![]() Why ask? We often face a situation when it would be great to have beautiful sexy girls on our promo art. Sex sells? How an ancient principle works in the frames of Stores. In order to prove the point let’s look at the supermarkets of the following games: Give him more heroes, more buildings, more bonuses. As long as there’s something to achieve, something to do in the game – the player is yours. But if we decide hard and disconcertingly - the quantity will, definitely, win. Surely, it would be wrong to concentrate on the opposition that, actually, doesn’t exist at all. Quantity vs quality - what will bring you a million? And the potential will be growing within racing games and first-person arcades. 3D-games have potential, though: these are advantages in certain genres and its audience. Simply because it’s easier for the most of the developers to make a high-quality 2D-project. Interesting, isn’t it? What can we make of it?įirst, it doesn’t seem like the age of 3d has come yet. If we widen the range under the examination and look at top-30 of the top-grossing of the US and Europe we will see that in all stores outside the first ten positions some of the above mentioned projects start to appear, plus Minecraft and Infinity Blade. But I believe, it’s more about the policy of the store. The only Android exclusion is Temple Run Oz occupying the first place in the Amazon Store. ![]() The US and European Google Play didn’t see any 3d projects in their top-10 of the grossing. Asian chart seems to be a sort of a parallel world, though Injustice can be found there too. And there were no 3d-games in the European top-grossing. As for the US Injustice is the only 3d-project in the top. It needs to be cleared that I’m talking of a true 3d, rendering doesn’t count.Ī quick look at the Apple Appstore and we see that Subway Surfers, Real Racing, Injustice are the constant members of the top-10 of the grossing in Russia, making 30% of all top-10 revenue. I’ve reviewed the top-grossing in March and April while preparing for a conference. Tablets, powerful smartphones, hybrids… And now we can see 3d in the top-grossing of the stores. And then Apple emerged the market in 2007 with its iPhones. The games were highly admired, even awarded, but were never widely spread. Long ago, the appearance of the first smartphones gave an impulse for 3d-games to appear. So, all you have to do in order to raise usability and involve a user in the gameplay is to take away joysticks, put every detail on the screen and minimize the number of taps. For example, simple tapping allows you to manage game elements without any additional operations. So how can we explain the process of the interface integration into games? Most certain, the answer lies in the ever-growing capability of devices which developers have learnt to use. There are no additional screens here, the main menu is gone, the store and the settings come out as windows: ![]() Let’s look at the examples that can support this nervous system theory. Even midcore projects feel very easy to play. ![]() It’s integrated into the game and is a part of it! The interfaces of top-grossing games are of top class. It’s no longer an add-in used to manage gameplay. Nervous system is a part of an organism, threading through its structure, responsible for the functioning of its parts and of an organism as a whole. One can compare the nowadays interface with the nervous system of a game. All important buttons are flashing and semaphoring. All that he might need to change is already presented on the screen. All needless operations are removed a player is rushed into the game at once. Now the situation is contrary to that: the interface became the element of the game. In order to start a game we needed to click a lot and to change lots of screens. Two-three years ago we could see arrows and joysticks on the touch screen. If we take a look at the general picture, we can see the distinct tendencies in the interface design. Surely, the top has changed nevertheless, all the examples are still timely and, in my opinion, portray the general tendency. The article was prepared in the frames of a conference that took place in May. I’ve analyzed the art of the “champions” of the Russian, American, European and Asian iTunes Store, Google Play and Amazon, and want to share the regularities I’ve determined.
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