In the web design world, one of the biggest
contemporary trends is response design. In summary, it is a change of mindset
from “we need a desktop site, a browser-optimized version and a mobile app”
towards “we need a website that works across all devices”. This is achieved
using fluid layouts and a number of other techniques (see Wikipedia). Responsive
design makes content a first-class citizen, a position it rightly deserves. As
a bonus, this tends to lead to far less crippled mobile services (go find a
handful of news websites. Now, visit their mobile sites and see if their
comments functionality is still there).
The reason I mention responsive web design
is simple: it has made the web far less device-oriented. There are other positives but for the purposes
of this post, the moving away from designing for particular devices is
sufficient.
In our minds, simply porting your game to
another platform does not make it “multiplatform”. We see multiplayer games as games
that do not build barriers between players just because they happen to play on
a different platform. Games, where you can transition from one device to
another, using one account. Games, where the device is really just an access
point into the game.
We believe this “access point” thinking is
the future of serious mobile games. Unfortunately, it also makes user interface
design a far greater challenge than it would otherwise be. Now, if we had the
time and resources to design the interface separately for each “access point”
(desktop browser, tablets, mobile phones etc.), life would be easy. Alas, we
cannot. We have to design UIs which work on the entire range of devices our
games support. We must be mindful of available screen estate and make sure
everything is readable even in the smallest displays. We cannot rely on hover
effects because of all the touch devices. We must take note of platform
specific features (e.g. the availability or absence of a hardware back button). Good thing we don't mind challenging undertakings.
In the next post, I will talk about some UI
designs we have chosen and I will also go over some specific issues we
still need to tackle.
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