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Published byErnest Morris Modified over 6 years ago
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Casual Games Summit GDC - San Francisco March 23 & 24th 2009
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Welcome! Dave Rohrl Kenny Shea Dinkin Steve Meretzky
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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”
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This Year’s Theme
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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
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Blue Ocean Examples Cirque de Soleil Southwest Airlines
Casella Wines (Yellowtail) Curves
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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)
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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
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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.”
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Characteristics Easy to get started Reveal complexity gradually
Not punitive or frustrating Non-violent themes Short play sessions Free or relatively inexpensive
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Dawn of Time to 1970
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Dawn of Time to 1970 Conventional Wisdom: “Games are for Everyone!”
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1970 to 1990
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1970 to 1990 Conventional Wisdom:
“The bigger, longer, harder, more complex the game, the better.”
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1990 to 2000
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1990 to 2000 Conventional Wisdom:
“Sure, lots of people play casual games. But no one will pay for them…”
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2000 to 2005
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2000 to 2005 Conventional Wisdom:
“We know how to monetize soccer moms with $20 downloadables.”
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2005 to Today
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2005 to Today Conventional Wisdom: “Games are for Everyone!”
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Design Principles
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“Classic” Design Principles
Lowest possible barriers to entry Rules: quickly learnable - or - Rules: already familiar UI: simple and intuitive Quick-starting
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“Classic” Design Principles
Assume zero knowledge base
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“Classic” Design Principles
Assume zero tolerance for frustation Teach through rewards, not punishment
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“Classic” Design Principles
Permit (but don’t require) short play sessions
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“Classic” Design Principles
Fit those short play sessions into a larger context
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“Classic” Design Principles
Reveal depth in slow, easy stages
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“Classic” Design Principles
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“Classic” Design Principles
Match your look and theme to your demographic
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“Classic” Design Principles
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“Classic” Design Principles
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“Classic” Design Principles
Match your look and theme to your demographic… …but don’t condescend.
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“Classic” Design Principles
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“Classic” Design Principles
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“New” Design Principles
Consider your audience, genre, platform, and economic model Choose/modify the design principles to meet the needs of each game.
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“New” Design Principles
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“New” Design Principles
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Design Principles Good casual game design = good game design
If it ain’t fun, the rest don’t matter.
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