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But what's
next? Welch argues that the developments which led to the popularity of hidden
object and click-management titles can only be built upon. "At PlayFirst
we introduced character and narrative to our games -- we obsessed on
meta-structural devices such as story development and even simple-sounding
aspects like map screens and expert levels, all in service of answering the
player's question, 'Why am I doing this?' which wasn't being answered by abstract
match-3 games. "
"Our consumers
could say, 'Oh, I'm solving this level to help Flo fix up her restaurant and become
a successful entrepreneur.' The ability to nurture our consumers' connection to
the characters and provide them with a clear sense of objective through
storylines has proven very powerful," he continued.
"I believe that
the next step... is to create a similar metastructure
to answer the question, 'Why did I do that last night?' We need to help the
player get something or somewhere more tangible, maybe to another level of
status, or fill out a collection, or help a friend, or in some other manner to
achieve something worth talking about. But keep it simple, or it won't be
relevant to the masses. "
"A lot
more focus is placed on story than previously was," agreed Carroll, but he
did note that regardless, "Bejeweled
is still one of the top sellers in the casual space." As a result his
argument may seem surprising to those who forsee an increase in complexity in
casual games as a result of increased importance of story -- growth should be
maintained by "simplifying games and making them immediately
accessible."
"This will
open up the marketplace to a wider range of people," he explained. "Becoming more complex is a way to
continue selling to existing customers, but it isn't the best way to find new customers. Instead of becoming more complex, casual games should (and are)
increasing the amount of content that consumers enjoy to keep them
interested. You can see, at least within
the downloadable sector, a strong correlation between less complexity and
higher sales."
"Hidden object games, for
example, offer perhaps the least complex type of game play ever found in a
game. At the base level, all you have to
do is see an object and click on it.
There is no real interaction at all.
In match-3 you had to consider the board and move pieces, now with hidden
object you just have to identify a game piece... and click on it... and you're
done!"
"While
the gameplay in casual games I think has clearly become easier, the polish, including
stories, has become much more involved," he continued. "Hidden object games really lend
themselves well to stories, as well as light adventure games, and both have
been explored a little bit."
"However,
what casual gamers seem to hunger for is more of the same. It's like watching a TV show. After it is over, if it's good, you want to
see another episode. Casual game players
are looking for additional episodes, providing another fun experience to them
in a familiar framework. The market is willing to try out new game types, but
they tend to stick to the current favorites."

PlayFirst's Diner Dash: Hometown Hero
Welch agreed
completely with this. "The biggest thing we're doing right now to keep
consumers excited is the release of monthly new episodes for Diner Dash: Hometown Hero. There's an
audience that just can't get enough of Flo, and every time we expand PlayFirst's
Dash brand universe, our players get
excited -- it's like a new episode of Lost
in that you never know where you're going to find your beloved cast of
characters next -- and you certainly don't want to miss an episode."
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I'm not happy with casual games. I love been traped inside a great long-play games. Where you can be part of a awesome story, full with details. That, i believe, was the 90s and 00. Even though, new developments like Braid or Everyday Shooter are shaking grounds. I love how they are intelingly designed, perfectly caring every aspect of the game.
Like it or not, that's the present/future. Let's work for it.