Temple Run PDF
Temple Run PDF
Temple Run PDF
Malmö University
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.
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
1 - Menu We examined the menu regarding its options. Some features might reveal
an incentive for players to continue playing the game.
9
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.
3.2.1 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.
10
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.
11
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.
12
4 Game Design Patterns
13
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.
14
Figure 5: Case 3 - Temple Run 2
15
Figure 6: Case 4 - The Line Zen
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?
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
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
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.
21
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
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.
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.
22
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
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.
23
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
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.
24
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
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
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.
27
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
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.
28
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
29
Emergence 4/5 games from the case study have implemented this pattern. The Line
Zen does not have a currency system.
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
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.
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.
Figure 15: Pattern "Challenge" example. Source: Crossy Road - The challenge is to
jump on 12 lilypads to receive a coin reward. (Color highlighted)
31
Pattern 12
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.
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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
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.
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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
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.
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
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.
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.
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
38
5 Prototype of an Endless Mobile Game
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.
39
Table 2: Pattern implementation table
10 Currency Feasible
11 Challenge Feasible
Not implemented due to time con-
12 Character selection
straint
13 Mini tutorial Feasible
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.
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.
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.
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• 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".
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.
46
• 8 Simple control with 74,1%.
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.
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
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.
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
• 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
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 "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
63
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