[casual_games] Defining 'Casual Game'
Nacho Pintos
nacho.pintos at gmail.com
Wed Apr 25 14:27:30 EDT 2012
Years ago I read this article:
http://www.gamecareerguide.com/features/840/why_casual_doesnt_mean_.php
And I still like the definition of 'casual game' given there: 'casual'-ity
is measured by the number of different skills the player is required to
perform. The example given in the article:
[Game : Mechanics]
- Wii Sports Tennis : Swing racket -> casual
- Halo 3 : jump, run, duck, shoot, recharge, use items, equip weapon... ->
not casual
On Wed, Apr 25, 2012 at 8:04 PM, Andrew <whelandrew at gmail.com> wrote:
> I believe that "casual game" is a buzz term used to appeal to a market of
> customers who generally only see video games as a big investment of their
> time or effort. Perhaps the most defining aspect of a casual game is it's
> accessibility to the player. A casual game is often available on multiple
> platforms through a an interface that takes little effort to start it up.
> Otherwise, casual games are just every other game that has been made in the
> past with a catchy new category name and, often, a whole lot of
> micro-purchasing.
>
>
> On 4/24/12 2:01 AM, Sheri Rubin wrote:
>
> Hi All,
>
> It's time for another topic of the week, this one sure to raise some
> eyebrows: Defining 'Casual Game'. It comes from one of you - so sending
> stuff in works!
>
> Has the definition of a ‘casual game’ changed over the last few years? Do
> you think it has changed for you? for your company? for your target
> audience? for the press? What difference has that change made?
>
> As always, if you have any suggestions please feel free to send them to me
> at sheri at designdirectdeliver.com.
>
> Stay awesome!
> Sheri
>
> --
> *Sheri Rubin*
> Founder and CEO
>
> *Design Direct Deliver*
> Website: http://www.designdirectdeliver.com
> Email: sheri at designdirectdeliver.com
>
>
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