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Casual Games Definition #141067
07/14/07 08:06
07/14/07 08:06
Joined: Oct 2004
Posts: 1,856
TheExpert Offline OP
Senior Developer
TheExpert  Offline OP
Senior Developer

Joined: Oct 2004
Posts: 1,856
Some good explanation fo casual game among others defintions : )

Unity article

Re: Casual Games Definition [Re: TheExpert] #141068
09/09/07 23:38
09/09/07 23:38
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Good points and most we all take on board I think.
I often revisist this site as I like their approach in getting a product across with some really good pointers to the casual surfer to consider as as me.

Re: Casual Games Definition [Re: TheExpert] #141069
09/10/07 08:58
09/10/07 08:58
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I thought I know enough about the subject, but there's still something worth to consider:
Quote:

Reward Your Player
Keep players interested and engaged with the game experience. For example, in an action game you might offer a new weapon, power-up or enemy every 30 seconds or so for the first few minutes, then every few minutes for the next five to ten minutes, and so on. Or in a story-based game offer new items or character modifications on similar time scales to keep the player invested in the story and the game.




Re: Casual Games Definition [Re: Pappenheimer] #141070
09/10/07 12:19
09/10/07 12:19
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Also cool sound and grafical effects, special animations or a comment like "Perfect", "Outstanding"
are a reward for the player, and pleases his/her ego.
This pleases the players (unconcious) reward area of the brain.
(-> Bauchmizeln)

Re: Casual Games Definition [Re: Damocles] #141071
09/10/07 12:40
09/10/07 12:40
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
What I can really recommend about "game-design" in general is playing "Half Life 2 - Episode One" with audio-comments.
Its really interesting how much thought has to go into one scenery.

Re: Casual Games Definition [Re: Xarthor] #141072
09/10/07 19:38
09/10/07 19:38
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

What I can really recommend about "game-design" in general is playing "Half Life 2 - Episode One" with audio-comments.
Its really interesting how much thought has to go into one scenery.




Yeah, but that's absolutely beyond casual game production!

Re: Casual Games Definition [Re: Pappenheimer] #141073
09/11/07 00:35
09/11/07 00:35
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
I also would not take many elements of the "Big" Games into Casual Games.
It would be an error to insert a complex story,
manyfold options, and complex character design. Casual gamers want fast-to-start and easy-to-understand
gameplay.
A good casual game should not need any or just very little explanation how to play it.
A trading simulation or RPG on the other hand should not be that simple,
to interest longtime players.
Also the biggest error is to insert "great-looking" grafix, shaders, models etc, because this just
leads to a slow and choppy game on a large porting of casual game customers.
(many forum users here think that good-looking grafix are shaders, and 20K poly Models..,
this is the wrong approach for casual games)


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