When Asynchronous Multiplayer Makes Sense

Asynchronous (or online turn-based) multiplayer games let gamers play at their own pace. Maybe the classic example of this is Words With Friends – you play a word, send it to your friend, and wait for their response. These games take advantage of mobile users’ ability to play anywhere, for filling in those tiny slices of time that might otherwise be wasted. Not to mention, a group of people can play together despite never being in the same room or even the same time zone.

That said, this isn’t a new concept. The International Correspondence Chess Federation reports that correspondence chess may have been played way back in the 12th century. Chess is a perfect example of when asynchronous multiplayer games make sense – in chess, each move is hugely important, and there is a ton of thought that goes into each one. In mobile games though, asynchronous multiplayer doesn’t always fit the game.

When should a game implement asynchronous multiplayer? Let’s discuss.

Xbox SmartGlass and Forza Horizon: Cool Tech, When It Works

Forza Horizon logoBack in November 2012, Forza Horizon was one of the first games to get support for Xbox SmartGlass. If you’re unaware, Xbox SmartGlass is Microsoft’s “second-screen” technology for users to enhance their Xbox experience via a tablet. It’s cool stuff that I briefly talked about back in November when it first came out.

Forza Horizon is one of the seven currently-released games for Xbox 360 that actually supports SmartGlass – and the only one that I own – so I was excited to give it a try the other day. Its big feature in the game is to offload the map to your tablet, making it a little easier to navigate the game’s big open world. In my limited testing so far, this definitely falls into the camp of a promising technology that just doesn’t nail the execution.

Read on for more of my experience with Forza Horizon and Xbox SmartGlass

Super Stickman Golf: Accidentally Quitting Mid-Round

Main menu of Super Stickman Golf 2The original Super Stickman Golf by Noodlecake Studios is one of my favorite mobile games (links to stores available here). It’s a simple yet challenging way to pass a few minutes of time. Everybody likes mini-golf, right? Super Stickman Golf 2 picks up right where the first left off, adding a few new features and a bunch of new in-app purchase options.

Merits of the upgrade aside, there’s one particular issue with the game that hasn’t changed between the two versions, and it has caused me a tiny amount of grief a few times now. When playing a single player round, backing out to the main menu doesn’t save the player’s progress, and the game doesn’t do anything to warn them of this either. Just like Microsoft Word prompts users before leaving changes unsaved, games always should tell the player before they lose progress.

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Lost Cities: The Right Way to Build a Mobile Game Tutorial

Title screen for Lost Cities for iOSTutorials for mobile games have a difficult problem to solve. With console games, it’s likely that gamers will be in front of a TV, can hear the game’s audio, and be generally attentive. But mobile games could be played nearly anywhere, while the device is muted, maybe for just 60 seconds at a time, and maybe only occupying 50% of the users’ attention span.

So, tutorials in mobile games must be as flexible as mobile phones are. While games like Quento are simple enough to barely need a tutorial, not all games can get away with that. Lost Cities for iOS (iTunes link) offers the most flexible tutorial I’ve ever seen in a mobile game – there are no less than four different ways for players to get the rules of this game when they fire it up for the first time.

Ready to find out how amazing this tutorial is? Read on!

Final Fantasy XIII: Know Your Role (and Your Paradigm)

Title logo for Final Fantasy XIIII like the Paradigm system in Final Fantasy XIII. It’s taken me a while to get used to it, but I’ve finally decided that Paradigms are a good thing. It’s similar to the Dresspheres from Final Fantasy X-2 though you’re controlling all of your characters at once, as opposed to just one at a time.

Setting up your Paradigms effectively is an important part of the game. If you’re in the middle of a big battle and discover you don’t have the right combination of roles, it might be a long and painful fight. Despite there being only six slots for Paradigms, it’s still a minor pain to get everything setup correctly. And – here’s my primary issue with the system – every time characters are switched in and out of your party, all your Paradigms are reset, and they all have to be configured again.

Ready to find out more? Not sure what I’m talking about? Read on!