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The Potential of

Smartphone Controllers

in Local Multiplayer Game Design

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/ About Me

Alice Ruppert

Game Design | Programming�

Creating local multiplayer games for AirConsole

in Zurich, Switzerland

@AirConsole | @MaliceDaFirenze

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AirConsole

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  • Browser as Console
  • Smartphone as controller
  • Web-based: no apps
  • Free for players
  • Financed through ads

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/ Silly World Series

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  • 1-8 players
  • 6 minigames
  • 2 developers
  • Live since March 2016
  • More content to come!

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/ Why Smartphones?

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  • Spontaneity: No need to plan game sessions in advance
  • Cost: Requires no hardware that you don't already have
  • Versatility: Adapt your controller's contents to each game situation
  • Second Screen: Different info for each player
  • Unique input options: Swipes, gyroscope, etc.
  • High player numbers: Everyone can join

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/ Disadvantages

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  • No haptic feedback
  • Latency

Remember: Smartphone controllers != regular gamepads!

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/ Action vs. Non-Action

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“Is the input very time-sensitive?”

No

Yes

Players can look down and place their finger on buttons

Players use the controller blindly

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/ Non-Action

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  • Buttons can be small
  • Important information can be �shown on the controller screen

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/ Action

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  • Big buttons
  • Crucial information on big screen
  • Make use of unique inputs
    • Gyroscope
    • Swiping

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/ Game Phases

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/ We made mistakes too

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/ Untapped Potential

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Now

  • Camera
  • Augmented Reality?
  • Microphone
  • 3D Touch

In the future

  • More precise gyroscopes?
  • Less latency?
  • So much more

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/ In Summary

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  • Smartphones regular controllers.

  • Acknowledge strengths and weaknesses of touch screens

-> design around that knowledge.

  • Different in-game situations -> different controller interfaces

  • Future: Better smartphones -> more possibilities

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/ For further info

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/ Thank You!

Questions?

alice@n-dream.com | @MaliceDaFirenze

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