Filling the Void: Making “In-Between” Games Arthur Humphrey, Founder and Lead Designer, Last Day of Work Last Day of Work Fish Tycoon Plant Tycoon Virtual Villagers: A New Home Virtual Villagers 2: The Lost Children Virtual Villagers 3: Coming Soon! PART 1 – ENCAPSULATING THE COMPLEXITY. What is an “In-Between” Game? Casual (Solitaire) Core (Doom) Doomitaire® What is the Advantage of an “InBetween” Game? Underserved Demographic. Growing Demographic (as core digital downloads become prevalent). Differentiation by giving your ‘casual’ game more depth than the competition. What is the Disadvantage of an “InBetween” Game? Harder to categorize the game: core media thinks it’s too casual and will not list the game; vice-versa. Same goes for retail shelving. Creating tremendous niche appeal….for 14 people. What is my Definition of a Casual Game? There are many popular definitions that you’ll be hearing over and over… A game that appeals to women in ‘the demographic’…35 to 55. A game where the player does one thing at-a-time: move mouse, click mouse. A game that sells well on casual portals! For me: A game that is extremely accessible, and starts very simply. How accessible? How accessible should your design be? This accessible. So, you have a non-casual game idea that you think could work in the casual market… How can you avoid scaring away non-gamers, while not boring-to-death more experienced gamers? Making ‘Non-Casual’ Game Mechanics Accessible to Non-Gamers: Encapsulation of Complexity Why is this important? Non-gamers can be intimidated by too many options. They need guidance, and to have a sense of progress immediately. This can be achieved by making the game plain-out simple, but then we lose the more experienced gamer market. How? There are 2 types of Encapsulation: Game-mechanic Encapsulation Limit access to more advanced game mechanics; Tutorial encapsulation, and ‘just in time tutorials’. User Interface Encapsulation Bury (encapsulate) screens into other screens; add redundant hotkeys for more advanced players to jump straight to ‘deeper’ screens; Example: World of Warcraft – Quest Dependencies In WoW, players start with one quest-giver. Upon completion of the initial quests, even out of order, the player is fluidly introduced to a new set of contacts and the play options rapidly expand. Non-gamers will get to that point more slowly, more experienced gamers more quickly. It causes the game to naturally adapt to the players’ comfort level. Example: Virtual Villagers Mechanics Encapsulation In Virtual Villagers, we limit what the villagers can interact with until advancement on the tech tree occurs. Since we know that “x” points are needed for a level of advancement, we can basically turn a knob and decide when a player will be granted access to a new tier of game elements. ‘Just-in-Time’ Tutorial System A great way to introduce new features is to use a triggered, or just-in-time tutorial system (as opposed to a fully scripted, ‘hold-your-hand’ tutorial). This reduces the invasiveness of the tutorial, and continues to introduce features as the player advances and is ready for them. Also easy to implement!!!!! TIP: Use Random Tips as a Gentle Introduction to Game Features. Easy to implement. Causes a natural pacing of the introduction of new features, linked to the number of loads. More loads tends to == more comfort with the game. Interface Encapsulation (In Brief) You want these game screens available from the main scene? Are they all necessary to the player immediately? All central to the core mechanic? Didn’t think so. Here we bundled all the non-necessary UI buttons into a subscreen. All that is left are 4 friendly buttons. What about the more experienced players? Aren’t they getting bored with the slow pace? No. Many of these pacing features are determined by the adeptness of the player, but there are additional steps that can be taken… Optional Game Mechanics Add optional mechanics to the game. Make them immediately available, but not ‘in their face’. More experienced players will seek these out… non-gamers should not even necessarily notice them. In WoW: Crafting. In VV: Collections. PART 2 – UNDERSTANDING CASUAL THEME VS. CASUAL MECHANIC. Casual games are traditionally composed of a simple, familiar game mechanic and a familiar family-friendly theme. Here is a casual mechanic: cards Here is a casual theme: vacation Is it necessary for both of these game qualities to be ‘casual’? Where can we bend the rules, and where might we benefit from doing so? 1)Core Mechanic with Casual Theme Something we are starting to see are games that were traditionally core (both in mechanic and theme), but now re-themed for the casual market. Let’s look at the highly addicting Tower Defense webphenomenon and see what has been done there… Example: Tower Defense Traditional Tower Defense iWIN’s Garden Defense Wow. The game is now family friendly and looks like a casual game…is it enough? 2)Casual Mechanic with a Core Theme Example: 3-in-a-row Popcap’s Bejeweled Infinite-interactive’s Puzzle Quest: Challenge of the Warlords In both of these cases, the change in mechanic or theme was designed to bring a successful game mechanic into a new demographic without ruining what worked about the game. Any other good reasons to tinker with the ‘casualness’ of the mechanic or theme? 3) Problem Solving: Adapting your Mechanic to Better Fit your Demographic. Our research tech tree intimidated our test users. Adapting it to a more casual mechanic (shopping metaphor) helped instantly. Virtual Villagers In Summary: 1) Depth in your ‘in-between’ game is great. Lots of reasons to do it. 2) Keep the learning curve EXTREMELY shallow, but make more advanced features available to those who look for it. 3) Optional game mechanics, random tips at loading, just-in-time tutorial. 4) Be aware of how ‘casual’ your mechanic and theme are, and adjust them for the right reasons. 5) A core theme, even with a casual mechanic, will have the biggest impact on your distribution options.
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