- Point and click adventure
- Puzzle
- Strategy
- Fixed camera view RPG
- Ant farm or sim style management games
The main issue with most of these games comes with the touch screen interface which completely contrasts to the system mechanics which games are used to when designing these types of games. you cannot really make a game which relies on fast paced finger reactions on this system because the screen becomes obscured when the player uses the interface, if you try to compensate for this by including controller UI in the design it must use up too much of the space and ends up leaving no space for the actual game.
UI in essence kills most Tablet games.
So what other 'rules' appear on tablets that do not appear in other game systems?
Well it can be said that tablet games cannot really allow for control of a character and control of a camera viewpoint at the same time. Mostly because it feels un-intuitive using a false joystick, but also because you can only really have two touches at once before the player cannot see what they are doing on the tablet. This means that the player either controls just the camera or just the character, or as a third point the camera location is fixed such as in 2d platform games.
However you also need to give the player a lot of depth while keeping player reward loops small and under 30mins to successfully make a good mid core game. So with all of these constraints on the game a lot of classic models no longer appear to be valid for one reason or another.
So how do you instill depth in a tablet game?
Most likely the same ways you do for other games, you either design the game around a very deep narrative story that captivates the player until the story concludes or you create a perpetual machine for the player to mess around with until it reaches what they believe to be a natural conclusion, other methods include competition, however the mid core genre do not wish to compete with one another, so this becomes challenging the player with puzzles of different kinds.