Contents
Innovation in Casual Games: A Rallying Cry
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
July 4, 2009
 
CyberConnect2 Boss Talks 'Quality Of Life' For Japanese Developers [2]
 
Warner's $33M Midway Acquisition Approved By Judge [7]
 
July's Top 25 Facebook Games Topped By Zynga, MindJolt Titles
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
July 4, 2009
 
Monolith Productions
Senior Software Engineer, Game Systems
 
Monolith Productions
Senior Software Engineer, Tools
 
Trion San Diego
Terrain Artist
 
Trion Austin
Technical Systems Analyst
 
Monolith Productions
Sr. Software Engineer, Engine
 
Warner Bros Entertainment
Senior Environment Artist
 
Warner Bros Entertainment
Senior Game Designer
 
Edge of Reality
Project Art Director/Art Lead
spacer
Latest Features
spacer View All spacer
 
July 4, 2009
 
arrow The Formation And Evolution of CyberConnect2 [1]
 
arrow Game Design Essentials: 20 RPGs [20]
 
arrow Real-Time Cameras - Navigation and Occlusion [1]
 
arrow Persuasive Games: Gestures as Meaning [7]
 
arrow Sponsored Feature: BattleClinic's Chris Condon On Using Iovation To Prevent Gaming Fraud, Chargebacks
 
arrow A Different Track: Frank Gibeau Talks Strategy [1]
 
arrow Leading The Design of APB [2]
 
arrow Dramatic Play [19]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
July 4, 2009
 
How to Monetize Flash Games Efficiently [5]
 
Crowdsourcing Game Audio: Lessons Learnt [3]
 
Thinking Out of the Box [4]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Innovation in Casual Games: A Rallying Cry
by Juan Gril
del.icio.us del.icio.us digg this! digg this! reddit! reddit! stumble it! stumble it! RSS
 
 
October 11, 2007 Article Start Page 1 of 4 Next
 

It's a tough life, the life of a casual game designer. Because frankly, after reading articles like the "Attack of the Parasites", and the gazillion times that the "Puzzloop good/Zuma evil" debate appears in industry-related magazines, web sites and forums, one starts to wonder if "innovative casual game design" is an oxymoron.

It's tough, it's true. But somehow "casual games" are working. With welcome additions by Nintendo with its simple games for the Wii, and by EA legitimizing the trend by creating its own casual games division, things seem to be improving.

Advertisement

But still, people still play and buy more Bejeweled than any other casual game on the Wii. And why is that? Leaving aside for a minute the fact of convenience (as Bejeweled runs on almost every device Popcap has been able to port it to), there is something compelling about it that the audience finds to be fun.

Nobody in the industry considers Bejeweled to be innovative (as history proves, it's a derivative work and not a radical innovation), so in general the word "innovation" along with "casual games" has been rarely used.

What Is Innovation?

The definition of innovation is something interesting in itself. Here is what Merriam-Webster Online has to say about it:

"the process of making improvements by introducing something new,
a new idea, method or device."

Wikipedia expands the concept, talking about "product innovation":

"...involves the introduction of a new good or service that is new or substantially improved. This might include improvements in functional characteristics, technical abilities, ease of use, or any other dimension."

And it specifies that innovation can be considered "incremental" or "radical":

"Incremental innovation is a step forward... from the known to the unknown, with little uncertainty about outcomes and success and is generally minor improvements made."

"Radical innovation involves larger leaps of understanding, perhaps demanding a new way of seeing the whole problem... There is often considerable uncertainty about future outcomes... Radical innovation involves considerable change in basic technologies and methods, created by those working outside mainstream industry and outside existing paradigms."

Innovation In Games

We game designers LOVE radical innovation. When we think about using the word "innovative" to describe a game, we are thinking of a game such as Katamari Damacy -- something completely out of the box. This makes a big influence in what games we consider to be innovative.

But what about players?

My name is Juan Gril, and I design casual games for a living. Part of my job is to figure out what casual gamers want, and what "clicks" with them. In contrast to some of my peers in the enthusiast-driven video game industry, I've been raised playing a different type of games than some of the ones I design. In fact, sometimes I design games that I wouldn't play (not a big fan of match-3 here, even when a "quest" is added to it). So in order for me to understand the player, I had to put myself in their shoes for a bit.

How did I feel about games when I didn't know what game design was?

This was me...

Your browser may not support display of this image.

And this was my game...

In 1978 Space Invaders changed my life. Here was a way for me to play that was completely different than anything I have done before. Video gaming was an activity that was going to become a very important part of my life, and I've never looked back.

And a year later, Galaxian was the game...

Your browser may not support display of this image.

And this is how I felt about it...

Your browser may not support display of this image.

Was Galaxian Innovative?

Galaxian was a game that had its own innovative elements, but it was based on the core mechanic originally seen in Space Invaders. So as I was spending every available financial resource I could find on Galaxian, around the world, game designers were looking at it. Just for kicks, I imagined a late '70s Japanese game designer talking about Galaxian as we do about some games on industry forums...

Your browser may not support display of this image.

And this is what I felt after that thought...

Was I A Clone Gamer?

After my initial laugh, I wondered to myself: didn't I care for innovation? Was my perception of innovation different from what it is today? I decided to find out and compile a list, looking at the games I played in the first few years of video gaming at the arcades.

Juan's Gaming Evolution 1978 – 1984

Your browser may not support display of this image.

I was an "incremental innovation" player! Each of these games did not radically change the core gameplay of Space Invaders, but gradually and over the years, they created new experiences for me. I'm really fond of them, and I have great memories.

 
Article Start Page 1 of 4 Next
 
Comments

none
 
Comment:
 


Submit Comment