Casual Game Design 101 Nick Fortugno Co-Founder/CCO.
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Transcript of Casual Game Design 101 Nick Fortugno Co-Founder/CCO.
Casual Game Design 101Nick Fortugno
Co-Founder/CCO
Casual Game Principles
Casual Game Principles
• Casual game design is game design.
Casual Game Principles
• Casual game design is game design.
• General principles of game design apply (core mechanic, meaningful choice, etc.)
Casual Game Principles
• Casual game design is game design.
• General principles of game design apply (core mechanic, meaningful choice, etc.)
• So what’s the difference in casual game design specifically?
Design Games for Non-Gamers
Design Games for Non-Gamers
• The biggest difference is game experience.
Design Games for Non-Gamers
• The biggest difference is game experience.
• Casual gamers don’t know traditional game conventions.
Design Games for Non-Gamers
• Interface
Design Games for Non-Gamers
• Interface (Hardcore)
Design Games for Non-Gamers
• Interface (Hardcore)– Complex
Design Games for Non-Gamers
• Interface (Hardcore)– Complex– Requires Specialized Mastery
Design Games for Non-Gamers
• Interface (Hardcore)– Complex– Requires Specialized Mastery
Design Games for Non-Gamers
• Interface (Hardcore)– Complex– Requires Specialized Mastery
Design Games for Non-Gamers
• Interface (Hardcore)– Complex– Requires Specialized Mastery
Design Games for Non-Gamers
• Interface (Casual)
Design Games for Non-Gamers
• Interface (Casual)– Intuitive
Design Games for Non-Gamers
• Interface (Casual)– Intuitive– Either Mastered Outside of Games or
Obvious
Design Games for Non-Gamers
• Interface (Casual)– Intuitive– Either Mastered Outside of Games or
Obvious
Design Games for Non-Gamers
• Interface (Casual)– Intuitive– Either Mastered Outside of Games or
Obvious
Design Games for Non-Gamers
• Interface (Casual)– Intuitive– Either Mastered Outside of Games or
Obvious
Design Games for Non-Hardcore
Design Games for Non-Hardcore
• Hardcore gamers are used to failure.
Design Games for Non-Hardcore
• Hardcore gamers are used to failure.
• Games punish you to teach you how to play.
Design Games for Non-Hardcore
• Hardcore gamers are used to failure.
• Games punish you to teach you how to play.
• Games require dedication.
Design Games for Non-Hardcore
Design Games for Non-Hardcore
• Casual gamers are not accustomed to game failure.
Design Games for Non-Hardcore
• Casual gamers are not accustomed to game failure.
• Therefore, casual games teach more through reward rather than failure.
Design Games for Non-Hardcore
• Casual gamers are not accustomed to game failure.
• Therefore, casual games teach more through reward rather than failure.
• They don’t require dedication for success – that’s why they’re casual.
Design Games for Adults
Design Games for Adults
• Kids often have a near infinite amount of time to play.
Design Games for Adults
• Kids often have a near infinite amount of time to play.
• Adults don’t – they have responsibilities.
Design Games for Adults
• Kids often have a near infinite amount of time to play.
• Adults don’t – they have responsibilities.
• Design games with this in mind.
Design Games for Adults
• Make games short and finite.
Design Games for Adults
• Make games short and finite.
• Make play experiences short and saves common.
Design Games for Adults
• Make games short and finite.
• Make play experiences short and saves common.
• And don’t aim for kids with content either.