Understanding casual games

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From outer space to your farm Understanding digital games

description

I explain games and casual games throughout the digital games history

Transcript of Understanding casual games

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From outer space to your farmUnderstanding digital games

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Level 1The beginning

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Like many new technologies, digital gaming started as something

out of this world.

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1962 1971 1971

Spacewar!1st gen digital game

Computer space1st gen arcade game

Magnavox odyssey1st gen home console

The first digital games

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In 1972 the spaceship has landedIn a local bar in Sunnyvale, California.

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AtariFormer publisher of pinball machines pivoted to be a developer and manufacturer of commercially successful arcade games.

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But what IS a game, really?

A game has many definitions and structures. In its base it is a system of rules,objectives and a tangible outcome.

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Here’s one of my favorite definitions:

“ A game is a series of meaningful choices” S. Meier

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● Competition● Self improvement● Feeling of progression● Pattern recognition● Sense of autonomy● Story/mystery● Reward system (random/linear)● Positive reinforcements● Flow - Immersion● Social interaction● To feel smart● What else?

Why games are fun?We love...

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Sense of autonomy, AKA meaningful choicesAre the heart of every game

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What are the differences between the two?

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● Skill based● Gives sense of autonomy● Multiplayer● Infinite variability● Community

● Sometimes a skill game (depends on the machine)

● Less sense of autonomy● Single player● Finite variabilty

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Game design principles for arcades

● Super intuitive controls and objectives

● Endless, race to highscore gameplay● Fairly hard● Skill based games

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The game design IS the business model

Insert coin Play (1-5 min approx.) Die Continue?

Yes

Get your initials on the leaderboard. (if you were awesome)

Next player

No

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Why “Continue?” is such an amazing selling point?

Loss aversion. People hate losing stuff they already “own” the morse so when invested time and emotion into.

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The golden era of arcades1972-1985

Space invaders

1978Pac Man

1980Street fighter II

1991Donkey kong

1980Asteroids

1981

10,000,000,000+ 8,000,000,000+ 6,500,000,000+ 1,120,000,000+ 500,000,000+

Link to arcade commercial

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Who plays arcade games?

Back in the day the majority were young, competitive males. But there were attempts to reach the other gender as well..

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Pac-Man was designed with girls in mind

● A game about an eating disorder, Pac-Man tries to avoid the ghosts who haunt him for it.

● No shootings/killings involved.● The settings (maze) appeals to both genders.● This is actually a CASUAL game.

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Pacman is the most profitable arcade of all times

* A note to game designers: Girls MATTER!

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Arcade traction started to decline in 1985

As home entertainment consoles took over

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Level 2Game design evolves

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NES3rd gen console that revived the dying US

market

Home consoles

Link to arcade commercial

1985

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In terms of game design, what are the differences between the two?

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● Short gameplay● No save games● Highscore as main objective● Monetization based on small

transactions

● Long gameplay● Save game feature● Many different objectives● Monetization based on one big

transaction

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Game design rule - the feedback loop

Kill monsters Get treasure Buy weapons

Repeat

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Feedback loop AKA - the addiction loop

Dopamine Love!

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Game design rule - the feedback loop

Dopamine strikes when anticipating to be rewarded Random sized loot

(variable reward) - causes addiction

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Don’t you LOVE it when that happens?

(But more on candy crush love later on…)

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As games started to get biggerThey appealed to what seems to be a niche gamer market

Until….

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Enter the PC. Not a gaming platform.. yet.

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Genres evolve on PC

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2001 20021990

BejewledDownloaded over 150M times

The simsBest selling PC game in all

times

SolitaireThe most popular PC game

Casual games first introduced on PC

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Social gameBiggest social game, more than 11M DAU at peak. FTP

MMORPGMost subscribed game with 7M paying customers.

2009 2004O, and the internet...

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It’s always a “non gaming” apparatus to expand the gaming circles to “non-gamers”

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Actually, tablets brought in a new audience

And now digi gamers officially span from toddlers to elders

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Level 3But what are casual games anyway?

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What do you see here?

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We love spotting patterns.We also love to match things, sort things, put things in

order.

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Casual games take those daily brain activities

And use them as the main game mechanic

Match things Sort things Put things in order

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This is why candies, fruits, gems and animalsare so commonly used. They offer a natural “matching”

system

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Casual games controls also need to come naturally

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NaturalNot natural

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And remember this?

Kill monsters Get treasure Buy weapons

Repeat

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Casual games need a smaller, condensed feedback loop

Identify pattern

Decide on which to act

act

Watch reaction and get reward

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Game design rules for casual games

● Use elements from real life (unlike space stuff)● Super intuitive gameplay● Design for small bursts of play● Designed for totally different play

environments● Condensed feedback loop

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Level 4Mobile and the free to play market

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Shifting to mobile (2009)

Fruit ninjaNew mechanics for touch screens

Draw somethingFirst true mobile social

success

Angry birdsBringing puzzles to the people!

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App Stores 2014

Candy crush sagaTop grossing, monetization machine

Clash of clansTop grossing, dumbed down RTS game

Flappy birdThe app store phenomena of 2014

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Free to p(l)ay marketIf things are offered for free, why would anyone pay?

Well...

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Most do not pay. Others pay a little.And a small minority pays A LOT. We call them whales.

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Free to play - fishing for whales● Game design emphasizes micro transactions● Game design heavily shaped by data● Strong use of “loss aversion”● strong use of impulsive buy (usually to rush processes up)● Finding the exact amount of player frustration

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Some say that free to play killed the gaming industry. I think it brought gaming to everyone.

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From Arcade venues to our pocket, everybody is a gamer.

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Gaming is… Everywhere

“Everything in the future online is going to look like a multiplayer game”- Eric Schmidt, Google chairman

Xbox 1 commercialDonkey kong commercial

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This deck was brought to you by

Dori Adar, Creative director at TabTale, gamer, talker, midnight toker.

[email protected]