Difference between revisions of "Casual Gameplay"

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The instantiation of [[Casual Gameplay]] depends on the combination of many independent design choices.
 
The instantiation of [[Casual Gameplay]] depends on the combination of many independent design choices.
  
Game knowledge
+
A first requirement is that players should be play sessions can be started or stopped without being too [[Tension]] or too much of a time or social commitment. This makes [[Single-Player Games]] well-suited to be be the carriers of [[Casual Gameplay]], although the use of [[Private Game Spaces]] show how games such as [[FarmVille]] or [[Mafia Wars]] can be [[Massively Single-Player Online Games]]. Other solutions include [[Limited Gameplay Time]] and [[Negotiable Play Sessions]]. [[Time Limits]] are a double-edged sword in this case; it limits the time commitment but increases [[Tension]]. [[Game Pauses]] can of course also work for this, but this depends on the nature of the gameplay (e.g. level of [[Tension]]). Even if some games depict [[Conflicts]] (e.g. [[Mafia Wars]]), games aiming at [[Casual Gameplay]] more often consists of [[Construction]] or [[Puzzle Solving]] than [[Combat]] or [[Races]] in order to avoid stressful gameplay.
Time investment
+
Attitude t. difficulty
+
  
 +
A second requirement is that a game with [[Casual Gameplay]] should be easy to take up, even from the start. This means providing [[Smooth Learning Curves]] and avoiding [[Challenging Gameplay]]. [[Difficulty Settings]] is a simple way of letting players have a [[Freedom of Choice]] between a certain form of [[Casual Gameplay]] and [[Challenging Gameplay]].
  
[[Challenging Gameplay]]
+
Although [[Casual Gameplay]] needs to avoid [[Challenging Gameplay]] it does not need to avoid [[Complex Gameplay]], since this can be introduced gradually from [[Smooth Learning Curves]]. This shows one way [[Casual Gameplay]] can be combined with [[Game Mastery]] - for example knowing the most efficient ways of gaining resources given a particular style of play in [[FarmVille]] - but it can also be through being able to perform relatively simple tasks many many times in a row (as in for example [[Bejeweled]] or [[Icy Tower]]). The latter can be seen as an a form of [[Player Time Investments]] and [[Grinding]], as can the way [[Puzzle Solving]] or [[Construction]] is instantiated to support [[Casual Gameplay]].
  
 
[[Units]]
 
[[Units]]
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[[Handicap Achievements]]
 
[[Handicap Achievements]]
 
[[Game Mastery]]
 
 
[[Smooth Learning Curves]]
 
 
[[Freedom of Choice]]
 
 
[[Limited Gameplay Time]]
 
 
[[Player Time Investments]]
 
 
[[Negotiable Play Sessions]]
 
  
 
[[Social Interaction]]
 
[[Social Interaction]]
 
 
[[Grinding]]
 
 
Even if some games depict [[Conflicts]] (e.g. [[Mafia Wars]]) they do this in an abstract way and [[Casual Gameplay]] more typically revolved around [[Construction]] or [[Puzzle Solving]].
 
 
[[Pottering]]
 
 
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Construction]]
 
[[Construction]]
 +
[[Difficulty Settings]]
 +
[[Game Pauses]]
 +
[[Limited Gameplay Time]]
 +
[[Negotiable Play Sessions]]
 +
[[Player Time Investments]]
 +
[[Private Game Spaces]]
 
[[Puzzle Solving]]
 
[[Puzzle Solving]]
 +
[[Smooth Learning Curves]]
 +
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Challenging Gameplay]]
 +
[[Tension]]
  
 
== History ==
 
== History ==

Revision as of 15:05, 9 January 2011

Games where gameplay is easy to begin, pauses, and end, without negatively affect any players' experience.

During the first decade of the 2000s, computer games started to become popular among new and large user groups that traditionally had not played these types of games. Differing in themes, gameplay, and how and when they required players to play when compared to earlier games, these games became known as casual games. Although it is possible to find earlier examples after the genre had been named, the appearance of many games of this type highlighted that a more varied flora of game types are possible and appreciated. The book A Casual Revolution[1], discussed this genre, and differentiates between casual games and casual gamers. In this four main areas of difference between causal games and hardcore games are discussed: fictional presentation, game knowledge required, time investment required, and difficulty levels.

Examples

Puzzle-based games such as Bejeweled, Combine, Staries, and Zoo Keeper are examples of games with Casual Gameplay simply because they either are played for a limited amount of time or because one can take pauses from them whenever one wishes. Icy Tower shows how an action game can provide Casual Gameplay as well due to the ease of beginning to play and the limited time of each game instance.

FarmVille and Mafia Wars are examples of Casual Gameplay first based on the social site Facebook. While players can require a lot of knowledge of how to play the games most effectively, they are easy to pick up and the gameplay allows players have control of when they wish to play - although social pressure to return favors to other players can offset the latter.

Using the pattern

The instantiation of Casual Gameplay depends on the combination of many independent design choices.

A first requirement is that players should be play sessions can be started or stopped without being too Tension or too much of a time or social commitment. This makes Single-Player Games well-suited to be be the carriers of Casual Gameplay, although the use of Private Game Spaces show how games such as FarmVille or Mafia Wars can be Massively Single-Player Online Games. Other solutions include Limited Gameplay Time and Negotiable Play Sessions. Time Limits are a double-edged sword in this case; it limits the time commitment but increases Tension. Game Pauses can of course also work for this, but this depends on the nature of the gameplay (e.g. level of Tension). Even if some games depict Conflicts (e.g. Mafia Wars), games aiming at Casual Gameplay more often consists of Construction or Puzzle Solving than Combat or Races in order to avoid stressful gameplay.

A second requirement is that a game with Casual Gameplay should be easy to take up, even from the start. This means providing Smooth Learning Curves and avoiding Challenging Gameplay. Difficulty Settings is a simple way of letting players have a Freedom of Choice between a certain form of Casual Gameplay and Challenging Gameplay.

Although Casual Gameplay needs to avoid Challenging Gameplay it does not need to avoid Complex Gameplay, since this can be introduced gradually from Smooth Learning Curves. This shows one way Casual Gameplay can be combined with Game Mastery - for example knowing the most efficient ways of gaining resources given a particular style of play in FarmVille - but it can also be through being able to perform relatively simple tasks many many times in a row (as in for example Bejeweled or Icy Tower). The latter can be seen as an a form of Player Time Investments and Grinding, as can the way Puzzle Solving or Construction is instantiated to support Casual Gameplay.

Units

Non-Player Characters

Enemies

Handicap Achievements

Social Interaction

Diegetic Aspects

One of the characteristics used to describe the difference between casual games and others is that they tend use positive colors and sounds in the presentation of their Game Worlds. Although this is primarily a question of graphic and sound design, it can also reflect the tendency to focus upon Construction.

Interface Aspects

Narrative Aspects

Consequences

The flexibility of when to start or stop playing makes games with Casual Gameplay provide a Freedom of Choice to players. The combination of this Freedom of Choice and often having Construction or Puzzle Solving gameplay make players have the possibility to regard the gameplay of these games as Pottering.

Relations

Can Instantiate

Freedom of Choice Pottering

Can Modulate

Can Be Instantiated By

Construction Difficulty Settings Game Pauses Limited Gameplay Time Negotiable Play Sessions Player Time Investments Private Game Spaces Puzzle Solving Smooth Learning Curves


Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Challenging Gameplay Tension

History

New pattern created in this wiki.

References

  1. Juul, J. (2010). A Casual Revolution - Reinventing Video Games and Their Players. MIT Press. ISBN 978-0-262-01337-6.