2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
Note that even among these mechanics, there is significant overlap and one might simply use grouping
to describe the first three mechanics outlined above. However, the point here is not to elaborate a
comprehensive taxonomy, but to highlight both the types of interaction that have proven themselves
successful in this market and the relative homogeneity that has resulted. Clearly, other categories of
games exist such as casino, trivia, jigsaws, etc.
Evolution and innovation in the downloadable market has historically proceeded in overlapping baby
steps. The market is flooded with games that are obvious derivations of existing titles, often distinguished
only by their theme and aesthetic. While the audience has demonstrated a remarkable tolerance for this
homogeneity, it is possible that the novelty will wear off and new varieties of gameplay will be necessary
to maintain their interest. While some successful titles have innovated by introducing a variation on an
existing mechanic, or combining several of them, there is also room to innovate in a completely different
direction. Either way, innovation in game design must not come at the expense of good user interaction
design. Players who spend all of their energy figuring out how to work with a game's interface will never
discover the innovative game mechanic that lies behind it.
I.
User Interaction
Successful casual games are typically controlled exclusively with the mouse and provide the player with
perfect information , or the ability to see everything they need to see on screen at once. Interaction with
the game objects is intuitive and predictable. The game does not require that the player experiment in
order to learn how the game works. However, it also is forgiving of misclicks, should they occur. In other
words, casual games tend to be `friendlier', allowing even novice game players to quickly develop a sense
of control over the play experience. While games can gradually introduce more complex styles of
interaction over the course of play, it is critical that the initial moments of the game experience are
distilled down to their most basic essential components, and supplemented with straightforward (brief)
instructions at just the right moments. Players cannot be expected to read through verbose instructions,
so it is crucial that the interface communicate the flow of the game.
While many casual games players also play traditional PC and console games, a large portion of the
audience does not. As a result they do not have years of previous gaming experience to serve as a basis
for their gaming expectations. While this lack of expectations has the potential to allow titles featuring
innovative forms of gameplay to achieve success, it also means that developers must be careful not to
rely on game interface conventions or mechanics from traditional PC and console titles. The same
abundance of game choices that would be welcomed by hard core gamers will likely only irritate many
casual players. Furthermore even seasoned traditional gamers are likely to be looking for a simple quick
game, as opposed to a drawn out affair, making a simple easy to grasp game concept and interface
extremely important. While casual gamers appreciate a customized experience, they do not want to be
forced to do the customization themselves.
Since most game developers, even those creating titles for the casual market, tend to have years of play
experience in a wide variety of game genres, it is important to become aware of a tendency to design for
oneself and one's peers. Again, the importance of beta testing with players from the target audience
cannot be overstated.
1.
Designing for Upsell
Developers hope that players will pay for these titles, so they must offer a compelling play experience that
feels significantly richer than their web counterparts. Often players will first experience the game via an
online version, and then download and install the game on their PC as the next step. Players typically
proceed to the downloadable version for one or more of the following reasons:
a)
Higher quality experience
Offline play is usually full screen and advertising free, typically with enhanced graphics and sound.
b)
More competitive or instructional gameplay
Downloadable versions of games can offer more levels and deeper gameplay. They appeal not only
to competitive players, but also to players who want to learn more about the game. Downloadable
versions can include untimed or puzzle modes that cater to players who want to improve their
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