Casual game
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The term casual game is used to refer to any computer game targeted at a mass audience of casual gamers. Casual games can have any type of gameplay, and fit in any genre. They are typically distinguished by their simple rules, in contrast to more complex hardcore games.[1] They require no long-term time commitment or special skills to play, and there are comparatively low production and distribution costs for the producer.[2] Casual games typically are played on a personal computer online in web browsers, although they now are starting to become popular on game consoles, too. Casual gaming demographics also vary greatly from those of traditional computer games, as the typical casual gamer is older [3] and more predominantly female,[4] with over 74% of those purchasing casual games being women.[5]
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[edit] Overview
Most casual games have similar basic features:
- Extremely simple gameplay, like a puzzle game that can be played entirely using a one-button mouse or cellphone keypad
- Allowing gameplay in short bursts, during work breaks or, in the case of portable and cell phone games, on public transportation
- The ability to quickly reach a final stage[6], or continuous play with no need to save the game
- 2D, abstract graphics
- Some variant on a "try before you buy" business model or an advertising-based model
The word "casual" indicates that the games are produced for the casual consumer, who comes across the game and can get into gameplay almost immediately. Every month, an estimated 200 million consumers play casual games online[7], many of who do not normally regard themselves as gamers, or fans of video games.
Casual games are usually free on-line or free to download and try (but may provide a revenue by in-game advertising). It is important to understand that these are two distinct markets within casual games. In one market, larger studios create downloadable games, primarily available on the PC. These games are typically addictive and are limited trials to encourage casual gamers to buy a permanent "deluxe" version for a small price (typically $20 or less).[8] They usually have more intensive graphics and sound since they are run on the players computer directly. Recently, 100% free "full licensed versions" of casual games have become available through advertising.
The second market consists of primarily indie game developers who create free games for online play. These games have a wide range of gameplay styles, can be played on almost any computer, and are often based on Flash or Shockwave technologies. They are more limited in the scope of action, graphics and sound than downloadable games since they are played through the browser. However, many of these developers have pushed the technological envelope in what is possible through the browser - often creating full 3D games, 2 player capabilities, save games and other advanced features.
[edit] History
Microsoft's Solitaire, which came free with Microsoft Windows, is widely considered the first successful "casual game" and was particularly played by office workers who were using Windows for their work. Subsequent versions of Windows included Minesweeper, and once Microsoft discovered the popularity of their pack-in solitaire, they expanded on it with FreeCell and Spider Solitaire.
In 1989, Nintendo's Game Boy was released with the free pack-in casual game Tetris. Tetris on the Game Boy was immensely popular partially because, as a casual game, it was quick and simple, which was ideal to the portable gaming model.
The advent of Flash created a boom in web-based games, while also limiting them to using a single-button mouse, and having no built-in functionality for save states, encouraging designers to create simple games that could be played to completion in one short sitting. The most prominent game from this period was Diamond Mine, released in 2000 by PopCap Games and licensed by Microsoft, as Bejeweled for their Microsoft Zone.
Casual games received another boost when cell phones with large color displays became the norm because, like Adobe Flash before them, the cell phones had limited capabilities ideally suited to short, simple games.
The arrival of the iPod in the casual gaming market[9], made more powerful games widely available in a portable format. PopCap Games provided Peggle on Apple's music player and it was an instand success.
Casual games are often computer simulations of common games (such as chess, checkers, pinball, sudoku, solitaire, and mahjong) but also versions of retro games — including the well-known Tetris.
[edit] Genres
There is no precise classification of casual genres in the modern gaming industry. That can be explained by the easy ideas that form the basis for each game as well as a great amount of genre mixes existing in this field. The most popular casual genres for 2006 were: puzzle, word, action, card and board games.[10]
[edit] Distribution
The Internet is the primary distribution channel for casual games. Most casual games are either downloaded as limited-time trials or delivered as Flash or ActiveX objects embedded in a web page. The evaluation copy of a casual game may limit the amount of play time, number of levels, or game sessions. Often more advanced features are not available. Some websites, such as Pogo.com, create casual games as a web-only experience first, then follow up with more advanced versions as "downloadable" games.
The ease of signing up to affiliate gaming portals, such as Sandlot Games, Big Fish Games, Boonty, PlayFirst, Reflexive, RealArcade, or Trymedia Systems, has flooded the internet with such sites. Mobile casual games can now be distributed via Movaya's mobile game platform. These portals typically rank the games by popularity and sales. Games with strong sales typically lead to sequels and knock-offs. Games that do not convert are quickly buried.
Additionally, iPod[11] games are made available via the iTunes store and can be purchased as you would a music track. Uncoming casual games for the iPhone and iPod Touch are also expected to be distributed in this way.
In addition to online portals, casual games are increasingly available at major retailers, particularly Wal-mart, Target and Best Buy. The success of Bejeweled at retail, where it sold over 100,000 copies in the US, has made retailers much more open to carrying casual games rather than value priced core games (such as first person shooters, strategy games, etc.). The largest retail publishers of casual games in North America are MumboJumbo (Bejeweled, Luxor, etc.) and Merscom (Buku Blast, DNA, etc.). As another example of the increasing success of casual games in retail, Mystery Case Files: Ravenhearst was announced to be the third-best selling PC game in the United States for the week ending in Black Friday.[12]
Casual games are also ported to mobile phones. Some mobile casual games allow players to meet and compete against each other (e.g. World Sudoku League).
[edit] List of casual games that have had impact in the industry
| This section needs additional citations for verification. Please help improve this article by adding reliable references. Unsourced material may be challenged and removed. (May 2008) |
[edit] Early casual games
- FreeCell (Microsoft Windows)
- Spider (solitaire) (Microsoft Windows)
- Tanarus (computer game) (Sony Online Games)
- Tetris (The Tetris Company, LLC.)
[edit] Start of modern casual market
- Bejeweled (PopCap Games)
- Slingo (Funkitron/Slingo)
- Super Collapse! (GameHouse)
[edit] Games that exploded genres
- Azada (Big Fish Games)
- Diner Dash (PlayFirst)
- Mystery Case Files: Huntsville (Big Fish Games)
- Virtual Villagers (Last Day of Work)
- Zuma (PopCap Games)
[edit] Games that followed up initial hits
[edit] Notable publishers and developers
- Armor Games
- Big Fish Games
- Boonty
- eGames
- FunOrb
- Gamelab
- GameHouse
- iWin
- Miniclip
- PlayFirst
- Pogo.com
- PopCap Games
- RealArcade
- Reflexive Entertainment
- Sandlot Games
- Shockwave.com
- Spintop Games
- that game company
[edit] See also
[edit] References
- ^ Boyes, Emma, GDC '08: Are casual games the future?, GameSpot, Feb 18, 2008, Accessed May 3, 2008
- ^ Surette, Tim, Casual gamer gets serious prize, GameSpot, Sep 12, 2006, Accessed May 3, 2008
- ^ Govan, Paul. "Older Family Gaming Market", Game People, 2008-01-23. Retrieved on 2008-01-23.
- ^ Wolverton, Troy. "Women driving 'casual game' boom", San Jose Mercury News, 2007-08-23. Retrieved on 2007-10-13.
- ^ "Casual Games Market Report 2007", Casual Games Association, 2007-10-29.
- ^ "Casual Gamers Need Shorter Games - A Study", Game People, 2007-10-29.
- ^ "Casual Games Market Report 2007", Casual Games Association, 2007-10-29.
- ^ Boyes, Emma, GDC '08: Are casual games the future?, GameSpot, Feb 18, 2008, Accessed May 3, 2008
- ^ iPod Breaks Into Casual Gaming. Game People (10 March 2003). Retrieved on 2006-10-03.
- ^ IGDA: "2006 Casual Games White Paper", page 17, July 2006
- ^ iPod Apple distributes games via iTunes. GameIndustryBiz (10 March 2003). Retrieved on 2006-10-03.
- ^ http://news.yahoo.com/s/nm/20071220/tc_nm/videogames_mysterycasefiles_dc
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