magic country

magic-country  /  Every piece

The whole publication

Every piece, in seven sections

Twenty-two pieces. No dropdown, no search box — the full register, reachable from the bar at the bottom of the screen.

The Reachable Arc

What one hand can actually touch.

  • The reachable arcHeld in one hand, the thumb sweeps an arc pivoting at the bottom corner; everything frequent belongs inside it, and the top far corner is the worst real estate on the device.
  • Touch targetsApple's 44 points and Google's 48dp exist because a fingertip is about a centimetre across and carries no cursor.
  • OcclusionThe hand covers what it touches, which is why feedback appears above the finger.
  • One hand versus twoGrip changes with context, and a design that assumes two hands loses the commute.

Five Minutes

A commute is the unit.

  • Session shapeA queue, a commute, a wait — the unit of play is minutes, and structure follows.
  • InterruptionThe session can end at any instant without warning, so state has to be safe continuously.
  • ResumptionComing back has to cost nothing; a re-entry that requires remembering is a lost player.

The Wait

Time as a mechanic.

  • FarmVille and the clockZynga's 2009 game made the wait itself the mechanic — crops ripen on a timer and spoil if ignored, so the game schedules the player.
  • Timers as pacingSupercell's Hay Day and Clash of Clans turned waiting into a pacing system with a price attached to skipping it.
  • The life meterCandy Crush Saga's regenerating lives end the session for you, which is a design decision about when to stop.

The Loop

Free-to-play as a structure.

First Run

Tutorials and the first session.

Studios

Who formalised it.

  • ZyngaSocial-network games at scale, and the instrumentation-led design practice that came with them.
  • SupercellSmall independent teams with authority to cancel their own games, and a very short released list as a result.
  • KingBrowser puzzle games that moved to the phone and took the level-map structure with them.

The Drawing Board

The arguments against.

  • 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.

Seven sections, twenty-two pieces

Everything one thumb away