magic country

Mobile games as design, under two hard constraints: a thumb and five minutes.

A phone held one-handed with the thumb mid-reach

The Reachable Arc

Everything that matters lives inside the arc

A phone held in one hand can be reached only across a curve swung from the bottom corner. Apple asks for 44 points, Google for 48 density-independent pixels, because a fingertip is about a centimetre wide and arrives without a cursor.

Read the flagship piece

Two constraints, and everything that follows from them

The signature of this publication

Constraint one

A thumb

One centimetre of skin, no pointer, and a pivot fixed at the corner of the device. Everything a player must hit repeatedly belongs inside the sweep; everything destructive belongs outside it.

44 pt — Apple Human Interface Guidelines
48 dp — Material Design

Constraint two

Five minutes

A commute, a queue, a kettle. The session is defined by its interruption, so the structure has to survive being abandoned mid-move and resumed a day later with nothing remembered.

Ripen on a clock · spoil if ignored
Regenerate, and end the session for you

Six we would start with

All twenty-two pieces

The Reachable Arc

Touch targets

Apple's 44 points and Google's 48dp exist because a fingertip is about a centimetre across and carries no cursor.

Five Minutes

Session shape

A queue, a commute, a wait — the unit of play is minutes, and structure follows.

The Wait

FarmVille and the clock

Zynga's 2009 game made the wait itself the mechanic — crops ripen on a timer and spoil if ignored, so the game schedules the player.

The Loop

The core loop

Act, reward, invest, wait — and the fact that the loop is legible to the player is part of why it works.

First Run

The first sixty seconds

Most players who leave, leave immediately, so the opening is the most designed part of the game.

Studios

Supercell

Small independent teams with authority to cancel their own games, and a very short released list as a result.

Cow Clicker was the joke, and people played it as though it were not. That remains the most useful thing anybody has written about the form.

The arguments against

The Drawing Board

A device on a bench beside a notebook of interface sketches

Criticism of the form arrived from inside it, on the same benches where the games were drawn.

Photo: picjumbo.com / Pexels

  • Cow ClickerIan Bogost built it in 2010 as a satire — a cow, a click, a six-hour timer — and watched people play it sincerely, which is the most useful thing written about the form.
  • A Casual RevolutionJesper Juul's argument that casual players are not a lesser audience but a different one, with different tolerances.
  • Dark patternsWhere pacing becomes pressure, and the design vocabulary for telling the two apart.

The colophon

Studios, critics, and toolmakers working the same seams of mobile design that this site pulls apart.

Seven sections, twenty-two pieces

Everything one thumb away