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Casual
gaming is a increasingly popular genre that offers a myriad of
opportunities for emerging indie game developers, and industry
professionals profiled the casual gamer's world of portals and
downloadables at the Indie Games Conference held in Eugene, Oregon,
October 7-9. Both the conference keynote and a well-attended roundtable
encouraged developers to exploit this market, causing attendees to buzz
about casual games during meals and breaks.
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Casual games were available to play at the Show-Off Center.
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Casual Gaming Roundtable
In
the casual gaming roundtable at IGC, publishers and developers
addressed trends and changes in the casual games market. James
Gwertzman of PopCap pointed to mobile as a significant market opening
for casual games; games like Bejeweled, which gamers have
downloaded over six million times, have an opportunity to hit mobile.
Jessica Tams of game distributor Trymedia, now part of Macrovision,
agreed that market growth is going the way of wireless and handheld
venues, which translates into growth in networking opportunities and
resources. Gwertzman and James C. Smith of indie/casual developer
Reflexive also commented on the availability of tools and the
impressive production qualities in new games made with Torque and the
PopCap game engine.
The
speakers in the roundtable also discussed issues such as game developer
revenue, IP rights, and loss of creative innovation. According to
Reflexive's Smith, the growing popularity of casual games is negative
from an innovation standpoint, because it will erode indie freedom. In
the past, developers were either completely owned by a publisher and
lost IP rights, or were independent and struggled to achieve
self-support. But now there is a middle ground for negotiating testing,
globalization, and funding. Dave Nixon of Oberon Media disagreed,
saying that casual games are still relatively small in terms of costs
and that many publishing options exist. Some games are owned by
publishers because the ideas come straight from the publishers, whereas
ideas that come from indie developers can either split costs with the
publisher and retain IP or hand over the IP in order to attain complete
cost coverage.
There are built-in safety values in the industry that prevent a
monopoly, unlike in retail. PopCap's Gwertzman advised indie developers
to view publishers as a starting point that they can split costs with,
because one game hit will give a developer leverage to multiply
influence and reputation. Playfirst's Dinkin recommended finding
partners to prevent getting smaller. However, he cautioned against
making a hasty choice. Developers need to make sure they find a
publisher that complements them and shares their vision. In Gwertzman's
experience, however, multiplayer games are much harder to deal with in
terms of networking, but technology is changing. Oberon's Nixon agreed
that the process will be difficult, but that mobile technology and
growing comfort in the casual games market will create a convergence of
communities. Meanwhile, Reflexive's Smith shifted focus from Internet
connection multiplayer games and described his experience with face to
face, head to head multiplayer casual games on a computer. In either
case, no matter what the platform, multiplayer facets extend a game's
life dramatically.
The
panel differed about the very term “casual games.” Microsot Casual
Games' Greg Canessa dislikes the term. He believes that business is
evolving beyond the restrictive term, which he feels limits developers
to card, word, trivia, puzzle, and casino games. He prefers a term that
suggests broad-appeal, byte-sized and fun experiences, and small
downloadable games that require small time commitment.
Oberon's
Nixon addressed how the game industry is unlike other entertainment
industries in its attempt to always define genres for consumers. He
thinks it is time to re-educate consumers, whereas Reflexive's Smith
asserted that consumers who play casual games usually don't define
themselves as gamers, or often even admit to playing games at all. The
term “casual games” is irrelevant to consumers, but critical within the
industry, where it signifies a company on the cutting edge of game
development.
Panelists
concluded by discussing upcoming opportunities in casual games.
PopCap's Gwertzman specified the impressive interconnected Asian gaming
experience, which is mostly derived from multiplayer pirated and hacked
versions of games, as a model that developers and publishers can
emulate on a larger scale. Trymedia's Tams anticipates a community of
developers, publishers, and distributors, as well as the expansion to
mobile and handheld platforms. Playfirst's Dinkin cautioned indie
developers that the commoditization of casual games will hinder
innovation that indies capitalize on, and advised watching the market
as it balloons and tips. Finally, Reflexive's Smith recommended that
indies capitalize on the Mac market before competitors recognize Mac
opportunities and step in, and Microsoft's Canessa ended by reminding
attendees that the casual games franchise is not a well-known yet, and
digital objects and micro-transactions are really happening.
Thoughts from Attendees
Seemingly
limitless opinions from indie game developers sparked hours of
discussion and debate over everything from what makes someone a casual
gamer versus a hardcore gamer to the future of the casual games market.
The hottest topic, the term “casual games,” spurred differing points of view. Jason Asbahr of Roxor Games, developer of In the Groove,
a dance game now available on PlayStation 2, saw the term as a
reasonable description for fun games that involve a light investment of
time. Andy Schatz of Pocketwatch Games, developer of Wildlife Tycoon: Venture Africa,
which received the second place awards in Most Innovative and Best
Overall at IGC, hesitated over the word “casual.” He believes it
implies a gameplay mechanic and falsely assumes certain play behaviors.
He was also extremely wary of the way in which “indie” games are often
synonymous with “casual” games. He suggested the term “microgames” as
an alternative.
To Josh Dallman of Red Thumb Games, developer of Shelled!,
a 3D turtle tank artillery game, the term is fine as identified by the
game industry, but he noted that confusion occurs when deciding if a
game is casual or not due to the nature of casual games. He feels that
a casual game is one that places less demand on the player in one of
two dimensions: either less demanding depth, or less demanding game
breadth. Jeremy Alessi of Leadfoot Productions, developer of Aerial Antics,
a jet pack flying game where players complete levels by traversing
obstacles, cited statistics at IGC indicating that a gamer who averages
30 hours of game play a week on casual games still does not identify
herself as a casual gamer. He believes the term is comfortable for a
mass audience.
Despite
this debate, most indie game developers were positive about the future
of the genre. Asbahr described Roxor Games' focus on arcade games. They
typically develop first for the arcade and then port to the home. In
the arcade space, casual games have established a niche in two areas:
bar-top systems and video redemption, where redemption tickets or
points are awarded based on how well the player masters the
game. Asbahr feels that developers of casual games have a great
opportunity to add coin-op support in the arcade space.
Pocketwatch's
Schatz pointed out that indie developers are capable of shifting and
expanding the market and the genre map of video games in general, and
although it won't change the hit-driven environment of the game
industry, it is open to indies. He warned against assuming that yet
another puzzle game would hit big, since publishers are already
dividing territory amongst Bejeweled and Luxor clones.
Although casual games may move up the food chain and join the world of
big publishers, market space will exist for those seeking to innovate.
The key is targeting a niche audience and working with game engines
that support indie developers.
Meanwhile,
Leadfoot Productions' Alessi asserted that consoles dominate the future
of casual games. He plans to rely on the specifications of consoles to
innovate new casual games. Finally, Red Thumb Games' Dallman stated
that now is the best time to get into casual games, because the AAA
studios have already made forays into the casual game space, previously
the exclusive territory of shareware and indies.
The
Indie Games Conference promoted casual games as a viable path for indie
game developers to hit big. Although game developers and publishers
can't agree on what the term “casual games” even means, clearly the
market is wide open and aching for innovation.
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