[casual_games] The Making of Casual Games
machaira at comcast.net
machaira at comcast.net
Fri Jul 22 14:53:21 EDT 2005
How many retail games these days don't have demos? Every PC game I buy I usually play a demo for unless it's a trusted developer. Even then I read reviews before I buy. For Xbox, I've usually played a demo from Xbox Magazine before I buy it.
-------------- Original message --------------
>
> Hi Dora-
>
> There are a lot of questions wrapped up in this one, but I'll bite off a
> little piece of it to start the discussion going.
>
> One fundamental difference in making a casual, downloadable game (such
> as those my company produces) is that players can try the game before
> they decide whether or not to purchase it. So, unlike the typical retail
> experience, players are not financially invested in the game when they
> are playing it. They haven't shelled out their hard-earned cash. I
> believe that that financial investment (in a retail game) makes players
> give that game more of a chance; they *want* to like the thing they just
> paid money for. They don't want to be disappointed or to have to go
> through the rigamarole of returning the game. They'll slog their way up
> a steep learning curve, or attempt a badly tuned early level dozens of
> times, or put up with a frustrating control scheme for MUCH longer than
> someone with no financial investment.
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