Casual Games as a Business

January 21st, 2010 - 113 views



Tom Higgins from unit3d.com wrote this great article “Casual Games as a Business”.

Casual Games as a Business

Casual games are a rapidly growing segment of the overall games industry, and it’s a segment in which a small team of developers can be competitive and successful. There are a number of publishing and distribution options available that will allow developers to quickly introduce their games to a large and waiting audience of customers. In working with those publishers and portals, you as the developer share in the revenue generated by your game. With Unity, a career as a casual game developer is within reach, it’s up to you to go get it!

1. What are “Casual Games”?
The term “casual games” means different things to different people as the term is still only loosely defined at best. Despite that, the term “casual games” can still be used to describe a rather large and rapidly growing segment of the game industry. Casual games tend to be those that have simpler game play and engaging game design, they also tend to offer users the ability to step in and play a game within minutes without requiring any long-term skills development or game commitment. The goal with casual games is to appeal to as wide of an audience as possible, including those that have normally fallen outside the traditional “gamer” profile (anyone outside the teen to twenties male demographic). As with any definition there are grey areas where certain games blur the lines between casual and serious, but hopefully the basic gist of the definition comes across: small, fun and easy to play seem to be three commonalities worth remembering.
2. Why You Should Make Casual Games
Casual games are an expanding segment of the games industry that offer the individual Unity developer, or small development team using Unity, a very competitive opportunity for success. The increased chances for success are based on a number of factors, but here are a few of the more notable reasons.
Competitive Opportunity Casual games tend to be smaller in scope and more limited in terms of game play compared to console or AAA desktop titles, and with that comes lower end-user expectations about the casual game experience. Those facts lead to much lower time and resource requirements in order to develop a top-tier casual game title, putting them within reach of dedicated individuals or small development teams. Available Distribution Channels There are a variety of publishers and online game portal websites that you can use to publish your casual game title. The truth is that most individuals or small development teams don’t have the manpower and experience to effectively market and promote their game, nor do they have a large existing user communities at the ready, the available publishers and game portals do. Revenue Potential The casual segment of the game industry is experiencing rapid growth, it’s gone from a side-show for the larger console market to a multi-billion dollar a year industry on its own. That growth has resulted in a casual games market that allows small teams of developers (1-3 developers) to develop a top-tier casual game in a few months (3-9 months), and a premiere casual game can earn $100,000 USD or more.
So as you can see, the casual games market offers smaller development teams a great chance to be competitive and profitable. Below you will find some tips that will help developers realize their own success in the casual games industry.
3. Tips for Creating Successful Casual Games
There are entire courses and even university degree programs that cover the topic of game design and what elements help make for a “good game”. This brief article won’t attempt to cover such a broad topic as a whole, rather it will share a few general guidelines that have been gleaned from first-hand experiences of developers, publishers and game portal websites.
Think About Your Target Audience
Think about your game and its intended audience when choosing a distribution path. Free browser-based web games appeal to males in their teens and twenties who tend to prefer action, adventure or driving style games whereas downloaded executables appeal to an older and increasingly female audience that tends to prefer story-based or puzzle type games.
Keep it Simple
Make sure the game is relatively easy to learn and understand, yet still challenging to master overall. Instructions should be almost ignorable and kept to a minimum, a few sentences at most.
Make it Familiar
The user interface and controls should be as standard as possible. Don’t impose a learning curve on those wanting to play your game as that reduces the chances of them enjoying the experience.
Reward Your Player
Keep players interested and engaged with the game experience. For example, in an action game you might offer a new weapon, power-up or enemy every 30 seconds or so for the first few minutes, then every few minutes for the next five to ten minutes, and so on. Or in a story-based game offer new items or character modifications on similar time scales to keep the player invested in the story and the game.
Consider Replayability
Design your game so that it is fun to play repeatedly, try to keep users coming back for more. You can do this by offering alternate game play paths, different weapon/item selections for repeat players or even character dialog choices that result in unique game experiences each time through.
Reach For a Wide Audience
Design for as wide of an audience as possible as it increases the number of potential players. This can be done in many ways, but you can definitely avoid reducing your audience size and increase portal/publisher appeal by avoiding the use of blood and gore, human-on-human violence and profanity.
Focus Your Efforts
Maximize your work effort and avoid spending too much time and resources on things the user will likely skip the second time through. For example, don’t spend excessive time on a comic book opening or a cut scene, instead focus on the core game play itself. Similarly, avoid spending too much time on art production value, that time may be better spent focused on developing unique and interesting game play.
Test Early and Often
Have your game tested by strangers that fall into your target user base, and have that done at various intervals during the development process. You should have them test your game on all platforms and target configurations (operating systems, browsers and/or publish formats for example). It is critical to get outsiders to test the game, unprompted and without instructions, while you watch over the shoulders to see what they enjoy and what they don’t, only talk with them after the game play testing is complete.
Please note that the above are certainly not strict rules that you must adhere to, rather they are general guidelines that can be used to help steer your own effort. Learn from the prior efforts of others and use that information as you carve out your own path as a casual game developer.
4. How to Make Money With Casual Games
There are a large number of ways in which developers can make money with their casual game titles, this discussion will focus on the easiest entry point for commercial games and that’s working with the existing publishers and game portal websites. The reason for this is because many individuals or small development teams lack the time, resources and experience to effectively market their own games to a large-scale audience and most lack a large existing customer base ready to try their latest game. Both publishers and game portal websites offer those critical elements, developers in turn bring their top-quality game to the table and together you can create and publish games that generate revenue for you the developer.
Browser-Based Web Games
Free browser-based web games generate revenue based on the advertising shown in conjunction with the game. As the content developer you receive a percentage the total advertising revenue generated by your game. Developers typically receive 20-40% of the advertising revenue, but the exact percentage shared with the developer will vary for a variety of reasons. The primary reasons the percentage will vary are the portal website chosen, the types of advertising shown and whether or not your game is exclusive to the portal website.
Downloadable Games
Downloadable executables typically offer free trial game play and then has to be purchased to unlock the full game. As the content developer you can receive a percentage of the advertising revenue and/or a percentage of the sales revenue generated by your game. Developers typically receive 20-40% of the advertising revenue and/or 15-30% of the sales revenue, but once more the exact percentages shared will vary. The primary reasons the percentages will vary are based on advertising versus sales revenue share and whether or not the game is exclusive to that portal website or publisher.
Premium Game Play
Additionally, both browser-based and downloadable games can earn additional revenue if they participate in any portal website premium feature offerings. Some websites unlock additional game play for paying website subscribers while others offer end-users various challenge and rating systems or other community building features. Participating in those sorts of programs quite often provides additional revenue share and/or increased game play numbers.
Fixed-Media Publishing
Games published as downloadable executables or on fixed-media (CD/DVD) through publishers may or may not offer free trial game play and they have to be purchased to unlock the full game. As the content developer you can earn revenue in a few ways, either via sales revenue sharing or from the publisher funding development. The revenue shared with the developer can vary here even more than in the above cases, it will be dependent on the revenue source (revenue share versus funding), your particular game and your experience with that publisher.
So as you can see, the casual games market offers smaller development teams a great chance to be competitive and profitable. Below you will find some tips that will help developers realize their own success in the casual games industry.
5. How Much Money Can You Make?
Here are two anonymous examples, both are casual games that were developed and released just over a year ago. In both cases the games were developed by small teams in a matter of months.
Example #1
A casual game offered as both a browser-based game and a downloadable game via multiple game portal websites, including shockwave.com and realarcade.com among others. The game achieved moderate success but it never quite made the top-10 lists. It was able to generate approximately $40,000 USD for the developers during the first year of its release.
Example #2
A casual game offered as a browser-based game via two game portal websites, shockwave.com and miniclip.com. The game was very successful and maintained consistent top-10 rankings during the first six months of its release and top-25 rankings through the end of its first year. It was able to generate slighty more than $100,000 USD for the developers in the first year of its release.
There are most certainly casual games that have made less than the cited values above just as there are some that have made quite a bit more. The point here isn’t to offer a fixed revenue expectation for all developers so much as it’s to provide a sense of scale for the revenue potential offered to those making casual games today.
6. More Information
It’s always important to stay informed and take part in the developer community around you. There are a number of publishers and game portal websites ready to work with Unity developers and/or accept Unity-authored submissions today. Here are some links that offer information on submitting games for a few of them in particular.
Addicting Games and Shockwave.com
http://www.addictinggames.com
http://www.shockwave.com http://www.atomentertainment.com/asw_working_devinfo_games.htm
Big Fish Games
http://www.bigfishgames.com/
http://www.bigfishgames.com/company/game-developer.html
Freeverse
http://www.freeverse.com/
http://www.freeverse.com/about/
Game House and Real Arcade
http://www.gamehouse.com
http://www.realarcade.com http://gamedevs.realarcade.com/GameSubmission/index.jsp
There are also many forums and websites where you can learn more about the games industry in general, or about casual games in specific.
Casual Games Association
http://www.casualgamesassociation.org
Gamasutra / CMP Game Group
http://www.gamasutra.com/
International Game Developer’s Association (IGDA)
http://www.igda.org
IGDA Casual Games Special Interest Group
http://www.igda.org/wiki/index.php/Casual_Games_SIG

1. What are “Casual Games”?

The term “casual games” means different things to different people as the term is still only loosely defined at best. Despite that, the term “casual games” can still be used to describe a rather large and rapidly growing segment of the game industry. Casual games tend to be those that have simpler game play and engaging game design, they also tend to offer users the ability to step in and play a game within minutes without requiring any long-term skills development or game commitment. The goal with casual games is to appeal to as wide of an audience as possible, including those that have normally fallen outside the traditional “gamer” profile (anyone outside the teen to twenties male demographic). As with any definition there are grey areas where certain games blur the lines between casual and serious, but hopefully the basic gist of the definition comes across: small, fun and easy to play seem to be three commonalities worth remembering. Read the rest of this entry »

Opinion: Indie Game Design Do-s and Don’t-s: A Manifesto

January 12th, 2010 - 62 views

Opinion: Indie Game Design Do-s and Don’t-s: A Manifesto

[Veteran indie game creator Edmund McMillen, known for his work on 2005 IGF Grand Prize winner Gish, Time Fcuk, and Super Meat Boy for WiiWare, shares his opinions and manifesto on making indie games, with 24 clear do-s and don't-s to make your art thrive.]

One of the most common questions I’m asked in interviews is, “Do you have any advice for independent game developers who are new to the scene, or tips for developers in general?” Well, I actually answered it this time: I came up with this list of indie do-s and don’t-s.

Now, I’m going to make clear that I’m not perfect and I’m sure as the years go by this list will change. But from where I stand right now, having made independent art/games for a living for the past 10 years, the advice below is crucial to all indie game designers, and all artists for that matter. Also note that when I refer to a “designer” or “artist,” I include programmers. All aspects of art have a fine balance of the technical and creative; just because programming is viewed as a technical field does not mean it is void of creativity. The creative is visible in the work as a whole rather than in the specifics. Light and shadow are vital technical aspects of illustration, but without creativity the piece is nothing more then a photocopy of the subject, void of any personal touch or presence. This is a list for the creative designer who strives to be independent. This isn’t advice on how to monetize your Flash game or survive financially by copying existing trends and juicing the public for their cash. This is a list for artists who are driven by the desire for creative freedom and/or to “just make some cool shit people will love.” Anyway, here’s the list. Take what works for you and leave what doesn’t:

1 Opinion: Indie Game Design Do s and Dont s: A Manifesto1. Be honest. When I say “be honest” I mean to speak from your heart. Don’t be manipulative or condescending in your work; treat the player how you’d wanted to be treated. Honesty is extremely valuable when making art.

Read the rest of this entry »

The Game Design Canvas: Aesthetic Layout

January 12th, 2010 - 95 views

The final part of the great series of articles “The Game Design Canvas” from The Game Prodigy.

The Game Design Canvas: Aesthetic Layout

Who cares if the main character is wearing silver armor or an orange cloak?  Does it really matter if your military troop is fighting in Europe or Asia?  There can’t be any difference between a game about saving the world, and one your one true love, right?

It does matter.  In fact it matters a great deal.  The sights and sounds and feeling contribute to the Core Experience of a game like no other part of the game can.  They are what make games a true art form instead of pure science, they are what make games closer to theater than arithmetic, painting than to geometry.  These artistic strokes are the skin that the world will see view the game, its face, its exterior.

Welcome to the fifth and final component of the Game Design Canvas: the Aesthetic Layout. Read the rest of this entry »

The Game Design Canvas: Long Term Incentive

January 12th, 2010 - 75 views


Part 4 of 5 from the great series of articles “The Game Design Canvas” from The Game Prodigy.

The Game Design Canvas: Long Term Incentive

What makes a person want to continue playing a game?  What takes a game from a 30 second experience to a 30 hour experience?

To answer this, we’ll have to start from the beginning: Why did the player begin playing the game in the first place?  Fun and enjoyment are the most obvious answers.  The thrill of the chase, the challenge, the quest!  The opportunity to interact with others, to improve one’s skills, or to go on an adventure.  All of these are examples of Core Experiences, which gets people to start playing a game.  People want to have interesting experiences, and games are one way to fulfill that.

How about once they start playing, what does the player do then?  They got there because they were seeking the Core Experience, and then they begin to enter into the game itself.  They jump, they run, the roll dice, they make moves.  They begin to interact with the game  and perform actions within the game’s construct.  Seeking an Experience, they are beginning with the Base Mechanics.  They are beginning to become coordinated, so to speak, to learn to move and live in the game’s world.

Once they get going with the Base Mechanics, then they begin to learn the broader gameplay.  They learn that they need to look before they jump, that they should treat villagers with respect when discussing delicate matters, and that they need to use the red bullets when fighting the red enemies.  They begin to map out the interconnections between the actions they are making and the results the game is serving them.  They are making their way through the Punishment and Reward Systems, learning what behaviors are encouraged and which ones aren’t.  Building on top of the Base Mechanics, the P&R Systems draw them even deeper into the game and to the Core Experience they were originally seeking. Read the rest of this entry »

The Game Design Canvas: Punishment and Reward Systems

January 12th, 2010 - 120 views


Part 3 of 5 from the great series of articles “The Game Design Canvas” from The Game Prodigy.

The Game Design Canvas: Punishment and Reward Systems

You have many choices in your everyday life.  Wake up and jump out of bed, or hit the snooze button?  Eat chicken, beef, or veggies?  Do some work, or go out with friends?  These choices, these actions that you can take are the different colors you use to paint the landscape of your day, your week, and your life.  It is through these choices that you experience and express yourself in the world.

If life were a game, these actions that you can take are examples of the Base Mechanics of life.  They are actions that you can perform, that you have the ability to perform, and that you may choose or choose not to perform.  They are the inputs into the system from yourself.  You can freely choose from all the possible abilities you have and perform them to your liking.

…Or can you?  Well, there’s more to it than that.  Your actions and free will are not as free as one would think.  Yes, you have choices you can make, but there are consequences, there are requirements, and there are strings attached.  You may have the ability to go into the middle of a library and shout at the top of your lungs.  You may have the ability to insult your best friend or to rob a convenience store.  You may have the ability to sit in your apartment and be depressed instead of going out and enjoying the weekend with friends.

You could do these things, but you probably won’t.  Even though you have the ability and the means, there is something else that is guiding your decisions.  There is more to this so called “choice” business than you might imagine.  It is as though some invisible force outside of yourself is governing your actions.

Enter the third component of the Game Design Canvas: The Punishment and Reward Systems. Read the rest of this entry »

The Game Design Canvas: Base Mechanics

January 12th, 2010 - 79 views


Part 2 of 5 from the great series of articles “The Game Design Canvas” from The Game Prodigy.

The Game Design Canvas: Base Mechanics

Dave is working on his blockbuster indie game title.  He knows the genre, and he has a general idea of what he wants it to be about.  It’s an action/adventure title about vampires and he wants the player to be able to steal blood from victims.  He’d also like the player to have to avoid light in the day, and it would be a story about love and romance.  Sounds like a great game!

He expresses this idea to a friend of his who is in the industry.  His enthusiasm is apparent in his voice and his excitement about the idea, with the main part of the game revolving around the vampire stealing blood.  But then his friend asks him…

“How does the player actually steal blood?” Read the rest of this entry »

The Game Design Canvas: An Introduction

January 12th, 2010 - 116 views


The “Game Design Canvas” is a series of great tutorials from The Game Prodigy that attempts to show us step by step the answer for the biggest question “How to develop a successful game?”.

This is the first part of five and will make an introdution on this series of articles.

The Game Design Canvas: An Introduction

Do astronomically successful games happen by chance, or can their approach be systematized?  Are the games that make us laugh, gasp, and enrich our lives results of the developers getting lucky, or careful decision making?  Is there a way to analyze successful games to understand where their strengths and weaknesses lie, and then apply them to your own games?

I believe that the answer to these questions is yes: a game’s design and development can be mapped out, studied, and perfected in a reliable fashion.  Successful companies like Nintendo, Valve, Zynga, and Blizzard would agree.  Legendary game designers like Shigeru Miyamoto, Will Wright, and Peter Molyneux would likely agree as well.  These companies and developers have found ways of looking at games that lets them consistently crank out hits year after year after year.  By the time you get to the third and fourth blockbuster, it is no accident. Read the rest of this entry »

New year, New games

January 2nd, 2010 - 108 views

New Year, new Games

The New Year arrived , and this year I have many goals in mind for my life! To not lose the habit, I decided to make a list of resolutions for 2010!

  • In the first quarter, finish and release, my new Match 3 game (which is already into development), reaching the major casual games portals, starting my new era of development of casual games.
  • Finish at least 2 more games until the end of the year, one being a Hidden Objects Game that is already in development, and a new title yet to be defined.
  • Make the PC and MAC OS port of all the above games.
  • Read the rest of this entry »

Tips for game designers

December 28th, 2009 - 127 views

Another great tips by Jordan Mechner (Prince of Persia Creator).

Tips for game designers

Rereading the advice, I think it stands up well and is more relevant to today’s industry than the 1996 list of tips for designing story-based games I posted last month.

  1. Prototype and test key game elements as early as possible.
  2. Build the game in incremental steps – Don’t make big design documents.
  3. As you go, continue to strengthen what’s strong, and cut what’s weak.
  4. Be open to the unexpected – Make the most of emergent properties.
  5. Be prepared to sell your project at every stage along the way.
  6. It’s harder to sell an original idea than a sequel.
  7. Bigger teams and budgets mean bigger pressure to stay on schedule.
  8. Don’t invest in an overly grandiose development system.
  9. Make sure the player always has a goal (and knows what it is).
  10. Give the player clear and constant feedback as to whether he is getting closer to his goal or further away from it.
  11. The story should support the game play, not overwhelm it.
  12. Read the rest of this entry »

Designing story-based games

December 28th, 2009 - 125 views

List of game design tips for narrative games by Jordan Mechner (Prince of Persia Creator).


Tips for game designers


Eons ago, in 1996, Next Generation magazine asked me for a list of game design tips for narrative games. Here’s what I gave them.

Reading it today, some of it feels dated (like the way I refer to the player throughout as “he”), but a lot is as relevant as ever. I especially like #8 and #9.


  1. The story is what the player does, not what he watches.
  2. List the actions the player actually performs in the game and take a cold hard look at it. Does it sound like fun? (Resist the temptation to embellish. If a cinematic shows the player’s character sneak into a compound, clobber a guard and put on his uniform, the player’s action is “Watch cinematic.” Letting the player click to clobber the guard isn’t much better.)
  3. The only significant actions are those that affect the player’s ability to perform future actions. Everything else is bells and whistles.
  4. Design a clear and simple interface. The primary task of the interface is to present the player with a choice of the available actions at each moment and to provide instant feedback when the player makes a choice.
  5. The player needs a goal at all times, even if it’s a mistaken one. If there’s nothing specific he wishes to accomplish, he will soon get bored, even if the game is rich with graphics and sound. Read the rest of this entry »