Casual Games Summit GDC - San Francisco March 23 & 24th 2009

Slides:



Advertisements
Similar presentations
Casual Game Design 101 Nick Fortugno Co-Founder/CCO.
Advertisements

Red Oceans Industry boundaries are defined and accepted Companies try to outperform rivals –Ex. Cellphone service Very crowded space Products turn into.
Chapter 6.1 Visual Design. 2 Visual Design The management and presentation of visual information Two dimensional & three dimensional communication The.
Market Overview. SSMIC Game Development Workshop - Brian Robbins June 21,2007 Size of Industry Bigger than Movies! ◦$13.5 Billion in 2006 Traditional.
September 16, 2010 Presented by: Lana Grimes, Andrei Gololobov, & Laura McMannis.
Presentation Outline - Concept Concept Initial Work –Game Design –Initial Prototype Latest Work –Game Refinements –Media Future Plans –Schedule –Final.
Steps 2 Success By: The Flying Pandas - Math board game.
Analytical Tools & Frameworks Team 6: Thor Fink Teddy Lathrop John Barron Parker Kyle Kunkel.
Team 1 Taylor Skidmore Tara Ferguson Sunny To JT Lehotsky
08 Network Effects 5 Aaron Schiff ECON Reading: Cabral, Ch 17.
Computer Graphics Lecture 28 Fasih ur Rehman. Last Class GUI Attributes – Windows, icons, menus, pointing devices, graphics Advantages Design Process.
Creating your own IP for Mobile Devices Presented by: Anila
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
Game Tuning Workshop SiSSYFiGHT 3000 GDC Game Tuning Workshop Overview SiSSYFiGHT simulates a schoolyard fight between little girls. Each girls.
Game Genres Unit 3 lesson 2. Game Genres The gaming and entertainment are divided into categories by media and ______. A media category includes such.
Behavioral Economics and Social Games Playdom Business Intelligence Team Dave Botkin Elena Rykhlevskaia.
Things to consider when developing a game idea By Mark Jones.
DESIGN TODAY February, 19 th 2008 GDC: Casual Games Summit MODERATOR Kenny Shea Dinkin PlayFirst Designing for Web Downloads Nick Fortugno, Rebel Monkey.
Supporting Your Child with Reading
Your Company Name [Note: Font size of your presentation should be the average age of your audience divided by 2] Copyright 2010 Venture Mechanics, LLC.
Maths Curriculum Evening 2016.
Section title This presentation is designed to help you talk to young people about Drive. The notes included aren’t intended to be read out, they are for.
Supporting Your Child with Reading
MKT 310 Entrepreneurship Mishari Alnahedh
Visions of Casual Games’ Future
Sporting Lee’s Summit Referee Orientation
Redefining the Casual Game
Unit 4: Imperfect Competition
Welcome to the calculate games
Casual Game Summit February 18 & 19, 2008
Creating Blue Oceans Group 2: Michael Burns, Garrett Ellis, Matthew Goudie, Towns Garner, Monica Rael, William Peterson.
Fundaments of Game Design
Games have four elements:
GUI Week 9.
Chapter 6.1 Visual Design.
Trevor Thomas & Kevin Smith
Chapter 2: Analytical Tools and Framework
Free Response Warm Up #50.
James Blanton, Lauren DeFrancisco, Aaron Phillips
User Interface Design and Development
Blue Ocean Thinking Md. Al-Amin.
Chapter 2: Analytical Tools and Frameworks
Three Musketeers.
Three Musketeers GDC 2004.
Conclusion To Blue Ocean Strategy
Game Art and Design Unit 3 Lesson 1 Social Game Interaction and Player Patterns International Technology Education Association.
Motion Controls and Touch Mechanics in Your Mobile Game
Chapter 6.1 Visual Design.
Classroom Skill Building
James Blanton, Lauren DeFrancisco, Aaron Phillips
Classroom Skill Building
Blue Oceans Strategy Chapter 2: Analytical Tools and Frameworks
Chapter 2: Analytical Tools and Framework
Blue Ocean Strategy W. Chan Kim Renee Mauborne
James Blanton, Lauren DeFrancisco, Aaron Phillips
Readings 06 Upping Usability.
Casual Games Summit be dominated by a huge logo.
D20 – Bellringer! Review: Look at the paragraph summary that you wrote last time, and the topic you analyzed (characters, play sequence, interface, etc.)
A, B, C’s of School Success
CS305, HW1, Spring 2008 Evaluation Assignment
D3 – Bellringer! If you forgot to fill out a permission form, call mom / dad right now, and have them fill it out!!! Open.
Project Research Primary – New Research
D16 – Bellringer! Review: write a paragraph summary about what you learned last time, and the topic you analyzed (characters, play sequence, interface,
Automating Profitable Growth™
Key Players in the Casual Space
The Business of Game Development
Blue Ocean Strategy Analytical Tools and Frameworks
Upping Usability Building a solid UI Rules for better interfaces
Three Musketeers.
Think what name would describe or market the game best
Presentation transcript:

Casual Games Summit GDC - San Francisco March 23 & 24th 2009

Welcome! Dave Rohrl Kenny Shea Dinkin Steve Meretzky

The Usual Fine Print Everyone have a handout? Turn off cell phones, etc. No molesting of speakers Reception 6pm – 8pm Fill out feedback forms “same faces”

This Year’s Theme

This Year’s Theme Red Ocean: a saturated market space with many competitors and low profit margins Blue Ocean: a market you create by changing the rules, where you make the competition irrelevant

Blue Ocean Examples Cirque de Soleil Southwest Airlines Casella Wines (Yellowtail) Curves

Blue Ocean Examples A new genre (e.g. Mystery Case Files) A new economic model (e.g. Kartrider) A new demographic (e.g. Brain Age) A new user interface (e.g. Wii Sports)

Summit Structure Today Morning: Intro After Lunch: art & business of casual games in a red ocean Tomorrow All Day: art & business of casual games in a blue ocean

What is a Casual Game? Not a hard-core game. “A game intended for players for whom gaming isn’t a central part of their lives.”

Characteristics Easy to get started Reveal complexity gradually Not punitive or frustrating Non-violent themes Short play sessions Free or relatively inexpensive

Dawn of Time to 1970

Dawn of Time to 1970 Conventional Wisdom: “Games are for Everyone!”

1970 to 1990

1970 to 1990 Conventional Wisdom: “The bigger, longer, harder, more complex the game, the better.”

1990 to 2000

1990 to 2000 Conventional Wisdom: “Sure, lots of people play casual games. But no one will pay for them…”

2000 to 2005

2000 to 2005 Conventional Wisdom: “We know how to monetize soccer moms with $20 downloadables.”

2005 to Today

2005 to Today Conventional Wisdom: “Games are for Everyone!”

Design Principles

“Classic” Design Principles Lowest possible barriers to entry Rules: quickly learnable - or - Rules: already familiar UI: simple and intuitive Quick-starting

“Classic” Design Principles Assume zero knowledge base

“Classic” Design Principles Assume zero tolerance for frustation Teach through rewards, not punishment

“Classic” Design Principles Permit (but don’t require) short play sessions

“Classic” Design Principles Fit those short play sessions into a larger context

“Classic” Design Principles Reveal depth in slow, easy stages

“Classic” Design Principles

“Classic” Design Principles Match your look and theme to your demographic

“Classic” Design Principles

“Classic” Design Principles

“Classic” Design Principles Match your look and theme to your demographic… …but don’t condescend.

“Classic” Design Principles

“Classic” Design Principles

“New” Design Principles Consider your audience, genre, platform, and economic model Choose/modify the design principles to meet the needs of each game.

“New” Design Principles

“New” Design Principles

Design Principles Good casual game design = good game design If it ain’t fun, the rest don’t matter.