Hardcore vs Casual Dervied from Tony Ventrice of Playdom

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Presentation transcript:

Hardcore vs Casual Dervied from Tony Ventrice of Playdom

6 factors of Hardcore games 1.Difficult controls 2.Overwhelming options 3.Prerequisite knowledge 4.Abstract memorization 5.Unclear goals 6.Unclear solutions

Difficult Controls Welcome GTA IV Convoluted Controls Weird inexplicit timing

content/uploads/2008/05/zombie-games.jpg

Overwhelming Options Master of Orion 2 /blog/wp- content/uploads/2009/08/rac es_custom.jpg

Prerequisite Gaming Knowledge What happens when you pick up a new weapon? Why does the block you keep destroying reappear? Why doesn’t the door open? What do you do with the key you found? Press ‘c’ to crouch nI/AAAAAAAACUk/Yy9cZu2Eha0/s400/383577_5.jpg

Abstract Memorization This refers to anything that is not obvious or intuitive to any person. ‘The Unreal link gun heals your vehicles’ ‘The stamina bar runs out when you run lots’ cs/ jpg

Unclear Goals Figuring out what to do is a task for the hardcore gamer Casual gamers would rather know what they are expected to do next Implied goals are not good enough for casual gamers (13 / 26 Gems Collected) attack-twitchy-online-game.html

Unclear Solutions The Rubik's Cube -The Goal is clear -The solution is ????? Sam n Max has many unclear solutions Hints can be used to help guide greener players pered_beef.jpg

6 factors of Casual Games 1.Challenge 2.Trial and Error 3.Strategy 4.Theme 5.Repetition 6.Depth / Graduated objectives

Challenge Challenge is good, it’s not just hardcore – Players must feel challenged in all games Increasing challenge (not changing challenge) is stereotypical of casual games Does that make Space Invaders a casual game?

Trial and Error Puzzles which can be solved this way are usable by casual players The Nemesis is NOT a casual game Did anyone play puzzledonkey? Keeping risk low promotes trial-and-error gameplay Higher risk requires more player investment

Strategy Strategy Games ARE hardcore – Comprise many complex strategies Strategy is actually used in all games Naughts and Crosses is played with different strategies, but there is only one good strategy If there is no strategy  there is no challenge  no fun. content/uploads/2010/06/FF5.jpg

Theme This is a little more abstract.... Theme does NOT make a game hardcore or casual Theme does define the segment of the audience your game will appeal to nature-theme-pack-all-themes-small.jpg

Repetition Casual players enjoy repetition – As long as the challenge is increasing Hardcore = more changes, more frequently Casual = less changes, less frequently Hardcore & Casual = continual challenge increase

Depth / Graduated Objectives In casual games, new challenges should only be introduced as the old challenges cease to be interesting ov_n2_49158.jpg aphe_Trieste.jpg

Warstory:- Silverlight MMO

Inception.... The Game :-s 5/Inception_Director_Nolan_Looking_At_Spin off_Video_Game.php 5/Inception_Director_Nolan_Looking_At_Spin off_Video_Game.php

The End