[casual_games] Table of Contents for 2008 Casual Games White Paper
Dave Rohrl
universedave at gmail.com
Wed Nov 14 17:35:26 EST 2007
Hi Juan!
I'm glad you're excited about the overall direction of the white paper. I'm
reorganizing the Look and Feel section to include more room to work on
issues like audio, writing, and narrative, and I like the idea of creating
some more production-oriented sections. You wrote me just in time; I was
getting ready to put out the release candidate for the outline.
- DaveR
On Nov 14, 2007 2:03 PM, Juan Gril <juangril at jojugames.com> wrote:
> Hey Dave. I'm here at the 11th hour looking at your proposal (you said
> I've gotta till the 15th :) ), but I wanted to comment on the new structure
> you are proposing. I'll focus on the game production and design parts of the
> paper, as it is what I've been writing for it for the past 4 years.
>
> I feel that the organization of the paper is definitely the right approach
> from my point of view. I think it's great that we start with a good
> introduction on what Casual Games are, and we narrow into specific types of
> games and their characteristics, which is what we started doing last year in
> the Production and Design section. But it's much better that each type of
> game has a specific section and then you nail down into the business, the
> design, and other relevant issues when it comes to do that particular type
> of game.
>
> We may want to have production and technology issues for each type of
> game, as team sizes, budgets, and technology used varies.
>
> There are some things on the current Production and Design section that I
> think it would be a shame to lose. Things such as character design, sound
> production, localization and testing are sections that, although they always
> can be improved, can be useful for people to have. There are books about the
> subject, but I always felt that those sections in the paper were a useful
> resource for those outside the US or Europe where those books are harder to
> get.
>
> Thanks for your work Dave. And from all the people who have worked on the
> Production and Design section of the paper all these years, we are looking
> forward to keep improving the Paper.
>
> Cheers,
>
> Juan
>
>
>
> On Nov 5, 2007 10:52 PM, Dave Rohrl <universedave at gmail.com> wrote:
>
> > Hi all!
> >
> > Thanks to the many folks who have volunteered to help write and edit the
> > 2008 IGDA Casual Games White Paper. We have a great group of about 15
> > volunteers so far and I am very much looking for to working with you and
> > those who will join us in creating this great community resource.
> >
> > The next step in geting the white paper rolling is to finalize the table
> > of contents. The White Paper has used more or less the same table of
> > contents since it was created in 2001 by the Online Games SIG. As part of
> > my effort to bring the white paper in line with the current rich, diverse
> > casual games ecosystem, I propose that we switch to the outline below (which
> > is focused around various product categories in the casual space).
> >
> > I would love to get feedback from the community here on the list or on
> > the Wiki page I have set up at http://www.igda.org/wiki/Casual_Games_SIG/2008_Whitepaper/ToC
> > . I will finalize the table of contents by November 15 so we can get
> > going with creating this year's content.
> >
> > Please don't hesitate to contact me on or off list (at
> > universedave at gmail.com) with any feedback on the white paper - past or
> > present - or to get involved with the creation or promotion of the 2008
> > White Paper. And thanks again to those who have already committed to make
> > the 2008 White Paper better than ever.
> >
> > Sincerely yours,
> > Dave Rohrl
> > Independent Casual Game Producer/Designer/Consultant
> > universedave at gmail.com
> >
> >
> > *Understanding Casual Games*
> >
> > - What is a Casual Game?
> > - The Casual Game Audience
> >
> >
> > - Established segments
> > - Emerging segments
> >
> >
> > - The Market for Casual Games
> >
> >
> > - Historical results
> > - The current situation
> > - Trends and the future
> >
> >
> > - Business Model Summary for Casual Games
> >
> >
> > - Historical results
> > - The current situation
> > - Trends and the future
> >
> >
> > - General Design Principles for Casual Games
> >
> >
> > - Game Design
> > - Interface Design
> > - Look and Feel
> >
> >
> > - Production and Development Issues for Casual Games
> > - Technology Issues for Casual Games
> >
> >
> > *Downloadable Try and Buy Games*
> >
> > - Defining Downloadable Games
> >
> >
> > - Art History of Downloadable Games
> > - The Market and Audience for Downloadable Games
> >
> >
> > - North America
> > - Other Territories
> >
> >
> > - Business Models for Downloadable Games
> >
> >
> > - Traditional
> > - Alternative
> >
> >
> > - Specific Design Principles for Downloadable Games
> > - Funding Models for Downloadable Games
> > - A List of the Players in the Downloadable Game Space
> >
> >
> > *Advergames*
> >
> > - Art History of Advergames
> > - The Market and Audience for Advergames
> > - Business Models for Advergames
> > - Specific Design Principles for Advergames
> > - Funding Models for Advergames
> > - A List of the Players in the Advergame Space
> >
> >
> > *Ad-Supported Games*
> >
> > - Art History of Ad-Supported Games
> > - The Market and Audience for Ad-Supported Games
> >
> >
> > - Single Player
> > - Multiplayer/Community-based
> >
> >
> > - Business Models for Ad-Supported Games
> >
> >
> > - Traditional
> > - Alternative
> >
> >
> > - Specific Design Principles for Ad-Supported Games
> > - Funding Models for Ad-Supported Games
> > - A List of the Players in the Ad-Supported Game Space
> >
> >
> > *Casual MMO's*
> >
> > - Art History of Casual MMO's
> > - The Market and Audience for Casual MMO's
> >
> >
> > - North America
> > - Other Territories
> >
> >
> > - Business Models for Casual MMO's
> > - Specific Design Principles for Casual MMO's
> > - Funding Models for Casual MMO's
> > - A List of the Players in the Casual MMO Space
> >
> >
> > *Console Downloads*
> >
> > - Art History of Console Downloads
> > - The Market and Audience for Console Downloads
> > - Business Models for Console Downloads
> > - Specific Design Principles for Console Downloads
> > - Funding Models for Console Downloads
> > - A List of the Players in the Console Download Space
> >
> >
> > *Skill Games*
> >
> > - Art History of Skill Games
> > - The Market and Audience for Skill Games
> >
> >
> > - North America
> > - Other Territories
> >
> >
> > - Business Models for Skill Games
> > - Specific Design Principles for Skill Games
> > - Funding Models for Skill Games
> > - A List of the Players in the Skill Game Space
> >
> >
> > *Derivative Products*
> >
> > - Key Derivative Categories
> >
> >
> > - Mobile
> > - Retail
> > - Portable
> > - Console
> > - Slots/Gambling
> > - Mac
> >
> >
> > - Understanding the audience for derivative games
> > - Brief Summary of Business Models
> >
> >
> > - Mobile
> > - Retail
> > - Portable
> > - Console
> > - Slots/Gambling
> > - Mac
> > - Key Derivative Product Players (Licensees, Developers, etc.)
> >
> >
> >
> >
> >
> > _______________________________________________
> > Casual_Games mailing list
> > Casual_Games at igda.org
> > http://www.igda.org/casual-subscribe
> > Archive: http://www.igda.org/casual-subscribe
> > Archive Search:
> > http://www.google.com/coop/cse?cx=010373383720242846960%3Az3tdwggxil8
> > List FAQ: http://www.igda.org/wiki/index.php/Casual_Games_SIG/Casual_Games_List_FAQ
> >
> >
> >
>
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>
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