[casual_games] The Making of Casual Games

BRENT SILBY (def-logic) brent at def-logic.com
Fri Jul 22 17:07:11 EDT 2005


There are interesting points raised here.

Personally, I never buy a console games--precisely because I don't get value for money. I am so often disappointed with console titles. Many are not much more than a video puppet show, requiring the player to walk his puppet around for hours on end searching for something to do. But this isn't the point--sorry. I might start another thread on that one :)

I rent games for $5 from a local video store. That gives me the chance to play without too much investment. But, of course, there is some investment even if it is only $5. Downloadable and browser based games do not require any investment, so if a player isn't satisfied within the first few minutes (or seconds) he/she will simply close it and never come back. That's the main reason I try to make my games addictive. I need people to open the game many times since I effectively get paid per click. I want people to come back ! 

I have often thought that the coin-op model provides players with more enjoyment because of similar reasons to those Wade mentioned. You've paid your money, and you want to get as much for your money as possible so the whole thing is a bit more exciting. If you get a game over, then you've lost your coin, and that hurts.

I'm not sure if this post is on track, but hopefully it adds something to the discussion.
Cheers,
Brent Silby.
DEF-LOGIC
VIDEOGAMES
www.def-logic.com

  ----- Original Message ----- 
  From: machaira at comcast.net 
  To: IGDA Casual Games SIG Mailing List 
  Sent: Saturday, July 23, 2005 6:53 AM
  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 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 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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