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.
- The core loopAct, reward, invest, wait — and the fact that the loop is legible to the player is part of why it works.
- Free-to-play as structureRemoving the purchase at the door moves every design decision to retention.
- What conversion does to designWhen very few players ever pay, the design optimises for the ones who might.
First Run
Tutorials and the first session.
- The first sixty secondsMost players who leave, leave immediately, so the opening is the most designed part of the game.
- Teaching without textConstrained first levels teach by making the wrong move impossible.
- Retention curvesDay one, day seven, day thirty — and what those three numbers hide.
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.