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Faculty of Technology and Society

Department of Computer Science

Master Thesis Project 15p, Spring 2016

Malmö University

Game Design Patterns in Endless Mobile


Minigames

By
David Cao

Supervisors
Dimitris Paraschakis

Radu-Casian Mihailescu

Examiner
Jeanette Eriksson
Contact information

Author
David Cao
E-mail: cao.david@live.de

Supervisor
Dimitris Paraschakis
E-mail: dimitris.paraschakis@mah.se
Malmö University, Department of Computer Science

Supervisor
Radu-Casian Mihailescu
E-mail: radu.c.mihailescu@mah.se
Malmö University, Department of Computer Science

Examiner:
Jeanette Eriksson
E-mail: jeanette.eriksson@mah.se
Malmö University, Department of Computer Science
Abstract
Mobile apps have emerged ever since the smartphone has been established
into most peoples everyday life. Almost half of those available apps in the app
stores are mobile games. We study game design patterns specically for endless
mobile minigames, as they are one of the emerging categories. This genre has
become popular in the app stores with its unique characteristics which include very
short play session iterations and its minimalist design. Game design patterns are
focused on the interaction with the player and provide knowledge and experience
with regards to games in general. Not only are they benecial for game designers,
but also for developers, practitioners and possibly researchers, as patterns provide
a common terminology to share information between dierent professions.
We conduct a case study including ve example games and analyze endless
mobile games to identify and create genre specic game design patterns. We search
for commonalities and major aspects of endless mobile minigames to facilitate the
production of such games for developers. To conrm our results, we implement
a prototype of an endless mobile minigame, which is then evaluated through a
survey.
The result is a collection of game design patterns based on our cases. The
questionnaire reveals which of those patterns are relevant and should be considered
when developing an endless mobile game. The result outlines that game design
patterns are considered supportive when designing a game, however requires ad-
justments and revisions.

Keywords. game design patterns, mobile, innite, endless, game, minigame.


Contents

1 Introduction 1
1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Goals and Research Question . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 Limitations and Delimitations . . . . . . . . . . . . . . . . . . . . . . . 3
1.4 Outline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

2 Literature Review 4
2.1 Mobile Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.2 Endless Game Genre . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.3 Metrics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.4 Consumer Behaviour . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.5 Game Design Patterns . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.6 Gap analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

3 Research Methodology 8
3.1 Case Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.1.1 Inclusion Criteria . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.1.2 Data Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.1.3 Presentation of the Results . . . . . . . . . . . . . . . . . . . . 9
3.2 Design and Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.2.1 Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.2.2 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.3 Survey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.4 Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.5 Threats to Validity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

4 Game Design Patterns 13


4.1 The ve cases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.1.1 Drill Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.1.2 Doodle Jump . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.1.3 Temple Run 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.1.4 The Line Zen . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.1.5 Crossy Road . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.2 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.2.1 Game design patterns for endless mobile minigames . . . . . . . 17
4.3 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

5 Prototype of an Endless Mobile Game 39


5.1 Implemented Game Patterns . . . . . . . . . . . . . . . . . . . . . . . . 39
5.2 Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
5.3 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
5.4 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
6 Evaluation 43
6.1 Game Design Patterns Evaluation . . . . . . . . . . . . . . . . . . . . . 43
6.1.1 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
6.1.2 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
6.2 Game Enjoyment of Brick Hit Evaluation . . . . . . . . . . . . . . . . . 53
6.2.1 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
6.2.2 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

7 Conclusions 57
7.1 Thesis summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
7.2 Regarding the research questions . . . . . . . . . . . . . . . . . . . . . 57
7.3 Validity of results and limitations . . . . . . . . . . . . . . . . . . . . . 58
7.4 Future work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

Appendix A - Game Enjoyment Questionnaire 60


Appendix B - Game Design Pattern Questionnaire 62
References 64
List of Figures

1 Google Play Store - "New Top Game" Apps Ranking, February 1st, 2016.
Endless mobile minigames are marked with number 1 and 2 . . . . . . . 2
2 Evaluation plan of RQ1 and RQ2 . . . . . . . . . . . . . . . . . . . . . 12
3 Case 1 - Drill Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4 Case 2 - Doodle Jump . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
5 Case 3 - Temple Run 2 . . . . . . . . . . . . . . . . . . . . . . . . . . 15
6 Case 4 - The Line Zen . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
7 Case 5 - Crossy Road . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
8 Pattern "Endless mode" example. Source: The Line Zen - The game
continues until the blue ball hits a red obstacle/wall. . . . . . . . . . . . 18
9 Pattern "Quick progressive diculty" example. Source: Doodle Jump -
The game increases its diculty after time by adding more monsters and
less platforms to jump on. . . . . . . . . . . . . . . . . . . . . . . . . 20
10 Pattern "Random level generation" example. Source: Temple Run 2
- The last piece of the level is always randomly generated (land, gap,
tracks, water) the further the player is advancing. . . . . . . . . . . . . 21
11 Pattern "Protagonist" example. Source: The Line Zen (left) - The blue
ball is the main actor in the game. Temple Run 2 (right) - A person
running represents the main actor in the game. . . . . . . . . . . . . . 23
12 Pattern "Obstacle" example. Source: Crossy Road - Obstacle trees
(static) on the left and vehicles (dynamic) on the right are highlighted. . 25
13 Pattern "Supporting object" example. Source: Drill Up - The spinning
discs are used as platform for the player to advance in the game. (Color
highlighted) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
14 Pattern "Currency" example. Source: Crossy Road - The coins are ran-
domly placed throughout the level and are being added to the total num-
ber on the top right. . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
15 Pattern "Challenge" example. Source: Crossy Road - The challenge is
to jump on 12 lilypads to receive a coin reward. (Color highlighted) . . . 31
16 Pattern "Character selection" example. Source: Temple Run 2 - The
characters can be selected in the store. Some are only available through
a real money purchase. . . . . . . . . . . . . . . . . . . . . . . . . . . 32
17 Pattern "Mini tutorial" example. Source: The Line Zen - A quick intro-
duction for the player when initiating the game. . . . . . . . . . . . . . 34
18 Pattern "Leaderboard" example. Source: Doodle Jump - The leader-
board shows all highscores. Doodle Jump uses its own leaderboard in-
stead of the Google Leaderboard Api. . . . . . . . . . . . . . . . . . . . 35
19 Pattern "Store" example. Source: Temple Run 2 - The store oers power
ups, coins and characters that can be purchased through real money or
virtual diamonds from the game. . . . . . . . . . . . . . . . . . . . . . 36
20 Brick Hit gameplay screenshots . . . . . . . . . . . . . . . . . . . . . . . 41
21 Question 1: "For how long have you been developing mobile games?" . . . . 43
22 "Please check all patterns that you think are a must to create an endless mobile
game. (meaning if you left them out, it wouldn't be an endless game)"
Blue highlighted = Mandatory ("Essential"), Not highlighted - Optional ("Not
a necessity") . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
23 "Game design patterns can be a good way for a developer team to share
common terminology and know specically what component the other is talking
about." . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
24 "Game design patterns can support developers in the creation phase of an
endless mobile game." . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
25 Developer questionnaire: "The prototype "Brick Hit" represents the game
design patterns for endless mobile games well." . . . . . . . . . . . . . . . . 48
26 Player questionnaire: "The game Brick Hit ts to this denition of endless
mobile games?" . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
27 "If you play mobile games, for how long have you been playing?" . . . . . . . 54
28 "If you play mobile games, how often do you play?" . . . . . . . . . . . . . 54
29 "If you play mobile games, how long is a single session usually?" . . . . . . . 55
30 "The game would be better with levels and no endless mode." . . . . . . . . 56

List of Tables

1 Pattern description summary . . . . . . . . . . . . . . . . . . . . . . . 38


2 Pattern implementation table . . . . . . . . . . . . . . . . . . . . . . . 40
3 Pattern evaluation summary . . . . . . . . . . . . . . . . . . . . . . . . 44
4 Pattern grading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
5 Brick Hit game enjoyment summary: Number of votes from 25 participants. 55
1 Introduction

Over the last decade smartphones have become an essential device in everyday life and
work. Its processing power and touchscreen have furthermore enabled a new type of
gaming experience. The distribution of apps is eminently facilitated through the public
availability of app stores and the new concept of free apps/games. In this research we
specically focus on game design patterns of endless mobile minigames. This type of
game is relatively new and has spread over the last few years. Hence the term "endless
mobile minigames" is not globally established and has been scarcely researched [23].
One of its main characteristics is a quick gameplay. One iteration usually takes no
more than twenty seconds to a couple of minutes. The player attempts to score as many
points as he can until a certain event happens which triggers the players defeat. The
player usually does not require a tutorial or a handbook to be able to play. Thus endless
mobile minigames seem very attractive to smartphone owners as they are short-lived and
oer a way to socially interact with people from around the world [21].
Iconic endless games that have gained popularity are Temple Run, Doodle Jump or
Flappy Bird. All of them record a download number of at least 10 million downloads.
The app stores nowadays are lled with millions of apps. Some of those manage to
reach the top surface of the rankings in the popularity/paid/free category while some
end up with no downloads at all. This is no dierent when related to the endless mobile
minigame genre.
Oh et al. [13] have studied the appealing characteristics of mobile games and claimed
that high image quality, communication in terms of sharing scores and an attractive
design play a vital role in the success rate. Similar results were stated by Park and
Kim [17].
Our research aims at supporting the development of those games by creating unique
pattern guidelines of endless mobile minigames.

1.1 Motivation
The market for mobile apps has been growing exponentially ever since Apple and Google
both published their app stores (iPhone AppStore and Android Market, now Google Play
Store) in 2008. The demand for mobile apps and games has steadily increased ever since,
which leads many developers to this domain. Although the market is highly competitive
and about one third of the apps in the app stores are games, many endless mobile
minigames keep climbing to the top of the recent app store rankings, see screenshot in
gure 1.
For us it is interesting to see how such a minimalist genre of mobile gaming can
have such a huge impact. Many apps of this kind are deciently created and lack good
quality, since it is an emerging genre in the mobile industry. Game design patterns can be
useful to game designers and developers. They provide a problem-solution approach [1],
with which it is possible for dierent professions to exchange information using the same
terminology and language. Especially in the initial creation phase of a game, patterns can

1
Figure 1: Google Play Store - "New Top Game" Apps Ranking, February 1st, 2016.
Endless mobile minigames are marked with number 1 and 2

support determining the feasibility of a game by providing experienced driven information.


Also previous research on the genre of endless games in combination with game design
patterns is nonexistent and therefore requires a scientic approach to pave the way for
game developers and respectively designers. Hence we believe that the mobile game
industry may benet from our study.

1.2 Goals and Research Question


In order to assist game developers creating an endless mobile minigame on smartphones,
we attempt to create generalized game design patterns for this game category. Our goal
is to create a common language to help game developers that are focusing on this genre.
Consequently our research questions are:

o Research Question 1 What game design patterns specic to a set of endless mobile
minigames can be identied?

o Research Question 2 How can game design patterns specic to endless mobile
minigames be applied in a real-usage scenario?

To answer these questions we conduct a literature review, elaborate several case studies,
surveys with game app developers and accordingly conclude game design patterns for
endless mobile minigames.
Afterwards we implement a prototype mobile game using some of the inferred game
design patterns to validate our results. Seesection 3 for an extended description of our
research methodology.

2
1.3 Limitations and Delimitations
We limit our research to the literature review, case study and design and creation that
we conduct. To validate our research we try to aggregate as much data from the chosen
cases as we can. To the best of our knowledge there is no peer-reviewed literature
specically about endless games in relation with game design patterns, hence our studies
aim to set an initial and basic foundation to start with. However we did nd a number of
peer-reviewed studies on mobile games in general which we considered when synthesizing
the foundation of our research [13, 14, 20]. These studies focus on mobile game behavior,
as well as general characteristics of mobile games. The aim of those research papers was
specically referring to all mobile games. A distinction of game genres of dierent types
was absent. Our focus on endless mobile minigames sets our work apart from previous
research, which have related to all kinds of genres. This study does not present a manual
to develop a game software in a specic programming language. We focus on patterns
and elementary characteristics of endless mobile minigames. Our time constraint reaches
out to 4 months of consecutive work.

1.4 Outline
This research is structured in seven sections. We start with a literature review in chapter 2
to depict the current state of the art. Section 3 describes the methods that we have
used and how we evaluated our outcome. Chapter 4 presents the results of our case
study, followed by chapter 5, which explains the prototype that we have implemented.
Chapter 6 contains the evaluation results. The thesis nishes with a conclusion and a
prospect in chapter 7.

3
2 Literature Review

This section covers our literature review regarding mobile games in general, the con-
sumers behaviour regarding mobile games and game design patterns for mobile games.
The purpose is to extract viable information that can aid us in designing and developing
an endless mobile minigame. More importantly we identify the content of research papers
and pick out their strengths and weaknesses to determine a gap. We critically evaluate
the studies and motivate our research question by investigating what information is avail-
able and what is still absent in current literature. We begin with background information
regarding mobile games in general, then take a more specic look into the endless game
genre. To investigate more in player interaction, which game design patterns are focused
on, we discuss metrics and consumer behavior related to mobile games. In the end we
present what is known about game design patterns and what their strengths are, to be
able to adapt them to the endless game genre.

2.1 Mobile Games


Typical video games have been around for a couple of decades. Ever since they have
established themselves in the entertainment industry. Millions of mobile games have
been uploaded to the mobile app market in the last few years along with the rise of
smartphones. The number of mobile gamers is estimated between 400 million people
and the mobile market itself had an approximate value of 5.4 billion dollars already in
2008 [18]; the period of time when the app stores from Apple and Google have just been
released.
Mobile games dier from traditional video games in a way that a new kind of expe-
rience has emerged. One reason is the smartphones touchscreen which allows swiping
gestures and interactions instead of plain buttons as in traditional video games [2]. An-
other reason is that one is not required to commit a vast amount of time on one mobile
game [21]. Mobile games can be played while standing outside waiting for a bus, sitting
inside of a waiting room at the doctor or any where else one could imagine. Therefore
the lifetime of a mobile game is usually short-lived in comparison to previously known
video games. The benet of playing video games is often times indisputable, although
they have proven to enhance creativity and stress release from the real world [6].
From a game developers point of view, things have changed as well. The opportunity
of becoming a game developer has increased [9]. The only requirement is a computer, a
smartphone and programming knowledge. Endless mobile minigames is a subset category
of mobile games which some small businesses and developers have focused on. They
oer an easy way of monetization and are fast to create [11]. Monetization can either
be done by selling the app in an app store for a small amount of money or in-app
advertisement, which for example Google AdMob oers expenseless.
Previous research has only provided a slight amount of information when it comes
to endless mobile games. Therefore we have adjusted our research questions to ll this
gap, which we believe is important in the current mobile game domain.

4
2.2 Endless Game Genre
An endless game is a concept in which the player is theoretically able to score points
innitely. The objective is to achieve as many points as possible by repeatedly interact
against the game over trigger. One example is the game "Temple Run", the player plays
until his character collides with an obstacle1 . In this case the game over-trigger is the
life bar reaching zero.
Endless games can be implemented in many dierent ways: endless runner, endless
yer, endless avoidance and basically every kind of interaction that can be repeated in-
nitely [15]. To create more variety in the game, it is common to use a random algorithm
to generate level obstacles [15] which the user has to overcome (see section 2.3 for more
information). The crucial feature here is that the diculty of the game progressively
is increased in a short period of time. The smartphones touchscreen has simplied the
controls for mobile games [2]. In fact many endless games cope with only one single
tap, which controls the entire gameplay, such as the game Drill Up (see section 4.1.1).

2.3 Metrics
Medeiros et al. [15] have elaborated a study about balancing a level in an endless runner
game. Its main characteristic is that the game character runs in one direction and
attempts to collect coins or/and avoid obstacles in order to reach the furthest distance
possible.
To assure maximum enjoyment and adequate rewards while playing, they used metrics
to identify what characterizes a balanced level [15]. An example for a barely balanced
level is one where the user does not enjoy acquiring rewards or overcoming the obstacles
of that level. However Medeiros et al. [15] have solely investigated in an endless runners
level balance, which is only a segment of endless games. Hence we plan to further
advance the theory behind this genre and give a more complete insight through our
game design patterns.
Other metrics involve the players enjoyment while playing a mobile game. To de-
termine decisive factors, Sweetser et al. [22] have elaborated a study, in which they
investigate the players habits. They have dened eight elements which are viable: con-
centration, challenge, skills, control, clear goals, feedback, immersion and social inter-
action. In the following you nd a brief description of each metric.

Concentration The player should be able to focus on the game without being dis-
tracted.

Challenge The game should be adequately challenging and progressively increasing.


Skills The game should require an amount of skills, that one can develop through
playing.
1 Temple Run: https://play.google.com/store/apps/details?id=com.imangi.templerun

5
Control The controls of the game are supposed to be intuitive. A manual of the controls
should only be necessary when having complex controls.

Clear goals The goal of the gameplay should be clearly noticeable and leave no uncer-
tainties.

Feedback The player should be rewarded according to his achievements in the game.
Immersion The player is supposed to experience the game and get less aware of his
surroundings. It should emotionally involve the player.

Social Interaction The support of sharing the highscore with others through social
APIs increases competition throughout players.

These factors [22] are important to consider when creating a game in general. Al-
though not related to endless mobile games in specic, the aforementioned metrics
provide insights that might be useful when creating the patterns and the prototype.

2.4 Consumer Behaviour


To create a successful game, it is necessary to understand its players. Many remarks
related to the gameplay do not show up until the game has been tested in the market.
To gure out who exactly likes to play mobile games and under which circumstances,
Seok and DaCosta [20] have elaborated a study about video game behavior in which
they have analyzed the relationship between personality and mobile gameplay habits.
For this purpose they have conducted a questionnaire with 2600 participants from
Seoul, South Korea. 1409 participants turned out to be active mobile game players as
they played every day. 65% reported that the longitude of a daily game session was 30
minutes or less and about 69% stated to prefer free games over paid games [20].
When asking the participants what mobile game they like the best, they mentioned
"Temple Run" (created in 2011 by Imangi Studios) on ranking number one. Temple
Run is an endless runner game exclusively for mobile devices and has reached over 100
million downloads. It is also placed in the top 50 ranking of the apps that have been
downloaded the most. This complies with the statement that a coherent and attractive
design supports the success factor of mobile games positively [17]. The demand for
short-lived games is high and seems to steadily increase. Hence our research question
focuses on popular endless mobile games to ensure that players are fond of the gameplay.

2.5 Game Design Patterns


The purpose of game design patterns is to share experience and knowledge amongst
game developers and designers. They are used to implement the game design and
also facilitate game analysis [14]. It is therefore advisable to identify the components
that dene and exemplify a game genre [8]. An approach to do so is extracting game
design patterns from existing games and their concepts. Björk et al. [8, 1] have stated a

6
generalized way to describe the attributes of a pattern in games, which involves following
5 attributes:

Name A unique, specic and idiomatic name that summarizes the pattern.
Description A precise and descriptive explanatory of the pattern. It can include a
statement about the game that implements the pattern and mention examples.

Consequences This section describes what disadvantages the application of this pat-
tern might cause and what other events can be expected. Cost and benet are
considered and alternatives discussed.

Using the Pattern This attribute is meant to help a game designer/developer to take
decisions that are common when considering this pattern.

Relations Related patterns are discussed. These can be inherited patterns or subpat-
terns that are directly connected to this pattern.

This approach can also be applied to the mobile context and oers a facile method to
depict game design patterns in mobile games. Naturally we are required to modify the
proposed concepts to adapt to our context, as this is only a generalized pattern. So
far, literature has not provided any evidence on doing so in the endless mobile minigame
domain. This is where we are trying to expand knowledge by adding game design patterns
for endless mobile games.

2.6 Gap analysis


The app stores already contain a vast amount of endless mobile minigames. Nevertheless
there is not much information on how to design such games and what characteristics they
comprise. We have ascertained that game design patterns do exist in current literature.
They apply to general games by all means, however they only comply with our needs
for our emerging genre to some extent. The endless mobile genre is rarely represented
and only conceals a small segment. Therefore dedicated developers do not have a
structured procedure and guideline to follow in order to produce an uniform/coherent
endless mobile minigame. This gives us the opportunity to tackle this matter in our
study and add on additional knowledge concerning endless mobile games in relation to
game design patterns.

7
3 Research Methodology

This chapter provides an overview about the used methodology to gather and interpret
data. The table below depicts the two research questions fromsection 1.2 and the as-
signed method for each question.

RQ Case Study Design and Creation Survey


RQ1
RQ2

In this section we describe how we conduct the case study, create a prototype and
validate the results with a survey. This section closes up with a discussion about threats
to validity insection 3.5, in which we critically address concerns that might aect the
validity of our results. We compare each of our chosen methods to others, which we
have not taken into consideration with a brief argumentation.

3.1 Case Study


A case study is utilized to provide context to a certain event, process or activity [5]. In
our study it refers to mobile games which we analyze in order to reveal characterization
elements of endless mobile minigames. We have chosen to conduct a case study since its
primary advantage is that we can collect data and relate it to multiple specic cases [16].
The case study is from an exploratory and descriptive kind. Our case study investigates
what game design patterns can be observed. Therefore we require multiple cases that
t our context. Each case represents one endless mobile game, which is thoroughly
elaborated. Hence we believe that other research methods are less adaptive to our
study.
An alternative approach would be the conduction of systematic interviews or focus
groups with dedicated developers. These developers should have a focus on mobile
gaming and experience with endless mobile games. The reason we have not followed
this approach was the rare availability of those developers and our lack of contacts
with persons from this eld. Therefore a case study with systematic observation of the
patterns is the most eective and benecial method respective to our time frame.

3.1.1 Inclusion Criteria


We examined ve endless mobile minigames from the current Google Play Store. Before
we decided to select a specic game, we have dened what characteristics it should have,
in order for us to consider it in our research. Therefore we arranged following inclusion
criteria:

Innite scoring A viable attribute of endless mobile games is that the player is able to
score points innitely.

8
Short gameplay iteration Although the game is theoretically innite, the gameplay
should incrementally become more dicult and challenging the more points are
scored. We chose cases in which one game takes less than ve minutes.

Minimum downloads We chose games with at least 100.000 downloads in the current
Google Play Store. We ranked these as success factor of a game as well as positive
feedback from the players, see next item.

Positive reviews We chose games with at least a four-star rating, on a one to ve
star scale. We assumed that games with less stars are not suitable as their "fun
factor" is not as high.

Release year We chose games developed in 2014 or 2015 to assure their compatibility
to the latest smartphone rmwares and technology.

These criteria items helped us nding representative mobile games that comply with the
endless genre. To nd suitable games, we browsed the app categories of the Google
Play Store and selected adequate examples with respect to our inclusion criteria. A
description of each case can be found in the case study section 4.

3.1.2 Data Analysis


From the cases we obtained commonalities, which characterize an endless mobile game.
This acts as our foundation on creating a structured enumeration of patterns for de-
velopers and an example game which embraces all conducted game design patterns. In
order to achieve this we thoroughly played the games one by one and transcribed all
observations. Finally, we compared the results of each game and assembled a list of
common characteristics. Every case is systematically observed in following order:

1 - Menu We examined the menu regarding its options. Some features might reveal
an incentive for players to continue playing the game.

2 - Gameplay We observed the game mechanics itself by playing.


3 - Game Over We observed the game over screen to detect other possible incite-
ments.

3.1.3 Presentation of the Results


The results is a collection of game design patterns that have been assembled through
the case studies. Each pattern is described with the following set of attributes and
descriptions. This facilitates the comparison of amongst patterns. The following 9
attributes are depicted for each pattern.

Pattern Name Title of the pattern.


Requirement Describes under what circumstances this pattern can be applied.

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Description A detailed denition of the pattern describing the problem and how to
solve it.
Consequence What is the consequence of the pattern being used and what trade-os
and respectively benets it implies.
Duration Describes when the pattern appears and for how long.
Example An example is depicted to represent a practical implementation of the pattern.
Emergence Denes in how many of the case study examples did this pattern appear.
Relevance A statement about the patterns necessity in endless mobile games. Is it
mandatory ("Essential") to be implemented to be categorized as an endless mobile
game or is it optional ("Not a necessity")? Note that this classication is a result
of the questionnaire, not the case study. However we have included this attribute
to give a more complete view, when developers read the pattern descriptions.
Relatedness to other patterns How it interacts with other patterns.
These attributes have partly been inherited from Davidsson et al. and Björk et al. [14, 1].
The attributes "Name, Description, Consequence and Relatedness" have been adopted.
The "Requirement" and "Duration" attributes are originally depicted in the "Descrip-
tion" as well, but to achieve a better distinction between the content, we have separated
them into individual attributes. The "Example" attribute has been replaced with the
original "Using the pattern" attribute from Björk et al. [1], which now describes a con-
crete implementation of this pattern. The attributes "Emergence" and "Relevance"
describe in how many cases this pattern has appeared from the case study and if the
pattern is mandatory to implement when designing an endless mobile minigame.

3.2 Design and Creation


After we have completed the case study, we used the generated game design patterns
to implement an endless mobile game. We followed a design science approach called
Design and Creation. This method is used in the computer science context in order
to create an IT product, also called "artefact" [12]. The reason we have decided to
conduct this approach is that we wanted to implement a prototype which complies with
our research problem for a practical purpose to answer RQ2. The result of this method
is an "instantation" type of product, which represents a working artefact. Thus we
have discarded other methods since we believe Design and Creation is the most suitable
approach.

3.2.1 Design
We used the game design patterns which we have accomplished from the case studies to
design our game prototype. This step heavily relies on our previously examined research
and is therefore an important step to validate the applicability of the patterns.

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3.2.2 Implementation
We worked with the game engine Unity 5 which uses C# scripts to implement functional-
ity. The reason we selected Unity 5 is that it oers many game related functionality. The
popular endless runner "Temple Run" was developed with Unity, which is a 3D game.
Another example is a 2D game called "Bad Piggies" by Rovio which also made use of
the aforementioned game engine. The outcome of this step is a working app which is
executable on Android smartphones above OS version 4.1 (Jelly Bean). Another game
engine that we have considered is called "Buildbox". It focuses specically on endless
games, but is also limited to that genre. The reason we have not selected Buildbox as
our game developing tool, is that it does not require programming, which narrows down
exibility when creating the gameplay. We could conrm this after installing and testing
the Buildbox 30 day trial, which is equivalent to the full version.

3.3 Survey
To assure that the created game design patterns are useful and applicable to endless
mobile minigames, we conducted a survey and determined if the created patterns used
on the prototype have been successfully implemented.
A survey is a method which is used to collect similar typed data from a group of
people. It should be executed in a standardized and systematic way to ensure that we
can conclude our results from [12]. The reason we used a survey is the structured way of
acquiring user specic input/feedback. The participants should be regular smartphone
users and optimally play mobile games casually. The result is used to determine the
games "fun factor". A secondary survey involves developers, that have experience in
the mobile game eld. From the results we hope to ascertain whether the new game
design patterns are useful when developing an endless mobile game and if the prototype
is pertinent to its genre.

3.4 Evaluation
Since we are following a design science approach (seesection 3.2), we need to evaluate
our built IT artefact. Oates [12] has depicted three types of evaluation approaches: proof
of concept, proof by demonstration and real-usage evaluation. We chose the proof by
demonstration approach to assure that our created concept/results can be successfully
implemented as a working game app. The survey mentioned in the sub-chapter before,
therefore helps us to evaluate both game design patterns and the applicability of those
in the prototype. Figure 2 gives an overview of our evaluation plan with respect to our
research questions from section 1.2.

3.5 Threats to Validity


Since there is a vast amount of endless mobile minigames, which we are not able to
examine entirely, our created game design patterns are limited to the ones that are

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Figure 2: Evaluation plan of RQ1 and RQ2

chosen for the case study analysis. The validity of the game design patterns therefore
depends on our choice of games. To generalize the results, it is advisable to pick several
examples. Palena et al. [16] question the reliability from generalizing from only a few
case studies and assuming that they are representative. Therefore we attempt to examine
as many cases as possible in our time frame. Also many researchers still consider case
studies unscientic and less rigorous than surveys, since qualitative research is viewed
not systematic enough [16]. Hence we dene a structured specication when performing
the case study.

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4 Game Design Patterns

To answer research question 1 and identify game design patterns, we systematically


observe ve games. Therefore this chapter shortly depicts the ve cases that we have
selected for the case study. Each description introduces the general gameplay and some
background information of the respective game. The inclusion criteria, that we have
considered in the selection, can be found in section 3.1.1. All of the games are currently
(March 2016) available in the ocial Google Play Store and can be downloaded on
Android devices. The observation structure of the cases is described in section 3. The
evaluation of the patterns is depicted in section 6.1.

4.1 The ve cases


4.1.1 Drill Up
"Drill Up" was developed by a mobile game company called Ketchapp1 . It has reached
about 250.000 downloads after 4 months after its publication in October 2015. The
gameplay involves the main character, which has to elevate his height by jumping onto
spinning disc platforms, see gure 3. The character jumps straight forward to the
direction of its head as soon as the player taps the touchscreen once. For each disc, one
point is added to the total score. The game progressively gets harder by fastening the
gyration of the discs and lava that is approaching the main character from the bottom
of the screen. The game over condition is only reached when either a disc is missed or
the lava has touched the main character.

Figure 3: Case 1 - Drill Up


1 Drill Up: https://play.google.com/store/apps/details?id=com.ketchapp.drillup

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4.1.2 Doodle Jump
"Doodle Jump" was created by Lima Sky in 20092 . Until now it has reached a total of
15 million downloads. The gameplay involves the main character which repeatedly jumps
from platform to platform to reach the highest height possible, see gure 4. The score
increases the further the player gets and is equivalent to the height that the player has
reached. The player steers the main character by tilting the smartphone left or right. The
movement is detected by the phones tilt sensor. Additional obstacles/enemies are placed
within the innite level to aggravate the gameplay. Also the player can tap the screen to
shoot a directional projectile at the enemies. The game over condition is reached when
the main character either misses a platform and falls down below the screen, or when
the main character collides with an enemy.

Figure 4: Case 2 - Doodle Jump

4.1.3 Temple Run 2


"Temple Run 2" was developed and published in 2013 by Imangi Studios3 . It has reached
more than 100 million downloads and is one of the most downloaded mobile games of
all time. Temple Run 2 was created using the Unity3D engine. The score is equivalent
to the distance that the player has reached. The gameplay involves a main character,
which runs along a path, see gure 5. The path can split up into left/right or both
directions. The player can swipe left/right/up/down to choose the path that the player
is supposed to follow. If the players reaction is too slow, the player will lose. The further
the main character gets, the more points will be reached.
2 Doodle Jump: https://play.google.com/store/apps/details?id=com.lima.doodlejump
3 Temple Run 2: https://play.google.com/store/apps/details?id=com.imangi.templerun2

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Figure 5: Case 3 - Temple Run 2

4.1.4 The Line Zen


"The Line Zen" was developed by the mobile app company Ketchapp in 20154 . It has
been downloaded at least 1 million times according to the ocial Google Play Store. The
goal of the game is to manoeuver a ball by swiping left/right to avoid red obstacles, see
gure 6. The score is equivalent to the reached distance. The ball moves from bottom
to top and is able to touch green obstacles without losing the game. The purpose is
to reach the furthest distance as possible. The level is segregated to small areas, which
repeat themselves randomly. The higher the score is, the more dicult these areas
become.

4.1.5 Crossy Road


"Crossy Road" was published in the end of 2014 by an app company called Yodo15 .
It has reached at least 50 million downloads in less than 14 months. The game is an
advancement of an old arcade game called "Frogger". The purpose of the game is to
walk past as many streets, rivers, tracks and grass as possible by swiping into a direction
to move the protagonist, see gure 7. Each step forward will add one point to the
players score. The game over condition is reached when the protagonist is run over by
a car/train or jumps into the river without reaching a piece of timber. Also if the player
dwells in one position for too long, a raptorial bird will appear and snap the character
out of the screen, which ends the game. The further one gets, the more points will be
earned.
4 The Line Zen: https://play.google.com/store/apps/details?id=com.ketchapp.theline2
5 Crossy Road: https://play.google.com/store/apps/details?id=com.yodo1.crossyroad

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Figure 6: Case 4 - The Line Zen

Figure 7: Case 5 - Crossy Road

16
4.2 Results
The problem that we are trying to solve is the lack of game design patterns specic to
endless mobile games. In this section we present our results that we have concluded
by observing the aforementioned 5 cases. Each pattern includes the description of the
9 attributes that we have summarized in section 3.1.3 - Pattern name, requirement,
description, consequence, duration, example, emergence, relevance, relatedness to other
patterns. We primarily aim at answering research question 1:

Research Question 1 What game design patterns specic to a set of endless mobile
minigames can be identied?

The patterns are evaluated by survey in section 6.1.

4.2.1 Game design patterns for endless mobile minigames


Pattern 1

Pattern name Endless mode


Requirement Game does not have a "winning" state, in which a certain level is com-
pleted or all objectives are met, for example the levels in Super Mario. The game
continues endlessly in a single level, but one "play until game over" remains short-
lived due to its progressive diculty.

Description This pattern leads the developer to choose a game structure which allows
innite playtime. The player is able to score an endless amount of points until he
has reached the game over condition. One game can only technically last innitely.

Consequence As the concept of "completing a level" is taken away with this pattern,
the single level should be designed in a diversied way. Hence developers are
advised to design a gameplay, in which the player is constantly challenged with
new obstacles or level pieces. Given that one single game is held shortly, it is
important to consider that a quick adaptiveness should be possible for the player.

Duration The average playtime of the cases we have observed was about 50 seconds,
with minimum values from 20 to a maximum of 300 seconds. An outlier is the
game Temple Run 2, which has an average playtime of about 100 seconds. All
other cases uctuated around the aforementioned average play time.1

Example 1 The Line Zen: The circle ball keeps moving forward until it has collided
with an obstacle. The game will therefore continue innitely until this event has
occurred, see gure 8. New level areas are being added constantly.
1 Note that this attribute is subjective to the authors skill level. This is further discussed in the
section "Threats to validity" 3.5.

17
Example 2 Crossy Road: The character will endlessly move forward as long as it is not
run over by a vehicle or jumps into the water.

Emergence 5/5 games from the case study have implemented this pattern.
Relevance Essential.2
Relatedness to other patterns It is common to use the pattern "Quick progressive
diculty" when using the "Endless mode" pattern. Also "Random level genera-
tion" is a requirement when developing an endless game.

Figure 8: Pattern "Endless mode" example. Source: The Line Zen - The game continues
until the blue ball hits a red obstacle/wall.

2 Note that this attribute is inherited from the developer questionnaire results and not from the
case study. As for a complete overview, we have included this classication of "Essential" (mandatory
pattern) and "Not a necessity" (optional pattern) to each of the 15 patterns.

18
Pattern 2

Pattern name Quick progressive diculty


Requirement A gameplay which allows manipulating the diculty.
Description The further the player advances, the more dicult the game will become.
The progressive rate has to be chosen carefully so it does not make the gameplay
too dicult or too easy. An alternative would be a constant level of diculty.
This approach does not apply with the endless mobile games that we have con-
sidered in our study. The gameplay can be aggravated after a certain amount of
distance/points/time. Diculty is expressed by more obstacles, faster gameplay
pace or more spawning enemies.

Consequence The player has to adapt quickly to changing circumstances, which are
usually dicult objects to avoid or simply the constantly increased gameplay speed.
As the player needs a higher focus on the game, the performance of the game
should be smooth so that lags do not hinder the control. Developers should highly
pay attention to balancing the diculty to the right extent to assure enjoyment
and avoid frustration. Increasing the diculty just the right amount will challenge
the player and maintain a motivation to continue playing.
Another important aspect is the diculty limit. The hardest state that the game
is able to reach, should be playable, but demand a lot of focus and precision.
If that limit is too easy, the player might get stuck into the game for too long,
which is why this should be thoroughly tested by players with dierent skill levels
to determine an appropriate diculty.

Duration The period of time that it takes for the game to get to a diculty level, in
which the player is likely to lose, varies in a range from 30 seconds to 100 seconds
(nevertheless depends on players skill level). Hence the average time would be at
about one minute. From there, the games usually become harder even faster. The
more extreme cases are Drill Up, Temple Run 2 and The Line Zen. The cases
Doodle Jump and Crossy Road do get progressively harder, but stay in a moderate
state.

Example 1 Temple Run 2: The game starts slowly when initiating the game. The pace
of the game increases, which forces the player to react quickly in order to score a
further distance. Obstacles are emerging quickly and the player has to focus to be
able to avoid them.

Example 2 Doodle Jump: As the player advances, more monsters appear and less
platforms are being spawned, which the character needs to jump on to. This
makes it more dicult for the player to precisely land on one of the platforms.

Emergence 5/5 games from the case study have implemented this pattern.

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Relevance Essential.
Relatedness to other patterns "Quick progressive diculty" is a common pattern
when developing endless games, therefore it is connected to the pattern "Endless
mode". "Random level generation", "Obstacle" and "Supporting object" are used
to set the diculty balance.

Figure 9: Pattern "Quick progressive diculty" example. Source: Doodle Jump - The
game increases its diculty after time by adding more monsters and less platforms to
jump on.

Pattern 3

Pattern name Random level generation


Requirement An algorithm to generate the level or environment that the player is
situated in.

Description Random level generation is the process of creating a level, which is as-
sembled by a random algorithm. Predened level pieces can be used to put in a
random order. It increases variety for the players to keep the game challenging.
When using this pattern, the appending of the level pieces should be carefully
elaborated to assure seamless levels and avoid unpredicted situations.

20
Consequence The player has to adapt quickly to the changing environment. The
gameplays diculty can vary, depending on the level generator. A disadvantage
is that the developer has to carefully select the sequentially added level pieces so
that no "impossible situation" occurs. An impossible situation is when the player
has no option to score more points because the level is assembled incorrectly or
imprecisely. An alternative would be to create a level with no random function,
which none of the examined games have done, as it might result in a monotonous
gameplay.

Duration As long as the player has not lost the game, the level will continue to be
generated randomly.

Example 1 Crossy Road: The path that the character can walk on is either wood,
street or grass. Whilst advancing these elements are being spawned randomly
along with the obstacles, which cross the screen to interfere with the character.

Example 2 Drill Up: The spinning circles, which the character uses to hang on to, are
being spawned randomly in size and position. They all have a minimum distance
though to assure that no circles are colliding when being instantiated randomly.

Example 3 Temple Run 2: The level blocks are set up randomly so the player experi-
ences a diverse amount of combinations in taking dierent paths. The level blocks
of Temple Run 2 are ground, water, tracks and gaps, see gure 10.

Figure 10: Pattern "Random level generation" example. Source: Temple Run 2 - The
last piece of the level is always randomly generated (land, gap, tracks, water) the further
the player is advancing.

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Emergence 5/5 games from the case study have implemented this pattern.
Relevance Essential.
Relatedness to other patterns The random level generation is connected to the pat-
terns "Endless mode", "Obstacle","Supporting object" and "Quick progressive
diculty". Level blocks can be categorized in distinct diculty categories which
are then added randomly according to the current diculty level. Meaning the
further the player gets the more dicult the level pieces come.

Pattern 4

Pattern name Protagonist


Requirement A gameplay which needs a main character or physical object to interact
with the level.

Description The protagonist is the focus of the game and under direct control of
the player. Using dierent controls and timing, the protagonist is being guided.
The visuals of the protagonist can be changed often times by selecting another
character in the store (pattern "Character selection").

Consequence The player focuses mainly on the protagonist to progress further in the
game. The player therefore needs to become familiar with the protagonists move-
ments and behavior according to the touch input. There should be a clear visual
distinction between the protagonist and other appearing characters in the game to
avoid ambiguity.

Duration Throughout the entire gameplay.


Example 1 Temple Run 2: The protagonist is a human, which is running through the
level, see gure 11. It interacts with the environment by colliding with objects and
reacting to user interactions.

Example 2 The Line Zen: The protagonist is a ball, which acts as the main "character",
see gure 11. It can collide with obstacles in the game and is supposed to stay
in the bright area of the level. The color of the protagonist dierentiates the ball
from other objects visibly.

Emergence 5/5 games from the case study have implemented this pattern.
Relevance Not a necessity.

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Figure 11: Pattern "Protagonist" example. Source: The Line Zen (left) - The blue ball
is the main actor in the game. Temple Run 2 (right) - A person running represents the
main actor in the game.

Relatedness to other patterns This pattern is directly related to the patterns "Char-
acter selection", "Store", "Obstacle", "Challenge", "Power ups and specials",
"Supporting object", "Currency" and "Simple control".

Pattern 5

Pattern name Score system


Requirement A steadily increasing numerical value based on an interaction with the
game.

Description The score starts at 0 and increases depending on dierent actions in the
game. Most common indicator for the score is the distance that a player has
reached while playing. But also other kinds of metrics can be used to dene the
score increments, such as "number of obstacles avoided". The highscore is the
most amount of points the player has reached and is stored locally and eventually
in the leaderboard.

Consequence The player can compare the scores to friends or others, which can be a
motivation to continue playing.

Duration Throughout the gameplay.

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Example 1 Temple Run 2: The distance that is run by the player is equivalent to the
score. The measurement is in meters.

Example 2 Crossy Road: The score increases for each step forward that the player
takes. Remaining in one spot will stop the increment.

Emergence 5/5 games from the case study have implemented this pattern.
Relevance Essential.
Relatedness to other patterns The "Score system" pattern is related to "Leader-
board", as that is where the scores are stored..

Pattern 6

Pattern name Obstacle


Requirement A gameplay which allows physical intersection between an obstacle and
the player is a requirement for this pattern.

Description An obstacle is any kind of impediment, that the player is encountered


with. The player usually needs to avoid the obstacle in order to continue the
game. It is usually static, meaning it does not move, but there are also examples
of dynamic obstacles. Static impediments can be walls, rocks, trees or any other
kind of physical object. Dynamic obstacles can be moved by itself or gravity, such
as platforms and falling objects. Examples for both static and dynamic objects are
The Line Zen, Temple Run 2 and Crossy Road, in which both types of obstacles
are attendant.

Consequence The player is required to overcome the obstacles by getting to know the
gameplay physics. The player will lose the game when his movements are imprecise,
which leads to intersecting with an obstacle. Developers should carefully choose
the amount of obstacles that show up and also consider how dicult they are to
avoid for the player. Not doing so might result in imbalanced level diculty.

Duration An obstacle in endless mobile games is usually short-lived. After it has been
overcome, the obstacle vanishes. Dynamic obstacles can move across the screen
to aggravate the gameplay.

Example 1 The Line Zen: If the character collides with a red obstacle, the game will
end. These obstacles can be of any size or geometric shape and move along the
screen.

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Example 2 Crossy Road: Trees are immovable obstacles, which do not cause a loss of
the game, but they appear to block the path. Moving cars, trains are obstacles
that need to be avoided in order to continue the game.

Emergence 4/5 games from the case study have implemented this pattern. Drill Up
has no obstacles that hinder the player.

Relevance Essential.
Relatedness to other patterns This pattern is closely related to the "Protagonist"
pattern, since both are required to intersect in some way (if protagonist is part of
the game). Also the pattern "Random level generation" and "Quick progressive
diculty" often requires obstacles, which are endlessly spawned, when the level
continues to build up. The "Supporting object" pattern is also connected, as
these can be utilized to overcome obstacles. The pattern "Challenge" can involve
obstacles as an event, which triggers an achievement with coin rewards.

Figure 12: Pattern "Obstacle" example. Source: Crossy Road - Obstacle trees (static)
on the left and vehicles (dynamic) on the right are highlighted.

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Pattern 7

Pattern name Supporting object


Requirement A situation in which the player requires a supporting object to continue
the game, or a situation in which the player benets from using a supporting
object.

Description A supporting object can either be necessary to continue the game, or as


an addition to help the player advancing faster. Any object, such as platforms,
branches, slides, can act as a supporting item.

Consequence Depending on if the supporting object is mandatory to use or not, the


player has to look out for them and decide whether to use them or not. Usually
multiple objects are provided to involve the player in decision making and create
multiple possible options. It is important to regulate how often they appear as the
game might become too easy or too dicult depending on the instantiation rate.

Duration A supporting object is short-lived and disappears after being used, by being
scrolled o the screen usually.

Example 1 Doodle Jump, Drill Up: Platforms are being used, so that the protagonist
of the game can jump onto those in order to reach a higher distance, see gure 13.

Figure 13: Pattern "Supporting object" example. Source: Drill Up - The spinning discs
are used as platform for the player to advance in the game. (Color highlighted)

26
Example 2 The Line Zen: This game uses physical objects, which are marked with a
dierent color than obstacles. A collision with these supporting objects will not
lead to game over, but help the player go forward by pushing away obstacles.

Emergence 5/5 games from the case study have implemented this pattern.
Relevance Not a necessity.
Relatedness to other patterns This pattern is used with the pattern "Obstacles",
"Protagonist", "Quick progressive diculty" and "Random level generation". The
protagonist interacts with the supporting objects to overcome obstacles in a more
ecient way. Therefore the level needs to provide the supporting objects by spawn-
ing them continuously, depending on the game mechanics more or less often.

Pattern 8

Pattern name Simple control


Requirement This pattern has technical requirements, which in our cases were the
smartphones touchscreen and tilt sensor. The touchscreen is used to detect swipes
and taps, the tilt sensor to detect when the player physically tilts the phone.

Description The control is held simple, due to the short-liveness of this game genre.
The controls that are the most common are taps, swipes and tilt (opposed to
traditional controls using graphical buttons to press). With these types of input,
the player is enabled to play the game by controlling the character. Drill Up
uses a tap only approach, whereas Doodle Jump, Temple Run 2 and Crossy Road
implemented a hybrid of all control types. The action that follows is always some
type of movement, which the player inuences through the controls.

Consequence The simple controls of endless mobile games dier from games with
complex controls. The player is encouraged to focus on the timing and accuracy
of the short movements in the game. Developers should thoroughly implement
touch gestures for accuracy and also keep the reaction time short to assure smooth
performance. The lack of intuitiveness of the controls might aect the gameplay
negatively.

Duration As long as the game is being played, controls are required.


Example 1 Drill Up: One tap is the only movement that is possible in this game. It
triggers the character to jump. Timing and precision are important to play the
game.

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Example 2 The Line Zen: By swiping left or right, the ball moves accordingly in order
to slip through the gaps.

Emergence 5/5 games from the case study have implemented this pattern.
Relevance Essential.
Relatedness to other patterns "Simple control" is used next to the "Protagonist"
pattern, if there is a character to navigate (if a protagonist is part of the game).
Other than that simple control depends on the game mechanics and what inter-
action it causes.

Pattern 9

Pattern name Power ups and specials


Requirement A situation, in which the player benets from using an enhancing power
up item, meaning the player will reach a higher score or survive longer.

Description The eect of a power up usually retains for a short amount of time and
allows the player to run faster, be invincible or collect coins faster. The player
has to collect the item by controlling the character to collide with the item. They
appear every now and then in the games Drill Up, Doodle Jump and Temple Run
2. In both Drill Up and Doodle Jump, the power ups are used to reach a higher
distance by vaulting the character. In Temple Run 2 it is also possible to buy
power ups and use them in the game.

Consequence The player has to get acquainted with the power ups to use them e-
ciently in the game. Also the player has to take the decision if it is worth going
for the item, since obtaining an item is sometimes coupled with a more "dan-
gerous" situation. Developers should carefully decide how often power ups are
being instantiated and for how long they last, since this considerably aects game
diculty.

Duration Power ups prevail for an average of 4 seconds ranging from a minimum of 1
second to a maximum of 8 seconds.

Example 1 Temple Run 2: One possible power up is the coin magnet. It is used to
draw all nearby coins automatically without collision with the coins.

Example 2 Drill Up: An elevator appears, which can be activated by collision. Once
triggered, the elevator moves up and instantly rewards the player with multiple
points.

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Emergence 4/5 games from the case study have implemented this pattern. The Line
Zen does not implement power ups or specials.
Relevance Not a necessity.
Relatedness to other patterns This pattern is closely related to the "Protagonist",
which the power up is meant for using. "Challenges" can involve the usage of
power ups to trigger a challenge achievement.

Pattern 10

Pattern name Currency


Requirement This pattern requires a store to be able to exchange the currency objects
with items or new characters.
Description The currency is usually represented in the forms of coins, diamonds or any
other type of collectible object. The currency shall be used to purchase new items
in the store. They are placed randomly throughout the level and can be collected
by collision with the character, that the player is controlling. The amount of
currency objects that are spawned is a single one in Doodle Jump and Crossy
Road. In Temple Run 2 and Drill Up, multiple coins are spawned simultaneously.
It is also possible to collect more coins by watching video advertisement. After
the player has watched the video advertisement, a reward in form of coins will be
added.
Consequence The player can decide to collect the currency objects or not. It is not a
requirement to further advance in the game. An outlier is Temple Run 2, in which
the player is able to purchase power up items, which do enhance the outcome
of the next gameplay iteration. It is crucial to decide how often a currency is
being instantiated in the game and how quickly one can obtain enough to purchase
something in the store. Making them appear less often might take away motivation
to continue as it seems tedious to gather. Making them appear too often might
make the currency seem "worthless".
Duration The currency objects vanish once obtained. The duration until the player can
purchase an item from the store varies, depending on how often coins/diamonds
are spawned. In Temple Run 2, Crossy Road and Drill Up it takes about 8 game
iterations until a new item or character can be acquired.
Example Crossy Road and Drill Up: Both games provide coins in the gameplay, see 14,
as well as in form of presents, which the player gets, when returning back to the
game after 5 hours in Crossy Road, and 25 minutes in Drill Up. The amount of
coins varies from 20 to 60 coins in each game. This is an incentive for the player
to return for the game in order to obtain these presents.

29
Emergence 4/5 games from the case study have implemented this pattern. The Line
Zen does not have a currency system.

Relevance Not a necessity.


Relatedness to other patterns This pattern is closely related to the "Store", "Char-
acter selection", "Challenge" and "Protagonist" patterns. The character usually
gathers the currency items in order to be solvent when purchasing in the store.

Figure 14: Pattern "Currency" example. Source: Crossy Road - The coins are randomly
placed throughout the level and are being added to the total number on the top right.

Pattern 11

Pattern name Challenge


Requirement The gameplay should allow dierent types of actions/events that can
occur.

Description A challenge represents a specic event, that can occur throughout a game-
play. The purpose of it is to keep the player motivated to play and obtain all
challenges. In Doodle Jump, one of the challenges is to "score a total of 100.000
coins". It can also be a certain action, which completes an achievement, such
as "Jump on 5 wagons in one game" in Temple Run 2. The developers have
included a randomness factor to make it rare and desirable. It is also possible
to implement challenges (or achievements) through the ocial Google Achieve-
ments API. Therefore the players challenges are directly connected to the ocial
Google Play Games Account. For each obtained challenge, points will be added
to that account in order to level up. Since the account can be connected to all
games, which implement the ocial Achievements API, the player has a stimulus
to complete all achievements.

30
Consequence After accomplishing a challenge, the player can check them like a trophy
list. The achievement of a challenge is rewarded with currency objects like coins
and diamonds, which is an incentive to continue playing. Developers should create
a decent amount of challenges, so that the player has some kind of sub goal to
pursue apart from the main gameplay.

Duration Once a challenge is completed, it can not be obtained again. An outlier is


Crossy Road in which the challenges repeat themselves from time to time.

Example Crossy Road: In this game the appearance of the challenges are implemented
in a slightly dierent way. The objectives of the challenge only emerge now and
then after a game is completed and shows what needs to be done in order to
complete the challenge.

Emergence 4/5 games from the case study have implemented this pattern. The Line
Zen does not implement challenges.

Relevance Not a necessity.


Relatedness to other patterns Challenges usually include actions involving the pat-
terns "Protagonist", "Obstacles", "Currency" and "Power Ups and specials". All
of these patterns can have certain events that trigger the achievement of a chal-
lenge.

Figure 15: Pattern "Challenge" example. Source: Crossy Road - The challenge is to
jump on 12 lilypads to receive a coin reward. (Color highlighted)

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Pattern 12

Pattern name Character selection


Requirement The pattern "Character selection" requires a character, which the player
is controlling, and some kind of currency to exchange it with.

Description Characters can be purchased or unlocked in the store. Selecting a character


will change its appearance while playing, but will not have an eect the gameplay
itself. It is possible to randomly obtain a character or simply choosing the desired
one. The amount of characters that can be selected varies from 5 to 60 in our
cases, with an average of about 21 characters. Some characters can only be
purchased with real money purchases.

Consequence This pattern can be an incentive for players to keep playing in order to
obtain all dierent characters. In Doodle Jump and Crossy Road, not only the pro-
tagonists visual appearance changes, but also the environment (level). Developers
should choose appealing visual looks or iconic characters to enhance enjoyment
and motivation when obtaining characters.

Duration Once a character has been unlocked, the player can choose to select other
characters at any time.

Figure 16: Pattern "Character selection" example. Source: Temple Run 2 - The charac-
ters can be selected in the store. Some are only available through a real money purchase.

32
Example 1 Temple Run 2: It is possible to unlock 8 characters. 6 can be purchased
through the virtual currency that has been collected, the other 2 can be bought
with real money (an equivalent of 10 swedish crowns), see gure 16. The visuals
of the character will change accordingly in the game.

Emergence 5/5 games from the case study have implemented this pattern.
Relevance Not a necessity.
Relatedness to other patterns "Character selection is used next to the "Protago-
nist", "Currency" and "Store" patterns.

Pattern 13

Pattern name Mini tutorial


Requirement A gameplay which requires explanation/introduction regarding its con-
trols.

Description Due to the simplicity of endless mobile games, the introductory text for
the player usually appears in the very beginning of the game. Using graphical and
a few textual tips, the player is being taught how to play. The tutorials are not
detailed, but concise.

Consequence The player learns how to play the game and controls. Developers should
stick to a minimalist design with precise and graphical hints. Since it is a short-lived
genre, there is no need for extensive introductions to the game. The introduction
has been undertaken in only very few words in all cases and relied mostly on the
graphical aspect. The objective of a game is not described and it is assumed
that the player will nd out. The introductions only contained information about
the controls. Actions like avoiding enemies or jump over gaps are assumed to be
learned by trial and error, as there is no tip in this matter.

Duration The tutorial is displayed and disappears after a tap on the screen.
Example 1 The Line Zen: When the game starts an introduction sentence saying
"swipe left/right" and two arrays pointing left/right show up. The message van-
ishes after a couple of seconds, see gure 17.

Example 2 Crossy Road, Temple Run 2: Both games additionally display some hints
while playing when the player happens to stumble over a specic situation, which
requires a certain type of control.

Emergence 5/5 games from the case study have implemented this pattern.

33
Relevance Not a necessity.
Relatedness to other patterns The pattern "Simple control" is being explained by
the tutorial, hence the connection.

Figure 17: Pattern "Mini tutorial" example. Source: The Line Zen - A quick introduction
for the player when initiating the game.

Pattern 14

Pattern name Leaderboard


Requirement A game with a score system which allows numerical comparison of the
scores.

Description The leaderboard can be implemented in two dierent ways. One method
is to have a local leaderboard, which is only accessible through the players own
smartphone. Another is to globally provide a server, which the data can be polled
from. A common way is to implement Google's ocial leaderboard. An API
is provided which is used to do all necessary actions as a developer, such as
committing a new score, comparing scores and displaying all scores. To be able to
use the ocial leaderboard, the player needs to sign in with a Gmail account.

34
Consequence The player is encouraged to keep playing to get to the top of the leader-
board and compare the score to friends and others. The Google Api oers a wide
range of functionality, which is easy to implement. Hence developers are propelled
to use the Api as it is a complete and up to date module.

Duration Always accessible in the menu.


Example 1 Drill Up: The ocial Google Leaderboard API is used to store global in-
formation about the players highscores. Players can compete and have access to
other users highscores.

Example 2 Doodle Jump: Doodle Jump has a local and a global leaderboard, but does
not use the ocal leaderboard provided by Google. The local leaderboard stores
all scores reached by the smartphones owner, the global leaderboard is connected
to a server, storing all highscores from Doodle Jump players, see gure 18.

Figure 18: Pattern "Leaderboard" example. Source: Doodle Jump - The leaderboard
shows all highscores. Doodle Jump uses its own leaderboard instead of the Google
Leaderboard Api.

Emergence 5/5 games from the case study have implemented this pattern.
Relevance Essential.
Relatedness to other patterns This pattern is closely dependent on the "Score sys-
tem" pattern, as the numerical value is used for the leaderboard.

35
Pattern 15

Pattern name Store


Requirement A set of items that can be purchased is required for a store. Also if the
store oers real money deals, the player needs to log into a Gmail account in order
to purchase.

Description The store provides a set of items, which can be purchased by the player
in exchange for coins or real money. Dierent types of items that are obtainable
are characters or virtual coins. In our cases, the store is mainly used to provide
characters.

Consequence The player has an incentive to collect all items or buy items to enhance
the gameplay. Stores oer a great way to maintain player retention and are there-
fore most common in endless games. Adding appealing visual graphics enhances
enjoyment in purchasing items and keeps the player active in the game.

Duration Always accessible in the menu.

Figure 19: Pattern "Store" example. Source: Temple Run 2 - The store oers power
ups, coins and characters that can be purchased through real money or virtual diamonds
from the game.

Example 1 Temple Run 2: This game is an outlier case, in which it is possible to


purchase dierent types of items, such as power ups, maps and abilities. In Temple
Run 2 it is possible to purchase virtual coins with real money, with which the player
can obtain more items.

36
Example 2 Crossy Road: The store oers solely characters, which can be either pur-
chased through virtual currency in the game or real money.

Emergence 4/5 games from the case study have implemented this pattern.
Relevance Not a necessity.
Relatedness to other patterns This pattern is related to the patterns "Currency",
"Protagonist", "Character selection" and "Power ups and specials", as these are
items which can possibly be sold in the store.

4.3 Summary
To create game design patterns specic to endless games, we have observed 5 cases and
concluded 15 patterns. To allow comparison of the patterns and provide an overview, we
present all patterns briey in table 1. The table shows, in which of the cases the patterns
have been observed and provides descriptive keywords for each pattern to get a glance.
Additionally it shows the "Relevance" attribute. Note that the relevance classication is
a result of the questionnaire, not the case study. However we have included this attribute
to give a more complete view, in case developers read the pattern descriptions.
The evaluation of the case study is depicted in chapter 6. The observation of the
cases has revealed more patterns than the 15 that were mentioned, however they have
been detected in less then 4 cases, which is the reason why we have not included them
in our pattern collection. Thus the available patterns are present in at least 4 cases and
mostly in all 5. As the implementation of each pattern diers from case to case, we
have included examples in the description to provide a better understanding.

37
Table 1: Pattern description summary

No Name Cases Keywords Relevance


Innite gameplay, no
1 Endless mode DU,DJ,TR2,LZ,CR Essential
winning state, one level
Elevation of di-
2 Quick progressive diculty DU,DJ,TR2,LZ,CR culty, short-liveliness, Essential
diculty limit
Progressive addition of
3 Random level generation DU,DJ,TR2,LZ,CR level pieces, diculty of Essential
level pieces
Main character, inter-
4 Protagonist DU,DJ,TR2,CR Not a necessity
action through physics
5 Score system DU,DJ,TR2,LZ,CR Point system, highscore Essential
Impediment, avoid-
6 Obstacle DJ,TR2,LZ,CR Essential
ance, dynamic/static
Helps player, dy-
7 Supporting object DU,DJ,TR2,LZ,CR Not a necessity
namic/static, platform
No complex controls,
8 Simple control DU,DJ,TR2,LZ,CR Not a necessity
taps/swipes/tilt
Facilitates gameplay for
9 Power ups and specials DU,DJ,TR2,CR Not a necessity
short period
Collected while play-
10 Currency DU,DJ,TR2,CR ing, usage in store, ex- Not a necessity
change with items
Specic mission while
11 Challenge DU,DJ,TR2,CR playing, earn extra Not a necessity
coins
12 Character selection DU,DJ,TR2,LZ,CR Visuals of protagonist Not a necessity
Instructions, graphi-
13 Mini tutorial DU,DJ,TR2,LZ,CR Not a necessity
cal/textual
Comparison of high-
14 Leaderboard DU,DJ,TR2,LZ,CR Not a necessity
score, global/local
Buy items/characters,
15 Store DU,DJ,TR2,CR real money/virtual cur- Not a necessity
rency
A brief summary of each pattern. Abbreviations of the cases: Drill Up = DU, Doodle Jump =
DJ, Temple Run 2 = TR2, The Line Zen = LZ, Crossy Road = CR

38
5 Prototype of an Endless Mobile Game

The prototype aims at answering research question 2:

Research Question 2 How can game design patterns specic to endless mobile minigames
be applied in a real-usage scenario?

This section describes the concrete implementation of an endless mobile game based
on a set of patterns, which we have identied in the previous chapter. We depict the
patterns that we have used to develop the prototype "Brick Hit".
The purpose of creating game design patterns is to enable developers to communicate
about specic game details through common notation and terminology. To prove that
those patterns are valid, we use them in a prototype of an endless mobile game and assure
that developers can benet from their presence. The implementation of the pattern is
also important to validate the applicability of the patterns, which is a main attribute of
game design patterns [1]. Also we try to nd out if the mandatory patterns can support
developers in creating and designing the game.

5.1 Implemented Game Patterns


This section briey describes how we have approached the game design and development
phase by utilizing 12 patterns. As game design patterns are supposed to help practi-
tioners [1] by providing applicable information, we have attempted to to answer RQ2 by
implementing a game ourselves. The required patterns have been identied through the
questionnaire with mobile game developers, see in the evaluation section 6.1.1. We have
asked the participants to state, which patterns they believed are mandatory when devel-
oping an endless mobile game and the result was our classication in either "Essential"
or "Not a necessity".
We have used the patterns as a guideline and attempted to recreate the game ac-
cording to the description of a pattern as closely as possible. The following patterns have
been applied to develop Brick Hit, see table 2. A detailed description of each pattern
can be found in section 4.2.1 of the prior chapter. All patterns marked as "Essential" are
mandatory and therefore implemented in the prototype. However we have added more
patterns aside from the mandatory ones to enhance the fun factor. The importance of
the optional patterns is discussed in section 6.1. We attempted to use all 15 patterns in
our prototype, but due to time constraints and gameplay type, we have left three aside
- Protagonist, Character selection, Store (see table 2).

39
Table 2: Pattern implementation table

No Name Essential Not a necessity Justication

1 Endless mode Core pattern

2 Quick progressive diculty Core pattern

3 Random level generation Core pattern


Not implemented due to gameplay
4 Protagonist
type
5 Score system Core pattern

6 Obstacle Core pattern

7 Supporting object Feasible

8 Simple control Core pattern

9 Power ups and specials Feasible

10 Currency Feasible

11 Challenge Feasible
Not implemented due to time con-
12 Character selection
straint
13 Mini tutorial Feasible

14 Leaderboard Core pattern

Not implemented due to time con-


15 Store
straint
All patterns with a checkmark in columns "Essential" or "Not a necessity" have been
implement. All patterns with no checkmarks have not been implemented.

40
5.2 Gameplay
The goal of Brick Hit is to break upcoming bricks by vaulting a ball at them through a
swipe. The camera moves upwards and progressively becomes faster to create a more
challenging gameplay. The bricks are positioned randomly and instantiated above the
screen, which creates the feeling of an endless level, see gure 20. The diculty of the
level pieces increases the further the player gets. The score represents how far the player
has gotten, meaning the faster the camera moves, the faster the amount of points will
be added to the score value. The player loses the game once any colored brick collides
with the lowest part of the screen, which means that the player missed to break one
brick. White bricks are solid and can not be destroyed. They represent static obstacles,
whereas the colored bricks can be either static or dynamic. The ball is being controlled
by swiping into the desired direction. The ball has a xed speed to ensure a deterministic
behavior for the player. It is possible to collect coin rings by completing challenges or
hit them with a ball, as they are spread randomly within the game. Power ups can be
picked up and allow the player to gain dierent kinds of balls that facilitate breaking the
bricks.

Figure 20: Brick Hit gameplay screenshots

5.3 Implementation
This sub section gives a brief overview of the game from a technical point of view.
The game was developed with a game engine called Unity (Version 5.3)1 . Unity is
1 More on Unity: http://unity3d.com/unity

41
able to export the created game onto many dierent platforms, such as iOS, Android,
Windows, PS4, Xbox One, Playstation Mobile and many others. Unity facilitates game
development by creating a intuitive program user interface. Nevertheless programming is
eminently required in either C#, JavaScript or UnityScript (Unity's household language).
Therefore Unity is perfectly adequate to create an endless mobile game of our needs.
Each brick, ball or any other object in the game uses a script to control its behavior.

5.4 Summary
The problem that we have attempted to solve was nding out if the new game design
patterns are applicable in a real-usage scenario and how the patterns support us thereby.
To solve this problem we have implemented the prototype "Brick Hit", which we then
evaluated by conducting a questionnaire. We asked players and developers to what
extent they agree that the game has implemented the patterns well. The result has
revealed that the prototype can be considered a functional endless mobile game, see in
the evaluation sub section 6.2. We have designed the game in close relation with the
patterns, which have supported us in determining which elements can be considered in
our type of endless game.

42
6 Evaluation

After the game design patterns have been assembled and the prototype implemented, we
conducted two surveys to evaluate our results - A developer questionnaire and a player
questionnaire. This section contains an outline of the conducted survey and evaluation.
This is used to determine the patterns applicability and players enjoyment regarding the
prototype. We start with the game design pattern evaluation and end with the prototype
evaluation in two separate sub-chapters.

6.1 Game Design Patterns Evaluation


To prove the applicability and usefulness of our game design patterns described in sec-
tion 4, we conduct a questionnaire addressing mobile developers to conrm our results.
The questionnaire (see Appendix B) contains the list of game design patterns, that we
have examined, so the developer can determine each patterns viability. The question-
naire also includes questions regarding the prototype to analyze the developers opinion
about its aptitude. To nd mobile game developers, we have browsed the Google Play
Store and contacted them via mail. In the end 450 mails have been sent to mobile game
developers. The response rate was 6% (27 answered questionnaires). The amount of
time the developers have been working on mobile games varied from less than 1 year
to more than 4 years, see gure 21. Of those, 48,1% (13 votes) have stated that they
have worked with game design patterns. 81,5% (22 votes) have stated that they have
developed an endless mobile game, which helps us in determining the patterns validity
better as they have experience in this genre. The questionnaire presented a denition of
endless mobile games and showed some example games, before the developers answered
this question.

Figure 21: Question 1: "For how long have you been developing mobile games?"

43
Table 3: Pattern evaluation summary
No Name NA SD D N Agree Strongly agree
1 Endless mode 0 0 1 1 10 15
2 Quick progressive diculty 0 0 2 3 9 13
3 Random level generation 0 0 0 2 12 13
4 Protagonist 0 1 2 3 14 7
5 Score system 0 0 0 2 13 12
6 Obstacle 0 0 1 5 12 9
7 Supporting object 0 1 2 7 14 3
8 Simple control 0 1 1 4 14 7
9 Power ups and specials 0 2 1 9 11 4
10 Currency 0 2 3 9 8 5
11 Challenge 0 1 0 6 12 8
12 Character selection 0 2 5 9 10 1
13 Mini tutorial 0 0 1 8 12 6
14 Leaderboard 0 0 0 8 9 10
15 Store 1 2 2 12 5 5
Statement: "This pattern characterizes an element of an endless mobile game"
NA = Not applicable, SD = Strongly disagree, D = Disagree, N = Neutral

6.1.1 Results
Our goal was to ascertain that the new patterns are applicable and useful. To identify
the developers opinion regarding each pattern we have provided a summarized version,
containing a brief description and example images. Followed by a question asking the
developers if "This pattern characterizes an element of endless mobile games". The
answers were given on a Likert scale [7] expressing the participants consent to the
pattern - "I strongly disagree" to "I strongly agree". Additionally we added the option
"Not applicable" in case the participant does not want to answer the question. The
items remain in a clear order and naturally it is only possible to mark one item. Our
scale of measurement for the patterns is therefore ordinal and isomorphic [19], which
allows us to compare the patterns among themselves. The result is the magnitude of a
patterns pertinence regarding endless games. This sub chapter depicts the results, which
is discussed in section 6.1.2.
Table 3 contains the outcome of the questionnaire involving 27 participants. The
highlighted area represents the amount of developers agreeing to the pattern being an
element of an endless game, meaning either "I agree" or "I strongly agree" has been
marked. The following list summarizes the evaluation of the pattern in percentage.

• 1 Endless mode - 55,6% have strongly agreed and 37% agreed resulting in a total
of 92,6% agreement, whereas 3,7% were neutral and 3,7% disagreed.

44
• 2 Quick progressive diculty - 48,1% have strongly agreed and 33,3% agreed
resulting in a total of 81,4% agreement, whereas 7,4% were neutral. No par-
ticipant disagreed to any extent.
• 3 Random level generation - 48,1% have strongly agreed and 44,4% agreed result-
ing in a total of 92,5% agreement, whereas 7,4% were neutral. No participant
disagreed to any extent.
• 4 Protagonist - 25,9% have strongly agreed and 51,9% agreed resulting in a total
of 77,8% agreement, whereas 11,1% were neutral. 7,4% disagreed and 3,7%
strongly disagreed, resulting in a total of 11,1% disagreement.
• 5 Score system - 44,4% have strongly agreed and 48,1% agreed resulting in a total
of 92,5% agreement, whereas 7,4% were neutral. No participant disagreed to
any extent.
• 6 Obstacle - 33,3% have strongly agreed and 44,4% agreed resulting in a total of
77,7% agreement, whereas 18,5% were neutral and 3,7% disagreed.
• 7 Supporting object - 11,1% have strongly agreed and 51,9% agreed resulting in
a total of 63% agreement, whereas 25,9% were neutral. 7,4% disagreed and
3,7% strongly disagreed, resulting in a total of 11,1% disagreement.
• 8 Simple control - 25,9% have strongly agreed and 51,9% agreed resulting in a
total of 77,8% agreement, whereas 14,8% were neutral. 3,7% disagreed and
3,7% strongly disagreed, resulting in a total of 7,4% disagreement.
• 9 Power ups and specials - 14,8% have strongly agreed and 40,7% agreed resulting
in a total of 55,5% agreement, whereas 33,3% were neutral. 3,7% disagreed
and 7,4% strongly disagreed, resulting in a total of 11,1% disagreement.
• 10 Currency - 18,5% have strongly agreed and 29,6% agreed resulting in a total
of 48,1% agreement, whereas 33,3% were neutral. 11,1% disagreed and 7,4%
strongly disagreed, resulting in a total of 18,5% disagreement.
• 11 Challenge - 29,6% have strongly agreed and 44,4% agreed resulting in a total
of 74% agreement, whereas 22,5% were neutral. 3,7% strongly disagreed.
• 12 Character selection - 3,7% have strongly agreed and 37% agreed resulting in a
total of 40,7% agreement, whereas 33,3% were neutral. 18,5% disagreed and
7,4% strongly disagreed, resulting in a total of 25,9% disagreement.
• 13 Mini tutorial - 22,2% have strongly agreed and 44,4% agreed resulting in a
total of 66,6% agreement, whereas 29,6% were neutral and 3,7% disagreed.
• 14 Leaderboard - 37% have strongly agreed and 33,3% agreed resulting in a total
of 70,3% agreement, whereas 29,6% were neutral. No participant disagreed to
any extent.

45
• 15 Store - 18,5% have strongly agreed and 18,5% agreed resulting in a total
of 37% agreement, whereas 44,4% were neutral. 7,4% disagreed and 7,4%
strongly disagreed, resulting in a total of 14,8% disagreement. 3,7% marked "Not
applicable".

To nd out if a pattern should be considered mandatory ("Essential") when creating


an endless mobile game, we included a question with the following outcome, see in
gure 22. The developers then selected multiple patterns through check buttons. The
purpose was to nd out which patterns should be used when creating an initial prototype
of an endless mobile game. Having this information could possibly help determining the
feasibility and time constraint of the project. The core part of the game could be
implemented with the least amount of patterns possible to create a working skeleton.

Figure 22: "Please check all patterns that you think are a must to create an endless mobile
game. (meaning if you left them out, it wouldn't be an endless game)"
Blue highlighted = Mandatory ("Essential"), Not highlighted - Optional ("Not a necessity")

8 patterns have received only a maximum of 40,7% of the developers votes (11 out
of 27 votes) , hence we did not consider them to be mandatory patterns, see gure 22.
The 7 remaining patterns were considered to be essential by more than at least 63% of
the participants (17 out of 27 votes), see blue highlighted patterns in gure 22.

• 1 Endless mode with 96,3%.

• 2 Quick progressive diculty with 63%.

• 3 Random level generation with 77,8%.

• 5 Score system with 92,6%.

• 6 Obstacle with 70,4%.

46
• 8 Simple control with 74,1%.

• 14 Leaderboard with 63%.

Follow up questions
After we have conducted the questions for each pattern, we have additionally asked some
further statements regarding game design patterns in general. As follow up questions we
have therefore stated "Game design patterns can be a good way for a developer team to
share common terminology and know specically what component the other is talking
about" and asked the participants to provide to what extent they agree. 40,7% strongly
agreed and 48,1% agreed, while 11,1% stated a neutral opinion, see gure 23. None of
the participants disagreed to any extent.

Figure 23: "Game design patterns can be a good way for a developer team to share common
terminology and know specically what component the other is talking about."

We then provided a more specic statement and asked the participants to what extent
they agree that game design patterns can support developers in the creation phase of
an endless mobile game. 44,4% strongly agreed to that statement, 44,4% agreed and
11,1% were neutral, see gure 24. Again none of the participants disagreed to any
extent.

47
Figure 24: "Game design patterns can support developers in the creation phase of an endless
mobile game."

Prototype evaluation
To evaluate the prototype that we have designed and implemented using the aforemen-
tioned mandatory and optional patterns (section 5), we provided a demo video of Brick
Hit in an early stage and included it in the questionnaire. The developers were then
supposed to watch and then decide whether they believe the game ts the denition
of the game design patterns of an endless mobile game well. 14,8% strongly agreed
to the previously mentioned statement, 63% agreed, whereas 14,8% were neutral, see
gure 25. 3,7% disagreed and 3,7% as well stated "Not applicable". None of the
participants strongly disagreed.

Figure 25: Developer questionnaire: "The prototype "Brick Hit" represents the game design
patterns for endless mobile games well."

Secondly we have given the participants of the other conducted questionnaire (the
player questionnaire) a short description of an endless mobile game and some examples.
Subsequently we have asked if they believe that our prototype Brick Hit ts this denition

48
after they have played the game. 72% agreed to that statement (24% strongly agree,
48% agree), while 20% stayed neutral and 8% disagreed. None of the participants
strongly disagreed, see gure 26.

Figure 26: Player questionnaire: "The game Brick Hit ts to this denition of endless mobile
games?"

49
Developer comments
Some developers have given us helpful advice and comments or left us an email response.
In the following we approach some comments that we believe are worth mentioning. We
have asked the participants to watch a video of our prototype and if they believe there
are patterns missing in the prototype. We received the following answers:
• "Powerups"
• "Tutorial"
• "None it's ne"
• "Challenges"
• "Currency"
• "It doesn't have a protagonist. It's an endless game, but not a runner I think"
Since the video that we have provided was an early stage of the game, we did not
manage to put it in all patterns yet. However we have implemented power ups, tutorials,
challenges and currency afterwards. The last comment says the prototype does not use
the protagonist pattern, which is correct. Nevertheless the participant states that "Brick
Hit" is still an endless game, just not a runner type (like for example Temple Run 2).
We also asked the developers to provide additional pattern suggestions and received 2
replies:
• "Straight movement path or curved path; three line movement (from the left side
of the road to the right side) or free movement"
• "Daily rewards, to force user login into the game every day for receiving some
coins or some big reward after 5-7 days of continuously logins."
The rst suggestion is to add a pattern, which describes the movement direction of the
game. In our prototype, the game moves upwards, but it diers from game to game
even in our case study examples. Therefore a look into this might be considerable. The
second suggestion is to add a pattern depicting a reward system, which is available in
2 of our case study examples. We have denitely considered this pattern, but discarded
it due to the lack of emergence in our cases. Future research might incorporate more
cases with reward systems and so we denitely think this advice was supportive.
And lastly we received an email response that has stated the following comment
regarding the relevance of the patterns and their importance:
• "Note that if several of the other patterns were missing, it might be endless, but
not very fun. For example, I could have an "endless" game where the player
literally stares at a blank screen. Whoever stares at the screen the longest gets the
highest score. Now this, in every right, could be considered a mobile endless game
(similar to cookie clicker but without the explicit interaction or achievements).
But I would hardly consider something like this to be very fun"

50
The developer claims that some patterns might not be crucially mandatory for an endless
mobile game, but they do enhance the fun factor and can still have a signicant impact on
the game. We believe this aspect is highly important and denitely worth investigating.
Our goal was to nd out what patterns are mandatory, but we did not examine to what
extent a missing pattern would inuence the game. However we hope to elaborate this
matter in future research.

6.1.2 Discussion
Our goal was to investigate the developers opinion regarding the created patterns and
the prototype. The results have provided some classication of the patterns, which
we will now discuss. Table 4 summarizes each pattern describing its pertinence and
relevance according to the developer evaluation results from the previous chapter. The
attribute "pertinence" depicts how specic the pattern is to endless mobile games. To
have a more understandable interpretation than the pure statistics from the survey, we
categorize the results and provide a scale from 1 to 4. The higher the number, the
more did developers agree to the respective pattern being an element of an endless
mobile game. A pattern is classied with a pertinence level of 4 if it has received more
than 80% agreement of the developers. The other classications decrease accordingly
in 20% intervals, meaning 60% to 80% agreement is graded with pertinence value of
3. Respectively 40% to 60% agreement results in pertinence value of 2 and less than
40% agreement implies a pertinence value of 1, which is the lowest score to be reached.
The "relevance" value is binary and can either be "Essential", meaning the pattern is
mandatory, or "Not a necessity", meaning the pattern is not required for a game to be
considered being an endless mobile game. The dierence between both pertinence and
relevance is that one describes how specic a pattern is to endless mobile games, and
the other describes if the pattern is mandatory or not.
Pertinence
1 pattern - the "Store" - has been identied with a pertinence value of 1. Although only
14,8% disagreed in total, this pattern has only reached a total agreement percentage of
44,4%, which is the lowest value reached, see table 4. Many developers seemed unsure
about the store being considered an element of an endless game, as the number of
neutral responses was higher than the agreeing ones.
3 patterns with a pertinence value of 2 - "Power ups and specials, Currency, Character
selection" - have been identied. These patterns have achieved a mediocre result, where
the agreeing responses were slightly higher than the neutral ones. Not using these
patterns when creating an endless game is hence not crucial, although still implemented
by almost all of our example cases.
7 patterns have been identied with a pertinence value of 3 - "Protagonist, Obsta-
cle, Supporting Object, Simple control, Challenge, Mini tutorial, Leaderboard". These
patterns have achieved a high number of agreeing responses (at least 60%) and are
therefore more specic to endless mobile games.
Lastly 4 patterns have achieved a pertinence level of 4 - "Endless mode, Quick pro-

51
Table 4: Pattern grading
No Name Pertinence Relevance
1 Endless mode 4 Essential
2 Quick progressive diculty 4 Essential
3 Random level generation 4 Essential
4 Protagonist 3 Not a necessity
5 Score system 4 Essential
6 Obstacle 3 Essential
7 Supporting object 3 Not a necessity
8 Simple control 3 Essential
9 Power ups and specials 2 Not a necessity
10 Currency 2 Not a necessity
11 Challenge 3 Not a necessity
12 Character selection 2 Not a necessity
13 Mini tutorial 3 Not a necessity
14 Leaderboard 3 Essential
15 Store 1 Not a necessity

Pertinence scale: 1-4 (1: not specic for endless games, 4: specic for endless games)
Relevance scale: binary ("Essential" or "Not a necessity")

gressive diculty, Random level generation, Score system". They have reached a high
number of strongly agreeing responses and with very few to none disagreeing state-
ments. The patterns with pertinence value 3 and 4 are specic to endless mobile games
according to this questionnaire, whereas patterns with a pertinence value of 1 and 2
are debatable, as many participants were rather neutral than disagreeing. However 3
patterns received a pertinence level 3 but are still considered mandatory ("Essential") -
Obstacle, Simple control and Leaderboard. This is due to our two dierent questions in
the survey regarding the pertinence and relevance of each pattern.
Relevance
The cases have indicated that not all of the 15 patterns are crucially required to develop
an endless mobile game. 7 patterns have been identied as the mandatory ("Essential")
patterns, which are required for the game to be considered an endless mobile game.
These patterns have reached the majority of the votes, see gure 22, and should therefore
be the minimum amount of patterns, when creating the initial prototype. Nevertheless
the remaining patterns were present in at least 4 out of 5 of our case study examples
and are still viable elements when creating an endless game. However knowing which
patterns are required can help determining the feasibility and setting a time constraint for
the project. The follow up questions conrm the developers view about the usefulness
of game design patterns, see gure 24, as the majority of the participants agreed to the
statement that patterns can support creating an endless mobile game.

52
Prototype
Lastly we have asked developers if they believed that the prototype has implemented
the game design patterns well. 77,7% of the participants agreed to that statement.
Furthermore we have provided a description of an endless mobile game and asked them
to conrm if they believed that Brick Hit was a game of that genre. 70% of the players
agreed to that statement. Despite the fact that the majority of both questionnaire
participants have positively evaluated our prototype, there is still a limitation. The
developers have only judged the prototype by watching a video, which showed our game
in a very initial phase. Whereas the players have played the nished game. Therefore the
developers have a dierent perception of the game as they have not played it. Finally
the outcome of this questionnaire item could have been dierent.
However the general gameplay of Brick Hit has not changed in the latest version and
we therefore conclude (according to previous gures 25 and 26) that Brick Hit can be
classied as an endless mobile game.
Contribution
Our contribution comprises a collection of game design patterns specic to endless mobile
games with the purpose to help developers share experience and knowledge in the mobile
gaming domain. To validate these patterns, we have asked 27 developers to evaluate
each pattern and nd out their general opinion about game design patterns. Our results
were mostly positive with some indistinct outcomes for a few patterns, which require
further study.

6.2 Game Enjoyment of Brick Hit Evaluation


A questionnaire was created (see Appendix A) and handed out to participants to test
out the prototypes qualication as endless game. The questionnaire holds 16 questions
determining the prototypes enjoyment regarding the game. Measuring the players ex-
perience reveals insights about the games fun factor, which approves or disapproves the
games success. However we believe it is important to measure the enjoyment to ensure
which patterns might have aected the fun factor negatively or positively. The answers
are radio buttons expressing the players opinion on a Likert scale [7]. Fang et al. [4]
have elaborated a study about measuring enjoyment of video games, in which they have
claimed that a players aective, cognitive and behavioral reactions are inuenced by
several factors, such as prior knowledge, direct experience, personality traits and current
well-being. Our questions incorporate this statement in order to be able to extract the
most pertinent data out of the survey.

53
6.2.1 Results
We had 25 participants play our prototype Brick Hit and answer our player dedicated
survey. 80% of the participants stated to be 21-30 years old, whereas 16% were 10-20
years old and 4% 31-40 years old. Of those, 40% have stated to be playing mobile
games for more than 3 years, 20% for 3 years, 20% for 2 years and 12% for 1 year, see
gure 27. No one has stated to have played less than 1 year.

Figure 27: "If you play mobile games, for how long have you been playing?"

The participants have stated to play "every other day" (40%) and "weekly" (32%).
Smaller groups have claimed to play "daily" (16%) and another group "monthly" (12%),
see gure 28. The amount of time that they spent for a single gaming session was
predominantly 15 minutes (44%) and 5 minutes (28%), see gure 29.

Figure 28: "If you play mobile games, how often do you play?"

The next step was to nd out the participants opinion regarding our created prototype
in terms of attributes such as visuals, diculty and experience but also its suitability as
endless game. The results are represented in table 6.2.1, showing the amount of votes

54
Figure 29: "If you play mobile games, how long is a single session usually?"

for each statement. Generally speaking the majority with about 48% seem to have
enjoyed the experience when playing Brick Hit. However 32% were neutral and 20% did
not enjoy the game. To nd out if Brick Hit was suitable as an endless game, we have
stated "The game would be better with levels and no endless mode." and asked the
participants to share their view. 29,1% agreed to that statement, whereas 37,5% were
neutral. 33,3% disagreed to that statement and believe that an endless game was the
right genre.

Statement NA SD D N A SA
When I lose a game, I want to restart to do better. 0 1 4 7 10 3
I like the way the game reacts accordingly to my interactions. 0 2 4 7 9 3
The game is visually appealing. 0 1 3 6 8 6
The game is too dicult. 0 3 5 11 5 1
The gameplay is interesting. 0 0 4 8 10 2
The instructions are clear. 0 2 2 6 6 6
I don't mind playing the game without being able to "win". 0 1 6 6 8 3
The game would be better with levels and no endless mode. 0 3 5 9 5 2
I enjoyed the experience. 0 1 4 8 10 2

Table 5: Brick Hit game enjoyment summary: Number of votes from 25 participants.

Some participants have left out questions, hence some rows might not equal 25.
Abbreviations: NA = Not applicable, SD = Strongly disagree, D = Disagree, N = Neutral, A
= Agree, SA = Strongly agree

Additionally we attempted to investigate the players attitude regarding not being able
to "win" the game. Therefore we have stated "I don't mind playing the game without
being able to win." and asked the players if they consent. 45,8% have agreed to that
statement, while 25% stayed neutral. 29,2% have disagreed and thought it would be
more fun to actually have a winning state.

55
6.2.2 Discussion
The purpose of this evaluation was to investigate the prototypes enjoyment factor and
qualication as endless game. Furthermore the prototype is supposed to implement the
majority of our created game design patterns from section 4. The majority of the players
have enjoyed the game experience, although other questions have clearly revealed that
the game has some improvements to undertake, such as the tutorials, as many stated
having diculties when initially playing.
45,8% of the participants have stated that they are not reluctant to play a game,
which they are unable to win, while about 29,2% have claimed to rather win (rest stayed
neutral). Therefore we believe that the endless game genre is not repelled by players,
despite its dierent characteristics. Also our statement if the prototype would be better
as a non-endless mobile game, has exposed that the slight majority does not prefer
Brick Hit with levels and a winning state, see gure 30. Hence we conclude that some
uncertainty is present and Brick Hit can be implemented as an endless and non-endless
mobile game. However it may depend on the players preference in gaming genre.

Figure 30: "The game would be better with levels and no endless mode."

56
7 Conclusions

7.1 Thesis summary


In this thesis we have identied game design patterns specically for endless mobile
games, as current literature has shown a lack regarding this genre. The patterns are
supposed to support game developers and designers to exchange and share experience.
Thenceforward we have undertaken case study observations to create a common
language for developers in the form of game design patterns specic to our 5 example
cases. Our result covers 15 patterns, from which we have utilized 12 to create a prototype
instantiation. The prototype "Brick Hit" implements our patterns, which supports mobile
developers in understanding and communicating the concept of game design patterns in
endless mobile games in a real-usage scenario.
To evaluate our results, we have conducted two questionnaires aimed at developers
and players. One questionnaire helped us determining if the game design patterns are
pertinent to endless mobile games and useful when designing a game. The other ques-
tionnaire was conducted to ascertain that our implementation of the prototype resembles
the patterns as a functional game.

7.2 Regarding the research questions


Research question 1
The case study that we have conducted is directly related to the rst research question,
which guided our thesis outline:
RQ1 What game design patterns specic to a set of endless mobile minigames can be
identied?
The question required us to take a deep look into our 5 case examples. Hence the
deduced 15 patterns are generalizations of the observations we have made, which might
be supportive from a mobile developers point of view. Each pattern represents a certain
characteristic and has been described in section 4. The patterns do not only describe
characteristics that are related to the gameplay itself, but also subsidiary attributes
such as a leaderboard, challenges or character selection. Although only 7 patterns are
mandatory - endless mode, quick progressive diculty, random level generation, score
system, obstacle, simple control, leaderboard - it is crucial to consider the optional
patterns to create a complete and enjoyable endless game, as one of our developer
comments stated as well (section 6.1). The correlation between the fun factor and
the presence of a pattern is denitely a matter to solve in future researches. Each
pattern was present in at least 4 out of 5 examples from our case study. However the
developer questionnaire shows that the participants were uncertain about 20% of the
patterns. Future research and more participants might clarify this matter. As yet we
have created a collection of patterns, which can be extended to other genres or revised
to comprise more insights and experience. We hope that game designers, developers,

57
researchers and possibly other related professions can benet from our study. We believe
that game design patterns can be supportive when creating a game and have at least
some participants that agree with us:

• "I think that your project is very important for Game Developing and I am very
proud to help you with it." - Developer comment regarding the patterns (email re-
sponse)

Research question 2
RQ2 How can game design patterns specic to endless mobile minigames be applied
in a real-usage scenario?

The prototype Brick Hit was developed in order to put the game design patterns into
practical use and ascertain that they would be applicable under authentic circumstances.
The implemented patterns are depicted in section 5.1. We used 12 out of 15 patterns
due to time constraints, leaving 3 patterns. The prototype was developed under the
premise of the required patterns from section 5.1, which we strictly followed. Using the
patterns helped us create a structured "blueprint" of the game and gave us ideas on
how to implement some of the game elements. However since we were not working with
dierent teams, we could only slightly investigate the patterns ability to act as a common
language to exchange information. However we have conducted a questionnaire for both
players and developers to reveal if the patterns have been appropriately implemented,
see evaluation section 6.2. The outcome was that Brick Hit has been accepted as an
endless mobile game, which conrms our results to some extent. The entire process of
creating the initial prototype with the mandatory patterns and then extending it with
the optional patterns is therefore our answer to research question 2.

7.3 Validity of results and limitations


Our game design patterns are derived from ve cases, which shall represent the genre
of endless mobile games. Hence we limit the results to the 5 representative example
cases and are aware that they might not reect the entire genre. Also the observation
attribute "Duration" of each pattern, is subjective to our gaming skill level and therefore
requires data from more participants to be crucial.
The prototype was created under our interpretation of the patterns, which might
dierentiate from other developers implementing the same patterns. The created ques-
tionnaire from section 6.1 has provided a short-version of each pattern for the developers
to evaluate, which might not reect a patterns description completely. To evaluate the
patterns more thoroughly, it is viable to have practitioners understand the patterns en-
tirely and bring them into practical use. This approach would give a more rigorous insight
regarding the patterns validity and usefulness.

58
7.4 Future work
As smartphones are still on the rise and present in our daily lives [9], mobile gaming
will most likely stay relevant and hence the demand for developers to strive for better
game conception is emerging. Although the majority of the created patterns have been
accepted by game developers, there are still advancements to undertake. To improve the
game design patterns more cases can be considered to add or revise knowledge. Also a
comparison of each pattern with other genres might be useful. We could then answer
the question if, for example, a tutorial is really that dierent in another genre.
Taking a step further, it would benecial to interview experienced mobile developers
of endless games and extract information in person. The research could be extended to
a longer period of time to actually test the game design patterns in a small group of
developers. This will give a more complete answer to the question whether the patterns
are applicable and useful amongst developers.
Interesting to see would be that developers use the patterns for broadly speaking
communication. Hence it would be necessary to spread the word in game developer
forums or such. More research can then be undertaken with developers that have actual
knowledge about the game design patterns for endless games, once they have been
established.
Another research area might involve an expansion into a dierent genre apart from
the endless mobile game context. Our study could then be utilized as a template or
model to create new game design patterns. Naturally an adaptation of the patterns
to the new genre will be required, hence we hope that our work is benecial to future
researchers and practitioners in this or other mobile game related elds.

59
Appendix A - Game Enjoyment Questionnaire

This questionnaire is designed for players. The sub items contain the type of answer
that the participant was provided with.

Personal questions:
• How old are you?
10-20 | 21-30 | 31-40 | 41-50 | 51+

• If you play MOBILE games, for how long have you been playing?
Never | Less than 1 year | 1 year | 2 years | 3 years | more than 3 years

• If you play mobile games, how often do you play?


Never | Daily | Every other day | Weekly | Monthly

• If you play mobile games, how long is a single session usually?


Not applicable | 5 minutes | 15 minutes | 30 minutes | 1 hour | More than 1
hour

• What is the most appealing about these type of games that you like? (mark
multiple if applicable)
Visuals | Gameplay | Story | They distract me | I can pass the time with them
| They are short-lived | They don't require complex instructions or controls
Game prototype related questions:
• When I lose a game, I want to restart to do better.
No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

• I like the way the game reacts accordingly to my interactions.


No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

• The game is visually appealing.


No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

• The game is too dicult.


No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

• The gameplay is interesting.


No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

• The instructions are clear.


No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

60
• I don't mind playing the game without being able to "win".
No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

• The game would be better with levels and no endless mode.


No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

• I enjoyed the experience.


No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

Endless mobile game related questions:


• A short denition and example images of endless mobile games were provided and
then asked: Only one innite level. Objective examples: reach the furthest dis-
tance, avoid as many obstacles as possible, jump on as many platforms as possible.
Gameplay progressively becomes harder by adding speed, obstacles, enemies etc.
If "Game Over" state is reached, the game starts from the beginning. There is
no "winning the game". Game examples: Temple Run 2, Crossy Road, Doodle
Jump, Jet Pack Joy Ride.

• The game "BRICK HIT" ts to this denition of endless mobile games.
No answer | I strongly disagree | I disagree | Neutral | I agree | I strongly agree

• Please mention some endless mobile games that you have played; otherwise leave
empty. (Examples: Temple Run, Crossy Road, Flappy Bird, Doodle Jump, Subway
Surfers, Despicable Me: Minion Rush, Agent Dash, Robot Unicorn Attack)
Textbox

61
Appendix B - Game Design Pattern Questionnaire

This questionnaire is designed for developers. The sub items contain the type of
answer that the participant was provided with.

Personal questions:
• For how long have you been developing mobile games?
Less than 1 | year 1 year | 2 years | 3 years | 4 years | More than 4 years

• Have you worked with game design patterns when creating the initial prototype of
a game?
No | Yes | Not sure | Not applicable

• Have you developed an endless mobile game? (Genre examples: Temple Run,
Crossy Road, Doodle Jump, Flappy Bird)
No | Yes | Not sure | Not applicable
Game design pattern questions:
This question is asked for each of the 15 patterns. The description of the patterns is
presented in the questionnaire, followed by the statement.
• This pattern characterizes an element of "endless mobile games".
Not applicable | I strongly disagree | I disagree | Neutral | I agree | I strongly
agree
Follow up questions
• Please check all patterns that you think are a MUST to create an endless mobile
game. (meaning if you left them out, it wouldn't be an endless game)
List of all 15 patterns with check boxes.

• Do you know any other pattern, which is not available in the presented list? If
yes, please note down which one. Otherwise skip.
Textbox

• Game design patterns can support developers in the creation phase of an endless
mobile game.
Not applicable | I strongly disagree | I disagree | Neutral | I agree | I strongly
agree

• Game Design patterns can be a good way for a developer team to share common
terminology and know specically what component the other is talking about.
Not applicable | I strongly disagree | I disagree | Neutral | I agree | I strongly
agree

62
Prototype questions:
• Please watch this short video to answer the next question. It shows the game play
of a prototype of an endless mobile game, called "Brick Hit".
An embedded video is shown: https://www.youtube.com/watch?v=GMDyYlBXDAA

• The prototype "BRICK HIT" represents the game design patterns for endless
mobile games well.
Not applicable | I strongly disagree | I disagree | Neutral | I agree | I strongly
agree

• What features could be missing in the prototype?


Textbox

63
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