Multiple save points is not a suitable option for mobile [Pillar 1]. Anywhere, even in a battle, if the game shuts down, it must restart in exact position [Pillar 3].

  • There is no permanent loose condition (Game Over) [Pillar 3].

    • If a critical (major) card battle is lost, there is always another chance to make it again that still keep player inside the quest [Pillar 3]. For a better pacing, making these battles available only on specific periods in the game calendar (ex: specific time of every day/week/month)

    • Sometimes punishments are allowed by returning player to a start point of a sequence of multiple battles (not in a “loaded back to a save point” fashion, but in a more diegetic way followed by the narrative) or by not giving a reward that dropped from random encounters [Pillar ​3].

    • There must be no good/bad narrative choices. All of the choices must award the player by an interesting variation in the story [Pillar 5,6].

    • There must be no single-way-earned awards. Narrative player decisions and multi-choice card battles must be awarded with variant-but-equivalent gifts that could be trade-able with lower conversion rates [Pillar ​5,6].

  • Anytown offers two separate fun all-in-one: Narrative and Card Battle. In both modes, the game must offer content-rich choices to the player [Pillar 5], but these two modes must be separated completely from each other and player must have a chance to play the game involving in both modes or only one of them [Pillar 6]. These two modes must be considered just as two different games that could be played in same game world [Pillar 6].

  • Considering the total separation of Card Battle and Narrative modes, surprise attacks/encounters designed for the Card Battle mode must be designed precisely [Pillar 6]. These types of surprise events must be triggered only in the areas and zones that was gated by another Card Battle/Quest NPC that player could choose to participate by free will [Pillar 5, 6].

  • Considering the total separation of Narrative and Card Battle modes, surprise events designed for the Narrative mode must be designed precisely [Pillar 6]. These types of surprise events must be generated only linked to a previous Narrative/Quest NPC that player could choose to participate by free will [Pillar 5, 6].

  • Every time player open the game, there must be a smart and skippable intro-scene like in TV series. It is a cutscene of important events happened before [Pillar 3]. This, “on the previous chapter of Anytown” intro help player to adapt back to the game between long mobile session delays [Pillar 1] and increase memorization of important characters in a shorter period [Pillar 2]. Side Note: This is an extra feature that could prolong development plan. It must be discussed to be considered after play tests.

  • RPG genre was always very popular in handheld consoles since good old Gameboy days to new Nintendo 3DS & PS Vita generations. Even though, all of these devices offers a built in 4-way input controller and action buttons (that also found a perfect ground in PC through keyboard keys). This input methodology is a sharp restriction for PC/Console/Handheld games of the genre. It makes harder to port them naturally to casual mobile phones. Anytown offers a new and deeply thought input model through native single finger tap / swipe gestures [Pillar 1, 4].

  • Zelda-like grid-based worlds are the early foundations of RPG genre, but it only offer interesting solutions for old handheld and console devices such as Gameboy and NES. Casual mobile devices allow diagonal interaction by touch and Zelda-like perspective is a burden for retro-looking games [Pillar 4]. For that reason crosswise isometric perspective chosen as a design choice to double the visibility [Pillar ​2].

  • Reliable visible screen area is square due to mobile limitations [Pillar ​1]. Sequences and cutscenes must avoid further spaces for important events [Pillar ​2].

  • Due to crosswise isometric perspective and a blocking hand of the player, south area of the camera has lesser visibility [Pillar 1]. This blindness increases, if the player prefers the horizontal orientation [Pillar 1]. Never use this space to introduce new characters and elements.

  • Considering a crosswise isometric perspective, using north for progress direction is vital. Also, traveling north instead of south would significantly reduce map sizes and allows more visible content in less space [Pillar 2]. Even so, traditional isometric north-east progress direction critically fails and needed to be replaced [Pillar 4]. Instead, north-west picked for progress direction, considering best-practices for mobile [Pillar 1]

  • Also as a reverse progress direction, south could be useful for hiding secret places and adding a mystery tone to some level designs [Pillar 4]. Dark toned levels such as ”Dark Alley” might be good examples to work with this idea. Progressing reverse to the south could help hiding some thugs and mystic strangers faces from the player [Pillar 4]. Long objects and walls could be also useful for hiding surprise events behind [Pillar 4]. It is important to hide these surprises from the screen direction, not from the avatars sight [Pillar 1].

  • Text should be as short as possible [Pillar ​2].

- NPC names are always 3 letter length.

- Monster and Spell names must be smaller than 12 letters.

- Monster abilities and spells are always 4 letter words.

- Dialog frames are limited by 75 glyphs.

  • Anytown is open to any sexual orientation on romantic narrative lines. It is achieving this narrative challenge by simply never mentioning about the gender of "You" and let the players handle this answer in their imagination as they wish [Pillar 2]. Player could wear/change any gender-specific clothes and narrative doesn’t branch to gender specific paths [Pillar 5, 6]. This design decision could be expanded in the future to more complex narratives, yet it require good research and resource limitations block any gender narrative expansion for now.

  • Even crosswise isometric perspective is widely used in games history, it is never thought as a dramatic composition tool [Pillar 4]. For instance, dual characters with reverse poses, which positioned in a crosswise isometric space or a lonely cross sitting character gazing in empty space might create an intense dramatic composition. Research is needed for similar composition techniques in movies [Pillar 4].

  • Writer: Orcun Nisli
    Orcun Nisli
  • Mar 3, 2016
  • 5 min read

Disclaimer

This proposal is solely intended for my personal experimentation on game design. It is not requested by or submitted to the OutPlay Entertainment. I have no connection or affiliation with them. So, have fun while reading it and feel free to drop any comments.


I had fun while comparing two games, as I discussed in “Farm Heroes Saga vs Mystery Match: Deconstruction Comparison” article, and I didn't stopped & decided to create a fake "Feature Proposal" about one of these games. As I mentioned before, Farm Heroes Saga is walking on the boundaries of being a feature creep game while perfectly staying behind the line. So it was a better idea to focus on Mystery Match to design a new feature...


UPDATE: I've also published this article in Gamasutra. If you have comments please don't hesitate to share.


Feature Proposal: Evidence Map

As I discussed in “Farm Heroes Saga vs Mystery Match: Deconstruction Comparison” article, Mystery Match is a match-3 game with a narrative grabber and a minimal economy & UI structure. As I analyzed, it fails to build early retention factors because of early grinding and lack of “call to action” models. Also, I criticized Mystery Match for not creating a powerful game narrative, while its story got stucked into short dialogue cutscenes (it should be noted, however, that increasing the text depth would not push the game on a better way). It works as a nice grabber, yet it lose its power even in early phases. In novelistic structure, Mystery genre builds upon a brain challenge between the reader and the protagonist (detective). Mystery Match misses to create such a challenge that would engage players in the product.


Therefore, a new feature is needed for enforcing the early retention and helping the narrative grabber. This new feature must do this job without touching anything about the hard currency and by adding as minimal UI as possible (to follow the Mystery Match’s design pillars). On this direction, I introduce a new feature proposal: Evidence Map.


Feature Specification

Evidence map is a new map mode where the layout is the same, but instead of level buttons, there are 3-4 bigger evidence spots with question marks placed on each episode (spots placed on the outskirts of the map, not on the main road). When the player plays any level that is close to an evidence spot, with a success chance (that is 100% on first two evidence spots and very high chances on early spots, decreasing gradually on each episode and by star rankings), player unlocks an evidence. The player gets the “New Evidence Unlocked!” pop-up message and the evidence map can be reached once the level map appears.

On the evidence map, player would match two random pair of evidences for a possibility of finding a clue that reveal the story more in depth and unlock new achievements. Same pairs could be matched multiple times to repeat narration. First two pairs of evidence are going to be unlocked automatically and a tutorial will direct the player to match the first pair. After first narration, bonus tutorial ends by teaching player how to push the same button to return back to normal map.


Player is free to continue to play the next level or get into the evidence map to explore the mystery further. This way, the game flow of match-3 experience is not disturbed by longer narrative intervals, yet, the mystery narrative gets more intriguing and therefore creates an additional retention factor for the players.


Also clues will be use rewards for call back to action. Every week player will be notified with a new hint which two evidences could be matched. This is a more engaging call than any usual action calls. Also this feature could boost the virality by building a community that share the evidence matches to each other.


With this feature update, only a small change will be occur over the old UI: The “Messages” button will be moved to upper right of the map screen and “Show/Hide Evidence Map” button will be placed instead of this button.


This feature will not unlock evidences to current active users automatically. They need to unlock evidences by playing the old levels they played before. But with a small trick they will have 100% chance to unlock their evidences on previous episodes. A new panel is going to introduce this new feature to current users when they open the game first time.


Functional Requirements

  • An alternate evidence map with no level buttons but 3-4 empty evidence spots on each episode over the map

  • “Show/Hide Evidence Map” button that change the map modes

  • “New Evidence Unlocked!” popup text that activates the new evidence over the empty evidence spot. It can be closed by just tapping anywhere and it will be auto closed after a short period.

  • Evidence buttons activates over the evidence map while respectful evidences are unlocked, this buttons work like checkboxes and they could be matched in any pairs.

  • At the bottom of the map UI, Two “match slots” become visible when the first evidence is selected. First slot shows the first selected evidence

  • Tapping over the first slot clear the first evidence selected and hide the “match slots”

  • Second “match slot” shows the second selected evidence when the second evidence is selected

  • If selected evidences match, the “match slots” starts glow animation, then after a second “match slots” disappears and selected buttons return to their unchecked states

  • If selected evidences not match, the “match slots” immediately disappears and selected buttons return to their unchecked states

  • If selected evidences matches together a popup text opens gives back matching feedback

  • A fast animated “Not Matching” popup text that will be shown when not related evidence matching done that could be closed by just tapping anywhere and auto closed after a small period

  • A fast animated “Clue Already Found” popup text that will be shown when a correct evidence matching done that could be closed by just tapping anywhere and auto closed after a small period

  • A fast animated “New Clue Found” popup text that will be shown when a correct evidence matching done first time that could be closed by just tapping anywhere and auto closed after a small period

  • New story screens after each correct evidence matching that could be repeated multiple times

  • New achievements on all platforms that unlocks after each new clue found

  • New tutorial screen for first evidence matching

  • New panel for introducing this new feature for existing players. It will be automatically opened once on game start.

  • New notification sended each week that gives hint about a random pair of matching evidences.

Validation Proposal

Major reason for this feature is increasing the early engagement and retention so, 1 week of testing the feature on a small group of new users (and possible iterations) would be needed before the actual validation process. Then actual validation must be done separately on two individual groups:

  • New users

  • Pay users

A/B Testing must be applied for both groups. Minimum condition for validation should be:

  • Increase on KPI’s for new users

  • All KPI’s must stay stable for pay users

These KPI’s are the expected to gain a boost with the feature and must be closely monitored during validation:

  • Sticky Factor (DAU/MAU Ratio)

  • Retention Rate and Churn Rate

Also some KPI’s must be closely observed especially on already pay users. By this feature, these KPI’s must at least stay stable:

  • DAU

  • MAU

  • ARPPU

  • Customer Lifetime Value (CLV) / Lifetime Value (LTV)

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© 2015 by Orcun Nisli. All rights reserved, so please try the lefts.

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