[casual_games] INPUT REQUESTED: 2010 IGDA Casual Game SIG Programs
Maxim Jankov
golergka at gmail.com
Thu Jan 21 13:37:24 EST 2010
Actually, social games in networks and traditional browser-based MMO games
can be very different; social games depend on virality (low cost of customer
acquisition), simple casual gameplay with many elements relying on real time
(energy restoration mechanics, or offline player-player interactions) and
not so high ARPPU per user, when browser-based games tend to be more
hardcore (ogame), acquiring most part of the users from ads, but relying on
much stable and loyal core user base. Browser-based games like war of
dragons can have ARPPU as high as $200 per month, and typical user lifespan
in the project is much longer then in facebook games.
These differences may look minor, but these kinds of games actually require
different design approach and overall development strategy.
Also, I think that flash single-player games deserve their own category.
Most part of them are very low-budget, ad-driven, with focus on gameplay
innovation and low production values. They, also, require a very different
kind of developer.
On Thu, Jan 21, 2010 at 8:02 PM, Juan Gril <juangril at jojugames.com> wrote:
> Hey Dave :). Here are my opinions:
>
> Types of casual games (ranked):
>
> 1. Social Games, Ad-Supported Web Games and Freemium Browser Games.
> These three are the same. A lot of the ad-supported games for 2010 come with
> some type of Social integration using APIs as OpenSocial or Facebook
> Connect. It's proven that ads alone are not the bulk of the revenues, so you
> need the freemium business model in order to survive. And anyone who is
> doing a freemium browser game should take their time to do some basic social
> integration in order to spread the word.
>
> Lastly, even advergaming clients are requiring social integration now.
>
> 2. PC Downloads
> 3. iPhone Games and General Mobile Games (these two are similar and
> should not be separated as the bulk of the mobile game sales are on touch
> based devices. I would stop calling them iPhone games though, as Android
> devices are not iPhones).
> 4. Console Downloads.
>
>
> Facilitate discussion: a new version of the White Paper may help as a
> reference with the changes suggested above. The quaterly has always been one
> of the best in the industry. The list is fine as long is not full of "how do
> I get my game to the portals?" messages.
>
> Cheers,
>
> Juan
>
>
>
>
>
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>
>
--
Maxim "golergka" Yankov
Game Designer
Playnatic Entertainment, Moscow, Russia
e-mail: max at playnatic.com
Phone: +7-903-155-75-14
ICQ: 207535652
Skype: golergka
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