Developing on ideas first for Mobile then hitting Next Gen.
Games are becoming more and more accessible to wider markets and casual consumers i.e. Facebook and mobile type platforms. Their production costs are low as is their overhead (especially when compared to their console counterparts).
To create content on these platforms takes a designer into realms of unique innovation usually by breaking game design down to its most basic concepts (in order to find a fantastic hook and replayability) like the "quarter pumping" arcade games of old.
Most casual and mobile games are limited by way of memory constraints which adversley affect the game's overall content by way of story, graphics and programatical features.
However, this doesn't seem to be affecting consumer demand. There seems to be an understanding (by then) that in order to have the convienence of mobile content or online accessibility to casual content there are going to be some sacrifices to the visuals and depth of experience.
From an "unorthodox" production model standpoint I would think creating a game or developing an idea on a casual or mobile platform would be a great (low risk) way to test out the market concerning their attachment rate towards story, character and specific game features before an idea or concept tries to go straight to the next gen game platforms.
What do you think?
Wednesday, November 11, 2009
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Casual games are really starting to take off. A lot of people these days are so strapped for time that they don't have the energy or time to sit down and play a game that requires a lot of effort. Plus studies have shown that women are starting to game a lot more and the games they choose are much more causal in nature. This really is a untapped part of the gaming industry that is just starting to be realized. With the invention of PDA type phones and electronic devices that make it possible to play games anywhere, causal games that can be picked up and put down quickly are very attractive to someone that wants to play but doesn't have time or can't be at home. While the visuals and experience has to vary because of technical limitations, that doesn't mean the fun has to be limited and it requires a certain level of creativity to make a game that is simple to play, but just as fun and enjoyable. I think that another untapped mode of gaming are downloadable games like Xbox live and such, not having to package and create CD's that have to be shipped and sold in stores can be very cost effective as well.
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