2012–02–16 Release Checklist and “Polish”
Originally posted on landoblog.com [now deprecated] on February 16th, 2012. Retrieved courtesy of Wayback Machine — Internet Archive.
What makes a great game? Many things, engagement, artwork, immersion, controls, difficulty ramping, positive feedback, and a million more things.
Now, what makes a successful game? I can tell you now, this is an entirely different question. First, let’s define what successful means. If success is specifically a financial success, then there are three key factors at play, at least for the mobile market.
- Discovery
- Retention
- Monetization
A number of things can be said about each, and sadly, nothing is really related to gameplay here. Indirectly, yes, but overall, a design for a blockbuster iOS game can be built specifically as a tool to make money. Now, this does not mean a game is bad, but it’s a lot more design and a lot less freedom than some other more traditional models.
Next question: what sets a great and successful game apart from the rest? My answer is polish. Polish is the extra 200 hours put into a project to make sure the colors are perfect, the button are aligned perfectly, the animation is exactly the right length. These are what a “great” game consists of, thousands of little tweaks to define an experience. these might include:
- Perfect spelling and wording with any text.
- Buttons that have all needed states (up/down/highlight/inactive).
- Transitions between different views that infer the meaning and structure of the game.
- Animations when part of a view changes, such as rotation.
- Background animation when in menus, related to game status, device orientation, etc…
- Background sound effects and music for game and menus.
- Startup animation from splash screen.
- Multi-orientation themed splash screens.
- Button click noises that are contextual.
- Tutorial that is self paced and interactive or otherwise unknown to the user.
- Text is always on a background or somehow differentiated element.
- No standard interface elements used directly without customization.
- Always anti-aliased text.
- No solid colors without a texture or gradient.
- All items have standard and expected interactions (swipe, taps, etc).
- Minimal language use, pictorial is preferred.
- Localized for words and images.
- Views animate together and hold some kind of form (like flipsides).
- Any waiting should have a progress indicator and description of what is happening.
- Processes should happen in background, never lock the app interface.
- Help text when needed.
- All navigation and help text is as short and concise as possible.
- Options for turning on and off sounds, etc…
This is a good start for polish, but separately, there is another list of minimum requirements for “polish” of the business requirements of a game:
- Multiple language checks
- All orientations available
- Working with/without network connection
- Reachability works properly
- Working on each device type/resolution
- Icon sizing correct for all possible uses
- Backgrounding of app
- Phone call interruption at any point
- Operation during phone call/VoIP/etc
- Compatible with devices with no gps ability
- App works with Location services, push notifications, and address book access disallowed
- I18n text input
- Auto rate functional and correct URL
- All analytics actions recording
- Crash reporting through email functional
- Crash reporting tied to analytics
- NSzombies deactivated
- Tested on previous OS versions
- Device restrictions are set
- Privacy policy written and posted for ads and analytics used
Executing every item on both checklists is the first way to ensure your (otherwise perfect) game has a fighting chance for a top spot in the app store.
