[casual_games] The Making of Casual Games
Charles Parcell
cparcell at toxictoy.com
Fri Jul 22 16:13:47 EDT 2005
In _most_ cases casual game demo are one and the same as the full
version. Where as full scale production demos are a separate build than
the complete game.
Note, this is not true in all cases but in most.
Also, _most_ causal games have the purchasing logic in the demo. I
really don't know of any full scale games that do this, but that is just
my experience.
Charles P.
machaira at comcast.net wrote:
> If the kid is telling the parents what to buy I would imagine the kid
> would have some idea of whether or not the game is any good, or at
> least like by his peer group. "Good" is obviously a subjective term. :) ;)
> I would imagine the numbers would vary based on genre. The more
> hard-core genres would probably be bought by more informed gamers.
> Less hard-core (not casual :D) games (maybe games like The Sims) may
> be being purchased based on less info. Just a hunch on my part. I
> obviously don't have any data to back it up.
>
> -------------- Original message --------------
>
> Interesting point. Do you think the majority of game buyers make
> such educated purchases though? I don’t know of any data
> supporting or rejecting that idea, but I would guess that all of
> those games bought by parents for their kids don’t go through the
> same rigors, for example.
>
> - Coray
>
> -----Original Message-----
> *From:* casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org]*On Behalf Of
> *machaira at comcast.net
> *Sent:* Friday, July 22, 2005 2:53 PM
> *To:* IGDA Casual Games SIG Mailing List
> *Subject:* RE: [casual_games] The Making of Casual Games
>
> 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 no t 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 rigamar ole 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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