[casual_games] An interesting set of definitions

Wade Tinney wade at largeanimal.com
Mon Jul 25 16:58:12 EDT 2005


Interesting. I'm particularly curious about how you categorize the
interaction with the game world. How would describe, for example,
interaction with the jewels in Bejeweled or marking a card in bingo?
It's obviously very different from combat, but it still feels like a
"direct" manipulation of the world. 
 
 
 -----Original Message-----
From: casual_games-bounces at igda.org
[mailto:casual_games-bounces at igda.org] On Behalf Of Sheri Pocilujko
Sent: Monday, July 25, 2005 4:05 PM
To: Casual Games SIG
Subject: [casual_games] An interesting set of definitions




>From the women's dev list: 

Over at Online Alchemy, we use what we call the "4Cs" of playstyle
types: Core, Committed, Commando, and Casual. Core and Committed players
tend to enjoy long, frequent play sessions, while Commando and Casual
players either do not enjoy or do not have time for long and/or frequent
play sessions. Core and Commando players prefer to interact with the
game world in direct, aggressive ways (such as combat), while Committed
and Casual players prefer indirect interaction, such as socializing,
crafting, and story-driven play. So to put that all together, we have: 

Core: long play sessions, direct interaction 
Committed: long play sessions, indirect interaction 
Commando: short play sessions, direct interaction 
Casual: short play sessions, indirect interaction 

Thoughts? 

Sheri Pocilujko 
Corporate Communications Director 
High Voltage Software 
2345 Pembroke Avenue, Hoffman Estates, IL 60195 
Email: sheri.pocilujko at high-voltage.com Web:
<http://www.high-voltage.com> http://www.high-voltage.com 

-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://seven.pairlist.net/pipermail/casual_games/attachments/20050725/ad825cbe/attachment.htm


More information about the Casual_Games mailing list