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Pre-Production Game Creation
– A
Casual Games case study
In this document I'll be discussing various ideas I have
for casual games. I'll also be researching platforms, languages and
competing games. I aim to show how and why my game ideas will work.
Throughout the document I will link to prototypes and
demo videos of my three game ideas, as well as pooling together most of
the exercises I've done in tutorial sessions.
About Casual Games:
I think of casual games as anything that you don't have
to invest huge amounts of time into, which are accessible and often
portable. Many deep casual games exist, but you should be able to start
off running without having to read a manual or learn controls. Many are
addictive by design. The ubiquitous nature of the web means anything
online can be considered mobile now, especially as netbooks and
powerful handsets such as the iphone become common. Experimental,
communal games could also be consudered casual despite being outside
the normal definition.
Recently Sony's PSN, MS's Live Arcade and the entire Wii
platform have accentuated the demand for simpler pick up and play
games. The iPhone now has thousands of games despite only being open to
developers for a few months.
"The market for online casual games, from Tetris
(estimated 60 million sold in lifetime) on cell phones to Bejeweled
(350 million downloaded and sold on mobile phones) on computers, hit
about $2.25 billion worldwide last year, according to Jessica Tams,
head of the Casual Games Association. She says she no longer gets those
funny looks when she talks about her group. Before, people would ask
skeptical questions. Can you make any money with those? Are those real
games?" Dean Takahashi of Venturebeat
quoting Jessica Tams of CGA.
Casual games aren't a new thing, they've been around
since the beginning of gaming - many retro arcade staples
(breakout, space invaders etc.) would be considered "casual" now,
despite being the mainstream of their time. Casual games are here to
stay!
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