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 [14]
 
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
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
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 [50]
 
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 - A Postmortem [3]
 
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 5 of 5
 

Manage It All Trend

Time management games are finally having other things than just waitresses in them. Financial sims, and sandbox simulations (such as Build-A-Lot) have now more in common with time management games than the open environment common in hardcore simulation games.

Advertisement

Juan: My pick for last year is a game called Oiligarchy, made by MolleIndustria. In Oiligarchy your role is to be the CEO of an oil company right at the end of World War II. You start in Texas, and you will soon run out of space to drill.

So you participate in the election, making sure your candidate wins and you get the government to participate "aiding democracy" in countries such as Venezuela, Nigeria, and Iraq. I'm not kidding.

Oiligarchy is a financial sim with a story tie-in and a very strong political message. It has tons of options but they don't overwhelm the player as all menus are contextual. Very simple and effective graphics.

Best of all, and regardless if you agree with the message or not, next time you have somebody daring to say that video games have no meaning, just open your laptop, fire up Oiligarchy, and tell them to STFU.

Nick: My pick is a web game called Cursor*10 by NekoGames. It's a very simple and sparse game, but I think that it's a nice example of how a genre of mechanic such as time management can manifest very differently in different games.

The goal is Cursor*10 is to reach the 16th level, and to score points by clicking on pyramids. The player starts with a cursor, and clicks on the screen to climb stairs, score pyramids, and push buttons. That cursor has a time limit, and when that limit runs out, the player gets a second cursor to navigate the level.

However, the movements the player made with the first cursor have been recorded and play again as the player uses the second cursor. This repeats 10 times in total, and the player must coordinate the use of the cursors together to get to the top.

What fascinates me about Cursor*10 is that it is literally about managing the way you click with your cursor within a time limit. It's a reduction of time management to its most essential form, and that provides an interesting intellectual and reflex challenge.

Added to this is a clever use of tangential goals: the point-scoring pyramids. Clicking the pyramids is necessary to get a high score, but it distracts the player from the progress goal. The combination of these two elements gives you a challenging, replayable game.

Cursor*10 is a game that shows that it isn't always polish and piles of stuff that makes a game great. The skilled use of a essential core mechanic can be enough to make a compelling game.

Other games worth checking out are:

And that's it! Thank you for reading. We look forward to another great year in Casual Games.

 
Article Start Previous Page 5 of 5
 
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