The document discusses the elements of game design and what makes a casual game. It analyzes the independent game Aquaria as an example of a casual game. A casual game is defined as having acceptability by not containing offensive themes, accessibility by being available on many platforms, simplicity in gameplay design, and flexibility allowing for short play sessions. While Aquaria meets some criteria as a casual game, it may not fully qualify due to its complex gameplay and lack of automatic saving.
2. Introduction to Game Design A game idea can be about anything: Egg collecting, Harvest seafood, Music making etc. Don¡¯t let technology limit your idea Game design is about developing an idea to a playable version: Rules & limits Goal
3. Introduction to Game Design A good game concist of: Introduction to the game mechanisms (tutorials): Player get rewarded early Player is not met with a complex interface The game presents familiar references: Ex: Human-like creatures exist in the world Ex: You eat a fish dish that resembles sushi Challenge to both beginners and advanced players Replay value
4. Casual Games Simple Non-offensive Flexible Large target group Avalible to several machines
5. Aquaria You play as Naija Underwater fantasy 2D-scrolling platform Non-linear Control with mouse Level editor included
8. Aquaria Developed by Bit Blot Alec Holowka Programming Music Game Design Derek Yu Graphics Game Design Jenna Sharpe Voice actor of Naija
9. Aquaria Independent game developing No support from video game publishers (ex: Nintendo, Electronic Arts, Konami) Small developer teams Low budget
10. Gameplay Reminds of Metroid and Castlevania; Exploring gameplay¡ ¡ Thus story is non-linear Pussles and mini-games: Ex: A cooking feature Ex: Racing game Player is rewarded for collecting secret objects and discovering secret areas Contains an alternative ending
11. Naija She is a gentle mermaid creature Have amnesia Looking for her kin Fights with her songs: Each song has their own color and icon. You can interact with the enviroment through singing.
12. Combat system Naija can change forms: While changed she can¡¯t sing. The first form is offensive combat. Battles are in real-time. She is not a nice girl in that form. During gameplay, you find new forms that gives you new abilites and help you access new areas.
13. Casual Games Target audience: Everyone. Including: Beginners Non-gamers Women Children
14. Casual Games Casual games concist mainly of the following things: Acceptability Does not contain offensive themes (Ex: sex, drugs, violence, swearing) Accessibility Excist on many gaming platforms Easy to obtain (Ex: shop, internet) Simplicity Non-complex game system Easy to learn the rules Flexibility Allows short game sessions (Ex: 5-15 min before work)
15. Aquaria as a Casual Game Acceptability: A ¡±cute¡± package Very little offensive themes: Mild drug abuse (an ¡±edible¡± rainbow-colored mushroom). Sexual themes? A small orange bikini can be obtained. Violence: Enemies dies in a puff of light. Accessibility: PC game Recently released a version to the Mac Demo is downloadable from the homepage Purschasing full version: Pay via Internet bank Recieve e-mail link to download
16. Aquaria as a Casual Game Simplicity: Mouse-controlled Support shortcut keys on keyboard Limited GUI (Healthbar + minimap) Drag and drop interaction Flexibility: Singleplayer Simple enough to play short sessions, but ¡ ¡ No automatic saves: Save stations are scattered around the game world
17. Aquaria as a Casual Game Recognizable clich¨¦s in the story: Amnesiac main character A good theme in an exploring game The Evil God The ¡±Big Bad¡± contrast to the good hero (you) The Final Battle Also includes an alternative ending if you manage to discover every secret
18. What makes a Casual Game? The game you¡¯re analyzing; is it a casual? Why not? Can a game be called casual even if it only fullfill one of the ¡±criterias¡±? Acceptability Accessibility Simplicity Flexibility If you take a game like ¡±Postal¡± and remove all the offensive content, will it be a casual? Does casual games need a story?
19. What makes a Casual Game? Is it all about gameplay or the audience it¡¯s targeting? Is there a genre that is entirely casual? Puzzle games? The most popular games on the Top Ten List, are they casual? If so, how many? Can casual games send a message? If being used for propaganda, will it still be a causal?
20. Thank you for reading and watching! Cecilia Bexander