
Tiny Coffee Golem |

I'm considering taking on a project making an app based game. I'm contemplating what games have been successful and why. I'd like to incorporate as many of these factors into my design as possible.
1) Simplicity - the less complex the better. A lot of the more successful games begin with a very simple premise. For example angry birds is a slingshot combined with Jenga. Words with friends is scrabble, etc. Additionally, this is my first project, so simple is better for that reason. K.I.S.S. is in full effect for this project.
2) Easy to understand. falls directly into line with #1 and for much the same reason. People don't like things that take more than a few seconds to get started with. Also, simple interface.
3) Pictograph's instead of words. The idea of this is to increase market share. You can sell to countries that don't speak english, for example. Plus it's more whimsical.
4) Whimsy. People are willing to pay more for things that amuse them, even if it's amusingly stupid. Angry birds wouldn't be nearly so popular if it was just a slingshot and some blocks. This also carries over to sounds.
5) Mildly addictive. This is a behavioral science thing. I've got that covered. It's my background.
6) Sense of accomplishment. Helps with #5. Even though it's a game people want to feel like they're accomplishing something. Leveling a character, getting points, stuff like that.
Any other thoughts?

Rynjin |

7.) Free, but with Pay2Win or "Pay2StopAnnoyances" elements.
Cynical, but true. You're likely to make more money off a free game with microtransactions or a free game with annoying pop-up adds that go away in the paid version than you are just flat out going with a flat (even if it's small) up-front fee.
People are more likely to try a free game and then buy it later because they've spent time on it. If they've spent time on it, it must be worthwhile, therefore it's worth money.

Tiny Coffee Golem |

7.) Free, but with Pay2Win or "Pay2StopAnnoyances" elements.
Cynical, but true. You're likely to make more money off a free game with microtransactions or a free game with annoying pop-up adds that go away in the paid version than you are just flat out going with a flat (even if it's small) up-front fee.
People are more likely to try a free game and then buy it later because they've spent time on it. If they've spent time on it, it must be worthwhile, therefore it's worth money.
Do you think the same would hold true with a "lite" version. Say the first few levels before purchasing the full version for $1? First hit is free and all that?
Edit: then maybe some micro purchase stuff for special features. The "angry Eagle" is a good example of this.

Sissyl |

My view is that the reason for most Utterly Stupendous Successes is that they were selected as a marketing device for a big platform. Angry Birds being case in point.
I think it's a matter of getting measurably better, varied situations, and above all a short return on invested time. You get a certain amount of COOL/reward/whatever just for playing for three minutes.

Rynjin |

I think Sissyl hit the nail on the head. I know the reason I play so much Angry Birds (when there's an update anyway) is because I can pick it up and play it for two minutes and put it down without losing my place like a more meaty game would. The goal should be quick, cheap, entertainment, not necessarily to create a masterpiece of art.

Tiny Coffee Golem |

I think Sissyl hit the nail on the head. I know the reason I play so much Angry Birds (when there's an update anyway) is because I can pick it up and play it for two minutes and put it down without losing my place like a more meaty game would. The goal should be quick, cheap, entertainment, not necessarily to create a masterpiece of art.
Agreed.