Casual Game Design

 For week 7 we were given two articles about casual game design, heavily referencing the success of a company called Popcap Games. The reading was entitled Space of Possibility and Pacing in Casual Game Design, both by Marcos Venturelli.

The definition of a Casual Game is quite simple - a game that can be given to any person, of any skill, and that can be played without any need for a specific skill (or even previous knowledge of the game); resulting in short bursts of play and enjoyment from the game.

These particular articles adressed how readily available casual games have become. With the advancement of portable devices and wireless internet there is a wealth of casual games easily available in pretty much any location. These casual games are available to such a large audience that game designers have began to make this their main goal - A casual game that appeals to ALL. Simple, but effective!

One of the reasons for Popcap's immense success is their ability to create games that focus on pacing the players effectively; pacing results in the creation of complex interactions between the player and the game.


Pacing
There are a few elements that build up to create the games Pace:

  • Tension: The perceived danger that the user may be much weaker than the opposing forces. 
  • Threat: Generated using the games Mechanics, the power struggle can slowly drift in favour of the opponents.
  • Tempo: The intensity of play - basically the time taken between player's reactions to the game (time between clicks, dice rolls etc.)
  • Movement Impetus: The desire of the player to make their way through the game.


Space of Possibility
Game designers are who bring about a Space of Possibility, this is the area that can be limited to result in a desired effect upon the player. 

"The destiny of games is to become boring, not fun."
                                                                                         - Raph Koster [2005]

Koster is essentially stating that we are 'programmed' to enjoy working out and solving patterns in things, especially games. We constantly strive to achieve personally set goals and achievements trying to master the game. However, it is inevitable that these patterns will run out and boredom will ensue. As a games designer it is important to find a good balance between the restricted space and the patterns within, casual games - even more so! A casual game must have a restricted space of possibility so that the game is easily accessible to everyone, but not a large space so that there are too many patters and the game becomes too hard to pick up and play without the required knowledge or skill. Balance is one of the most important key aspects of game design, and can influence who plays your game and how.

In order to keep a players Movement Impetus in full glorious flow, the game must be interesting, keeping the player from becoming disinterested and bored. Popcap have successfully achieved this balance by adding certain mechanics after a few levels of play. Bejeweled is an incredible game  by Popcap that I have spent many a joyful hour playing. The Movement Impetus in this is achieved by introducing a new rule (for example a new Jewel with special effects), giving the player a new Mechanic to begin to get their heads around. Whilst these Mechanics are being implemented slowly, the pace of the game is also increasing (often not enough to notice the difference, until it's too late!). After each level the difficulty is increased and after approximately 5 levels a new Mechanic is introduced. By constantly adding to the background Mechanics of the game the player's Movement Impetus continues to stay in full flow.

This is just one reason for Popcaps success and credibility. They focus on feeding the players tiny pieces of gaming pie, and with each bite further the taste intensifies and it becomes harder to resist eating. The thrill is then created in short bursts, influencing the Movement Impetus. Popcap seem to have found a perfect balance in most of their casual games resulting in endless hours of trying to beat your high score or unlock new Mechanics.

That's all for now folks, check back soon!


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