As time has passed, casual games have been improved with new content and features. In an article published in early 2016 I speculated how masses of casual game players have come a long way since the early days of mobile games. Why casual games and gamers might be maturing? In contrast to more ‘core’ games, casual games also require players to do very less cognitive load management. In general, the session lengths in casual games are around three minutes. From a game design and cognitive load perspective, casual games have a straightforward core gameplay loop and simple currency sinks. These characteristics sets casual games apart from competitive resource management oriented games like Clash of Clans, Clash Royale and Game of War. In short, casual games are generally targeted at people who may not traditionally consider themselves as gamers.Ĭasual games like Angry Birds, Candy Crush Saga, and Temple Run are typically distinguished by simple rules, reduced demand on time and limited need of skills demanded from the players. Today, when we talk about casual games, we tend to mean games with relatively simple gameplay, substantial active user base and somewhat limited monetization potential compared to more advanced games. The third and largely ongoing growth started in 2012, when King took its popular Facebook game Candy Crush Saga to mobile. The true growth of the genre was enabled by Facebook and driven by Zynga’s FarmVille and other Ville-style games. Casual GamesĬasual games is a relatively new genre that was arguably kicked off by PopCap when Bejeweled launched on browsers in 2001. Why and how are casual games pivoting towards mid-core features? What differentiates Angry Birds 2 from all the previous Angry Birds games? For the first time a close chat with how the team at Rovio built Angry Birds 2 and what led them to make those bold design decisions.
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