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Re: Casual Games Definition
[Re: Xarthor]
#141072
09/10/07 19:38
09/10/07 19:38
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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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! 
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Re: Casual Games Definition
[Re: Pappenheimer]
#141073
09/11/07 00:35
09/11/07 00:35
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Joined: Jan 2003
Posts: 4,305
Damocles
Expert
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Expert
Joined: Jan 2003
Posts: 4,305
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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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