Name: Linnéa Löfdahl Location: Stockholm, Sweden Things I like and do: games, japanese games, computer science, programming, Hong Kong, robots, pets, robot pets, Tokyo, Ruby, Ubuntu, everything hi-tech
Any sufficiently advanced technology is indistinguishable from magic.
- Arthur C. Clarke
Remember the educational video on how to eat sushi in Japan? It was brilliant stuff, from the beginning with its a-bit-to-screechy instrumental sound and onwards. Turns out there are more videos in the series, here we get a basic lesson in using chopsticks. Don't be alarmed that it's all in Japanese though, give it a couple of seconds and you'll get to the good parts where everything is perfectly clear.
Nowadays I imagine almost everyone know how to use chopsticks, at least that's the way it is here in Stockholm. I always felt like I didn't really deserve all the praise when someone complemented me for being able to eat with chopsticks in Tokyo.
As I work in a casual games company I find these discussions interesting. The thing is though, I am not sure if even we really know what a casual game is. There is no definition per say.
What we're trying to develop are games that have a mass appeal, are easy to learn and difficult to let go of.
I am seeing this direction in the entire industry.
Somehow I think branding some of the games out there as "casual" is a PR-trick designated to allow games to feel less intimidating for the average person. It seems to work quite well.
Interesting point, I haven't really thought of the concept "casual" as a way to promote games before. To me it instantly puts it in a better light - anything that can make more people find their way to playing games can't be all that bad. I'm just worried that we will end up with something of a gaming "a- and b-list" where games branded "casual" are being looked down on. Especially if they have mostly female players since everything that's dominated by women sadly tends to be belittled.
On another note, the three qualities you mention - mass appeal, to be easy to learn and difficult to let go of - to me they sound like they would be worthwhile in just about any game. Sometimes I wish that mass appeal wasn't as important as the others but I know that in reality it almost always is the most important one.
To achieve the third one - to be hard to let go of - there has to be some depth to the game or it just wouldn't stay interesting. So if any good game needs depth can they really be "casual" in the way we use the word today? I'm not so sure.
But yeah, if it sounds less intimidating there is a point in doing it anyway.
Well, I am not sure how much depth Tetris for instance has, but this is the game that defines the casual gaming of today.
Everyone can learn the rules of Tetris and get to enjoy it. The game is also very difficult to let go of. Casual gaming companies try to emualte the success of Tetris with their various games.
And thus you have the Hexics, the Zumas, the Bejeweleds and gods know what else.
Casual games today are quite puzzle-centric. As this is a genre where games are generally easy to learn but hard to master, while still behing able to appeal.
I may have entangled myself in my own reasoning here but what I guess I was trying to say is that simple rules don't necessarily mean that there is no depth to the game. Without any depth at all a game could be fun for a couple of minutes but in my eyes I don't think it could last any longer than that. The depth in Tetris I guess could be finding different patterns of bricks that works better than others, learning to put these patterns together faster than you could before and so on. But I wouldn't really know since I've never been a hardcore Tetris player myself :)
I guess in the end it boils down to a question of definition (how to define "depth"). But I think "Easy to learn but hard to master" like you wrote, pretty much sums it all up.
Monday, April 16. 2007 at 18:25 (Link) (Reply)
What we're trying to develop are games that have a mass appeal, are easy to learn and difficult to let go of.
I am seeing this direction in the entire industry.
Somehow I think branding some of the games out there as "casual" is a PR-trick designated to allow games to feel less intimidating for the average person. It seems to work quite well.
Tuesday, April 17. 2007 at 09:17 (Link) (Reply)
On another note, the three qualities you mention - mass appeal, to be easy to learn and difficult to let go of - to me they sound like they would be worthwhile in just about any game. Sometimes I wish that mass appeal wasn't as important as the others but I know that in reality it almost always is the most important one.
To achieve the third one - to be hard to let go of - there has to be some depth to the game or it just wouldn't stay interesting. So if any good game needs depth can they really be "casual" in the way we use the word today? I'm not so sure.
But yeah, if it sounds less intimidating there is a point in doing it anyway.
Friday, April 20. 2007 at 11:37 (Link) (Reply)
Everyone can learn the rules of Tetris and get to enjoy it. The game is also very difficult to let go of. Casual gaming companies try to emualte the success of Tetris with their various games.
And thus you have the Hexics, the Zumas, the Bejeweleds and gods know what else.
Casual games today are quite puzzle-centric. As this is a genre where games are generally easy to learn but hard to master, while still behing able to appeal.
Friday, April 20. 2007 at 13:33 (Link) (Reply)
I guess in the end it boils down to a question of definition (how to define "depth"). But I think "Easy to learn but hard to master" like you wrote, pretty much sums it all up.