[casual_games] [design]Geometry Wars
Robert Headley
Rheadley at op-games.com
Wed Dec 6 14:18:23 EST 2006
I dont think the core definition of Casual games, is that they are easy. It
can mean several things tho,
Casual commitment - you don't have to play for a long time to derive
enjoyment from the game
Casual gameplay mechanics - anyone can pick the game up and play it with
little knowledge of the game
Casual Investment - ties in with commitment. The game generally does not
cost much so is a good impulse buy.
I think that Geometry wars falls in with these nicely.
On 12/6/06, Adam Martin <adam.m.s.martin at googlemail.com> wrote:
>
> I'm sorry for being late to the party, but its only in the last few
> months that I've simultaneously had the 360 at home, a live account,
> and the spare time to play GW Evolved...
>
> I love the game, and as the cheerleader for XBLA for a long time it's
> become widely associated with Casual Games.
>
> But, after a few weeks and with Pacificism and the
> 250k-points-without-dieing achievements done, I found the game
> extremely time consuming and found myself having to overcome an
> inertia when it comes to starting to play.
>
> After a week, I realised why: the game starts with one minute where
> *nothing happens*. It is then followed by a further 30 secs to a
> minute where you have a uniquely useless weapon and you can't play the
> game properly. (for the next N hours of gameplay you always have one
> of two weapons which enforce very different game play strategy to the
> original one.
>
> Yet, if you die in this few minutes, you might as well start again
> from scratch, because your multiplier will be killed, and your chances
> of surviving to the first bonus life and first bonus smartbomb drop
> consuderably.
>
> So, it was taking an average of around five to ten minutes before I
> got into the main game - and that time was spent in boring wandering
> around the screen with very little to do.
>
> This is how it sucked up so much time, and why the enjoyment felt
> after an hour seemed pretty paltry.
>
> AFAICS, the main reason for this is to take a very hard game and give
> casual games players a couple of minutes of easy gameplay, whilst
> keeping hardcore gamers on their toes by forcing them to "turn on" -
> and turn off - their play strategies and patterns, without having
> separate difficulty levels. Since this game is so fast and hectic,
> very twitchy, the on/off process is non trivial (and in a house of
> professional game developers, with a xouple of very hardcore FPS
> players, *everyone* dies inthe first two minutes quite often, not just
> me!)
>
> But it seems to me the antitjesis of core casual game design. Yet,
> clearly, it is a substantial part of the game experience, attested by
> the number of deaths in that stage in our house. Just... it *seems* to
> me to be a wholly negative part.
>
> So...is it integral to the game, or is it something that detracts from the
> casual gameplay? I can't decide :), but givien the wide popularity and
> recognition, thought it an interesting example.
>
> FWLIW, I know that my own understanding and effectiveness at casual
> game design increased a lot as Casual Games gained recognition and
> became more analysed and more clearly defined and better understood.
> GW predates most of thus, so I wonder whether the authors would design
> it the same way now if doing it again?
>
> dam
> So...
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