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Mini Metro

A game studio that makes Mini Metro and Mini Motorways.

dinopoloclub.comApp Store3 sources4 tips

Where Mini Metro comes up3 episodes and tests

GMark Brown is the creator of Game Maker's Toolkit; Luke Muscat is the designer of Fruit Ninja, Jetpack Joyride and Feed the Deep testWhat's the Point of Prototyping?Gcreator of Game Maker's Toolkit testCan we Improve Tutorials for Complex Games?Gcreator of Game Maker's Toolkit testThis Psychological Trick Makes Rewards Backfire
In short

Dinosaur Polo Club built almost 20 small Mini Motorways prototypes before production, and Mini Metro starts with almost no interface, adding the line menu, clock and passenger counter as you play. Unlockable cities were meant only to limit early choice, yet some players who unlock them all feel finished. Lesson: prototype many small ideas, reveal UI gradually, and favor open-ended scores over completable checklists.

At a glanceUnlock checklists end; high scores never do
Unlock checklist
  • Meant to limit early choice
  • Players unlock next city, then stop
  • Ends once everything is unlocked
High scoresWon
  • Measure your skill
  • Personal bests can always improve
  • Have no finish

Scores keep players going after unlocks end

From Jamie Churchman on Mini Metro

What was said about Mini Metro

1Unlockable cities and the finish-line problem

  • Mini Metro's city unlocks were meant to limit choice, not motivate play. The unlockable cities exist only to limit player choice at the start. Even so, some players play each city to the threshold, unlock the next and stop once everything is unlocked.

    UI designer Jamie Churchman says the team tried to avoid goal and reward meta structures. Unlock structures can become a "means to an end" that replaces the game's own appeal.

  • Open-ended high scores keep playing going where unlock checklists end. Players who unlock every city can feel they have finished the game, while high scores keep going.

    Goals are a checklist that can be finished, but scores and personal bests never end because you can always improve. Quote: "measurements of your skill - such as leaderboards and scoring systems, have no finish".

2How Mini Metro reveals its interface

  • Mini Metro starts with almost no interface and adds it as you play. The game begins nearly bare, then introduces the line menu, the clock and the passenger counter later.

    A complex UI is one of the most overwhelming things for a new player. The design question is how many buttons and panels need to be there at the start, letting the player set the pace for adding more.

3Prototyping Mini Motorways

  • Dinosaur Polo Club made almost 20 Mini Motorways prototypes before production. Each of the nearly 20 versions gave the team a new insight into the game.

    Prototypes are kept small, specific and separate, each a tiny sample of one feature, mechanic or idea. Fiddling in the engine can spark ideas that brainstorming would not. Quote: "A prototype is not just a crap version of the whole game."

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