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According to Tweetdeck, one of the trending:worldwide topics on Twitter is 6 word stories.
I've asked for 6 words about game designers, 6 about programmers, and 6 about wargames, with interesting results. Now I want to ask about another type of game.
Can you say in 6 words what makes casual games interesting--or not? (And you'll have to decide what "casual games" are.)
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What make a person like casual game is not if the person is dumb, or inexperienced, it is how a person perceive the world.
30% of the population like to perceive the world with intuition, they like the abstract, they can immerse themselves in the game world, they like the inernal, and the game unites with their mind.
The other 70% are of the sensing type, what matters to them is the concrete, and the external, to them game is only a past-time, what matters is learn the rules, play a bit, and then go do something else in the real world.
There are a guy here in gamastura that has a nice blog about this subject, but I forgot his name (I think is Bart)
"Same thing as every other game."
(Is it me or everybody else read "social games" instead of "casual games"?)
"Casual" still gets translated in my head to "low investment." But then I'm still refusing to use the word "aggravated" like everyone else does to mean "annoyed," so there you go. :)
Monetized thumb twiddling.
Still, personaly I do not like them )
"Don't take your fun too seriously"
Unhappy developers attempting to make money
Positive view:
Happy developers attempting to feed themselves
it's like comparing clue and chess, chess has a deeper experience and is overall a much stronger and timeless game, however clue is overall a much simpler to attach to and hence tends to be more popular in the commercial sense.
An explanation in case anyone feels they should be offended for the "little guy":-
1. Simple: one basic interface operation that does everything - so in Farmville, Cityville etc (and all their clones), it's a single left-click to plow land/place a piece of road/plant something/build something (and on and on that list goes). The difficulty level never changes and remains as easy and as accessible as possible to even the simplest of users.
2. Hook(s): this will either be one hook or many hooks, so if you're into "pets" then you can buy virtual pets that you "must look after" and come back to do so. Or collect "rent", or clean your "pet", or build your "empire", compete in a VERY passive way with friends and so forth. It can also just be that you prefer building structures and roads over planting seeds.
3. Time-based: where a user will be required to come back to the "game" after a few minutes to a few days to perform basic maintenance tasks or accept "gifts" from their friends. Also known as the "come back"/"repeated visit" factor when it comes to website content.
4. Rinse/repeat: this will mean slightly different things to different people so: to a user, its doing the same mechanic over and over again. To the developer: change the "skin" of the game and repackage it as something "new".
Simple to play; hard to master. --- Pretty much everything else. A real game, in my opinion, is one where you can win AND you can lose (or at least get stuck with a puzzle without some pay-for option to skip that one puzzle, note: I'm not talking about unlocking the rest of a game) based on your own ability, although challenge is something that will change from player to player.
It will be easy to comprehend (be it walking about in a 3D world, using the mouse to change the perspective etc) but hard to master (some will only be mastering the interface at first, let alone the few rules or guidelines of play) and may or may not require the player (again, depending on their ability and also on their experience level) to develop themselves just that little bit in order to play and then the "challenge" aspect comes in...which, if the game is well made, will remain throughout until the game's conclusion.
Fewer choices for entertainment and relaxation
Simple puzzles for entertainment and relaxation
Less challenging, fewer choices, simple puzzles