[casual_games] The Making of Casual Games
Anando Banerjee
anando at lakshyadigital.com
Thu Jul 14 04:07:34 EDT 2005
Hi Dora,
An obvious difference is, of course, the "scope-of-work" - the amount of
work (be it game design, graphics creation or coding) that needs to be done
(vis-a-vis games likes CS and WoW). This translates to, or maybe is a
product of, much smaller development budgets. Smaller development cycles and
development teams.
Unlike in a "hardcore" (for lack of a better word!) game like CS or Halo,
where the target audience is well defined, for a casual game, the design has
to have broad-based appeal because the audience profile is nebulous. I feel
that this makes designing casual games a much more complex task.
Also, in my opinion, casual game developers put a lot more emphasis on
working "smart" - looking to reuse assets, wherever possible, from previous
games.
My two bits. :-)
Anando Banerjee
Lakshya Digital
----- Original Message -----
From: "Dora Cheng" <dora.cheng at gmail.com>
To: <casual_games at igda.org>
Sent: Thursday, July 14, 2005 11:23 AM
Subject: [casual_games] The Making of Casual Games
> Hey Everyone!
>
> My first post to the list... Been a very lively discussion so far and
> I'm just wondering about what you all think about the actual making of
> casual games:
>
> How is making a casual game different from making those that are of a
> much bigger scale, like World of Warcraft, CS, Zelda, Halo, and
> countless others? What are some of the unique challenges in making a
> casual game? How would the design, planning, scheduling, budgeting,
> development, testing, marketing, etc. be different?
>
> Looking forward to your comments!
>
> Cheers,
> Dora
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