Title: L4 - Game Challenge 10
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Resources

Challenge 10- CLICK, CLICK, CLICK…

The “click management” style of casual game, exemplified by Diner Dash, involves using a pattern that players already know (in this case, the pattern of seating and waiting on customers). The pattern is repeated, so that the player must keep track of several versions of it going at once. As levels progress, the pattern becomes faster, or more complex, or both.

Recognizing that many casual games use patterns we already know, your boss has asked you to identify one such pattern other than waiting tables. Design a game based on that pattern, and then create a few pieces of concept art and a non-digital prototype that will convey the basic design.

Components REQUIRED:

- Internet access for research
- Free version of Diner Dash for research on how patterns can get faster and faster and layer upon themselves
- Paper for concept drawings or components for prototype

Deliverables (1)

- Three separate Game design interface
- Non-digital prototype
- List of steps in the pattern, either noted on the concept art itself or on a separate sheet of paper

Suggested Process

1.       Choose a pattern.

Think back to Diner Dash. Flo, the star of the game, is repeating the pattern of taking orders, severing customers, and clearing tables again and again and again.  Think of another pattern that we repeat over and over and over. Stretch your imagination by considering hobbies, weird things people do, and things with multiple steps to them.  Highlight those that appeal to you.

2.       Detail the pattern.

For your pattern, write all the steps required to close the loop.  What exactly does the character and player have to do to complete one loop of the pattern?  Can the pattern be repeated in a round? The pattern should not be alien to the players.  Remember, casual games are casual for a reason.  The pattern should be familiar.

3.       Consider the feedback.

Click management is effectively your core mechanic of the game. The player’s ability to move from point A to point B to point C (as well as points in between, if necessary) is the key to success.  How will you signal what the player needs to do?  How will you signal when a point is ready for interaction?  How will you score the player’s progress?  How do you lose?

4.       Create deliverable.