Contents
Innovative Casual Game Design: A Year in Review
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [49]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [2]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
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
  Innovative Casual Game Design: A Year in Review
by Nick Fortugno, Juan Gril
2 comments
Share RSS
 
 
June 19, 2009 Article Start Previous Page 4 of 5 Next
 

Arcade Evolved Trend

Another trend with a healthy stream of innovative games. This trend is also benefiting with the success of downloadable services like XBLA, PSN and WiiWare.

Advertisement

Juan: My pick is Pixeljunk Eden by Q-Games. Much have been said about the game so I won't waste bytes here. One thing that I would say is that no video or description can really explain what this game is about. You have to play it to truly understand it. It's so good it is my favorite game of 2008.

Pixeljunk Eden has a truly unique game mechanic, a very compelling and simple visual style, and contains a whole new challenge in every level by just changing a few simple variables.

Nick: My choice is for this category is Braid, an indie game by Jonathan Blow. It's a borderline casual game, but it's innovation at a mechanic level and its absolutely brilliant level design make it a must-win in my book.

Braid takes the basic platform mechanic of a Super Mario Bros. game and combines it with a few simple and unique twists on time manipulation mechanics. But the thing that moves Braid from interesting to amazing is the strength of the level design. Each mechanic is used to create a handful of extremely tight and well-balanced timing puzzles.

The sheer variety would be impressive, but the genius is the game is the way that skills build from level to level, and that solutions to the puzzles turn out to be just different ways of thinking about the way the game twists time.

Braid is a level design masterpiece, and deserves to be an object of study for any serious game designer.

Other games worth checking out are:

  • Carneyvale Showtime: An almost one-button game. Your objective is to make your character (a clown) jump from platform to platform performing acrobatic stunts. Very clever game mechanic. Made by the GAMBIT Game Lab.
  • One Key: A platform game by Nitrome where you use just one key.
  • Grey Matter: A shooter game made by Edmund McMillen where you are the bullet instead of being the ship.
  • Frozzd: A game about planet jumping by Jesse Venbrux. This one's for all of you waiting for the Little Prince game.
 
Article Start Previous Page 4 of 5 Next
 
Comments

keith nemitz
profile image
Looks like Grow Nano uses a variant of the control mechanism used in the 'The Witch's Yarn', waaaay back in 2005. Grow's world is much more dynamic, but the interface is yet another step for noun driven narratives. Look at Mata Hari for another example. Could noun driven narratives be the future? Heh, heh...

Dirk Broenink
profile image
Very good read


none
 
Comment:
 


Submit Comment