Designing Games for Big Screens and Public Spaces

Designing a game for a personal device is very different from designing a game for a public screen. In malls, cafés, events, airports, or lounges, games are not played in isolation; they are played in front of others, often in noisy, fast-moving environments.

To succeed in these spaces, games must be instantly understandable, socially engaging, and resilient to distraction. This article explores the core principles of designing games specifically for big screens and public venues, and why traditional game design rules often fall short.

How Public-Space Games Are Different

Before diving into design principles, it’s important to understand how public environments change player behavior.

In public spaces:

  • Players may join or leave at any time
  • Attention spans are short and fragmented
  • Not everyone intends to play; many are spectators
  • The game competes with conversations, noise, and movement

This means games must be approachable, flexible, and visually clear, even from a distance.

1. Instant Understandability

A public-screen game should be understandable within 5–10 seconds of watching. There is no tutorial phase. No instructions screen. No onboarding flow.

Good design practices include:

  • Simple objectives (one goal, one action)
  • Clear visual cues instead of text-heavy instructions
  • Obvious cause-and-effect between input and outcome

If someone needs to read a paragraph to understand what’s happening, the game is already too complex.

2. Designed for Spectators, Not Just Players

In public spaces, spectators often outnumber players.

  • A well-designed game:
  • Is entertaining to watch
  • Makes it obvious who is winning or losing
  • Encourages reactions like cheering, laughing, or pointing

Spectators are not passive; they are potential future players. If watching isn’t fun, participation drops.

3. Large, Bold Visuals

Big screens don’t mean small details are acceptable.

Games should use:

  • High-contrast colors
  • Large UI elements
  • Minimal on-screen clutter

Text should be readable from a distance. Icons should be self-explanatory. Animations should emphasize important actions rather than decorate the screen.

In public spaces, clarity beats aesthetics every time.

4. Short Sessions, Endless Replayability

Public-space games should be designed in short bursts.

Ideal session length:

  • 30 seconds to 3 minutes

This allows:

  • Quick participation
  • Natural player rotation
  • Reduced frustration for waiting spectators

Replayability comes not from complexity, but from variation; changing outcomes, unpredictable interactions, and social dynamics.

5. Join-and-Leave-Friendly Design

Unlike home gaming, public games must tolerate interruption.

Good public-space games:

  • Allow players to join mid-session
  • Continue smoothly if a player disconnects

This flexibility is essential when players are responding to real-world distractions like orders being called, friends arriving, or events starting.

6. Phones as Controllers, Screens as Stages

Big screens work best when they act as the stage, not the control surface.

Using phones as controllers allows:

  • Familiar input methods
  • No shared hardware
  • Faster onboarding via QR codes

The big screen focuses on shared visuals and game state, while personal devices handle interaction. This separation dramatically improves usability in public spaces.

7. Social First, Competitive Second

While competition can be engaging, overly intense mechanics often backfire in public venues.

Successful public games emphasize:

  • Light-hearted competition
  • Cooperative or team-based elements
  • Humor and surprise

The goal is not mastery; it’s shared enjoyment.

8. Built-In Space for Branding and Messaging

Public-space games often coexist with branding or advertising.

Well-designed systems:

  • Integrate branding into the environment or theme
  • Show messages between sessions, not during play
  • Maintain immersion while supporting monetization

When branding feels native to the experience, it enhances rather than distracts.

Why This Matters

Games designed for personal screens don’t automatically scale to public ones. Without intentional design, they become confusing, forgettable, or ignored.

By embracing simplicity, clarity, and social interaction, games on big screens can:

  • Draw crowds
  • Increase dwell time
  • Turn passive viewers into active participants

From Games to Shared Experiences

Big screens in public spaces are no longer just displays; they are opportunities to create moments of connection.

Platforms like GameAgora are built around these principles, enabling venues to deploy multiplayer, phone-driven games that are purpose-built for public environments.

When designed correctly, a game on a big screen doesn’t just entertain; it brings people together.

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