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Innovation in Casual Games: A Rallying Cry
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.
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...
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...
And this is how I felt about it...
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...
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
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.
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