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What's the Deal with Casual Games?
by Benjamin Quintero on 06/11/09 10:55:00 pm
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Posted 06/11/09 10:55:00 pm
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Casual games appear to be gaining some serious momentum. You don’t have to look very hard to find sites like Reflexive Arcade, Big Fish Games, or Pop Cap. Though I am pleased to see the market growing in more directions than the purest of hardcore games, I am struck with a small dilemma of my own. As an indie developer, it is very appetizing to think that a smaller game at a lower price can be a profitable venture. On the other hand, I admit that I have yet to jump into that pool. I still have many questions about the success of that category of games.
The more recent trend of casual games appears to be the hidden picture genre where players are given a list of items to seek out within a pre-rendered image. Mystery themed environments and puzzles are the popular focus. Though the idea sounds simple, the art is incredibly detailed and polished. I question how these games can be profitable if they require such high quality renders that could take months to model, texture, frame, and render from scratch.
The staple of casual games appear to be match-3; good old reliable. Again, the production value of these games is hardly ever in question and the gameplay typically has a familiar feel. Let’s face it. Who hasn’t made a match-3 game at some point? With most developers growing up on games like Tetris and Klax it only makes sense. However, that’s part of the problem. This market is flooded with match-3 games; so much in fact, that I question if any of them are selling. Hobbyist developers are giving these games away in Flash form, so who is buying them?
Action-based games that involve reflex, skill, critical thinking, are some of the worst selling games in this market. Arena shooters appear to have a small cult following, but it barely seems like enough to share among the endless waves of space and alien shooters.
Most developers seem to be very tight lipped about the success of their casual games. They aren’t tracked by NPD and they don’t publish sales figures like the larger retail publishers. It’s like a tiny online Swiss bank account; and this doesn’t exactly raise my faith.
I tried to play the more successful casual games and it was absolute torture. I spent the entire time clicking on what may as well have been a giant red button with the text, “click me”. This was followed by a shower of sparkles and fanfare to celebrate my mediocre victory. Okay maybe I’m exaggerating a bit, but not by much. I guess my point is that how can I possibly gamble a large sum of money on something that I fail to find the value in? The production quality of these games has reached a level that can not be accomplished by a single person anymore. Even casual games have risen to a bar that requires skilled specialist to complete.
If I don’t know what makes a casual game fun then how can I possibly care to invest in additional freelance resources?
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What you're describing of casual games really isn't that different in my mind to trying to explain to someone who hates RTS's how they should go about making RTS's. There's a certain something that needs to be there for casual games, and of the successful ones I've played, it's not so much "easy to play, hard to master" or anything. It's more just the fact that the game is genuinely saying "You could play me for just 2 minutes!" which is what gets you to open the game, but once you've loaded it, you end up spending several hours on it and not noticing a thing. You'll keep playing the "tedious" sections of the game, because you know that if you play just a little bit more... you'll unlock the next mode of play. And if you play just a little bit more... you'll get something else. Very much like grinding through an MMO, but for people who enjoy clicking on things.
It's the same deal with slot machines really. An onlooker could easily say "that looks like the most boring game ever. All you do is push a button and watch things spin, then get a result", but there's a certain something that keeps people coming back. It can't just be the money either. I've had a mate win $30,000 on one, and still continue playing after doing so.
But, back to your question of how you're supposed to gamble money on something that you don't find value in, I really don't know that there's any other answer than you're not meant to, as that'd be planning to fail from the start.
It's like people getting into the iPhone, not because they like the platform or want to make something great on a portable device with a unique interface, but rather.. "Trism made a bunch of money... I want to make a bunch of money too, but I hate Trism".
I don't fault you for having a chip on your shoulder though about something you don't get. I get like that with Twitter after they dropped Gtalk support, but that's another rant..
oh oh.. and mob wars, vampires and all those type of facebook games.. how those games manage to do so well is a mystery. I find them very boring, but the numbers don't lie.. they are very successful and I commend those who have excelled in the facebook space.. but again.. another rant ;)
Is that so different than, say, Diablo?
As Alexander says, if you aren't passionate about it, then don't build it. If you are doing it for commerce only it's going to suck.
At the same time though, don't disrespect a genre that many others like and feel passionate about. I for one cannot stand most MMOs, but I understand that others like them and respect them as a genre. I spent a couple years working in casual games space and saw that there is every bit as much innovation, art, and craft as there is 'core' games. And both spaces have their share of derivative content & knock offs.
Work on something you feel strongly about, and to each his own.
@Kim - I never meant to sound like I'm ranting about "how much casual games suck" =). I only meant to point out how little I know about the attraction to those games. It's obviously a huge success (and growing) for a reason. As you said, to each his own. The connection to Diablo is a tough one to swallow however. In Diablo, you are character taking physical actions and progressing through an ever-changing environment. In several casual games you are often selecting items on a still screen, or combining patterns. I will say that I briefly enjoyed Alice Greenfingers; a pleasant surprise. I haven't yet played Plants vs. Zombies, but I hear that it's a lot of fun.
Honestly I am more jealous than anything else. I wish I enjoyed them more. Hardcore games can be a time-suck to play, and even more to develop.
Louis, some casual games are good, and some are crappy. Just like hardcore games. But most of them do meet the definition of "game." I prefer games that require my full attention to "time-wasters" that are meant to kill five minutes, but that doesn't mean that little Flash games on the web are not "real" games.
However, it is possible to do an indie game that targets a more hardcore audience. Of course, we all tend to use the term "hardcore" differently, but a turn-based strategy or a beat 'em up with a deep combat system can both be done with simpler sprite-based graphics but be designed for a high level of focus and effort, which in my opinion, would make them hardcore. Likewise, if you're one of the story-focused gamers, a good game story can be solo-written.
Certainly, you lose a lot of gamers that want AAA graphics, voice acting, and everything in 3D but you could probably still make money on something like that (I sure hope so because that's what I'm trying to do).
A few examples would be Aveyond (never played it, but I think it's similar to the old Final Fantasies), Astral Masters (Customizable card game. Steep price tag, but fairly fun), or Little Fighter (arcade style beat-em-up that's a bit more advanced than most were).
Unfortunately, I don't know how profitable any of these games are, but they all manage to get some following without spending millions on development.
Anyway, that's my thought. If you aren't designing the types of games you enjoy, you probably won't be designing very good games for any crowd.
"If I don’t know what makes a casual game fun then how can I possibly care to invest in additional freelance resources?"
It's the same as saying "If I don't know what makes pizza delicious then how can I possibly start making pizzas?!?"
@An Dang - You are absolutely right! This has been my most recent focus over the last few months and my designs have hit some snags, but I'll keep plugging at it. Maybe something will stick someday.
I agree with most of the comments, "if it ain't your cup of tea, don't drink it". I personally do not find one bit of fun in hidden object games, but some of the time management games are really fun and do well. From a developer working in the casual game space, the money REALLY depends on where the site places you. We work with Big Fish alot and good placement typically means about $30-40k if the game is ok. A good game with good placement is worth about $70-100k. Remember we have a team of 4 and produce pretty high quality games and have a great working relationship with some game publishing sites. Past results do not guarantee future etc, etc.
Hope that helps.
But a lot of small games can be built in similar fashion, think of a "hardcore" game in existence (or one you want to build), scrap all but the most fun part of it, and make it into a mini game with an acceptable level of repetition. Almost as if you were building a small prototype to demonstrate that one feature of the game. Just it's been polished and is enjoyably replayable.
I suppose I look at things more from a case of "How do I make the concept of the first match 3", as opposed to "How do I take a match 3 game and turn it into Puzzle Quest?". Although I know starting with something that works and refining it into something else that works is indeed a viable method, I find that it leads to games that are much too similar at their most fundamental mechanics. You're not inherently designing for a casual market, you're trying to take something that isn't casual and make it work to your favour.
Both ways work though. Doing whatever works for you is indeed better than trying to use a different method just because it worked for someone else.