casual games

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We sat down with Kars Alfrink-interaction designer, teacher, and consultant for Playyoo-to learn a little about his thoughts on social participation, casual games, and the mobile platform.

What do you think is the significance of bringing the social or participatory aspect into mobile games?

Well, I’d say for one, it adds an extra dimension to play. Traditionally, if you look at games outside the digital world, most games are social by nature-like board games or playground games. It’s a weird situation with digital games: for a long time they were mostly focused on the single player. And that’s fine, but from a game design perspective, there’s nothing more interesting than playing with or against another human being. After all, they exhibit the most interesting behaviors.

Now when it comes to Playyoo, we’re targeting a very broad audience. And people have very different needs and motivations-and their ideas of fun are different as well. We want to have multiple levels of engagement. So at the beginning level, users can just casually play a game, or snack on a game, where they might play a game for a few minutes and then put it away. These users just want to play a game, and have fun for a few minutes. The social aspect becomes interesting for people who want to engage with Playyoo at a more intense level. You have people who are into competing; you have people who are into socializing, etc. And we want to cater to these different interests.


Can you give us some examples of how participation is going to enter Playyoo?

Sure, I’m working on something right now that I call the meta-game-which will essentially be an umbrella for the mobile games in Playyoo and will let users compete and collaborate on a different level within the community. For example, users can submit their high scores for a game and check on how their friends are doing. We’ll also be creating rewards for various achievements, and let people team up and compete against other teams. And our game creation tool is going to let users participate in the game design experience on a whole new level. And again, if people don’t want to participate in these extra activities, that’s fine. They’ll hopefully still have an enjoyable time playing the mobile games themselves.


What does the term ‘casual game’ mean to you?

‘Casual,’ to me, says something about the level of attention and engagement that a player has (or is required to have) with the game. For me as a designer, casual games provide interesting challenges. It might seem simple to create these casual games, but they’re actually quite tricky to pull off, or pull off well, that is. From a game design perspective, I think it’s more challenging to pull off a high quality causal game than yet another first-person shooter game.


Do you think the mobile game experience needs to stay casual?

I definitely would never say that you can only do casual games on the mobile phone. Certainly, there have been efforts to replicate the experience of the console game on the mobile phone. But I don’t think that makes a whole lot of sense, because they’re such different platforms. However, you can do all kinds of games-any kind of activity can be turned into a mobile casual game. And it certainly doesn’t have to be limited to the games we already know, like parlor games or arcade classics. There can be original development on the mobile phone, and I think that’s one of the most interesting areas at the moment


You mentioned the difference between the mobile and console platform. What are some of the unique aspects of mobile gaming?

Well, for one, designers can play with the context of use with the mobile phone. Location is the most obvious example of this-and we’ve already seen this in alternate reality games, where for instance players have to be at a certain place at a certain time to get a message needed to unravel a puzzle or get to the next stage.


I’ve been teaching a class on mobile game design at the Utrecht School of Arts and I challenge my students to think of interesting things on a mobile phone that you couldn’t do anywhere else. And they come up with very interesting examples. For example, in one game, distance traveled becomes a factor. Players try to grow an exotic plant, and the food for that plant is travel. So, the distance-and direction-that players travel feeds back into the game. That might sound kind of conceptual and artsy, but it’s a nice example of what you can do with the mobile platform.


Mobile games are often defined as games you can play anywhere, and while traveling, but on another level, I’d say in mobile games, you have to be traveling and be physically in motion. That puts a whole new twist on mobile.

Photo credits: Alper Çuğun / http://alper.nl

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The Electronic Entertainment Expo in Los Angeles acts as the videogame industry’s lodestar. Major publishers present the next year’s worth of games to the world’s media representatives. Mainstream publications, from CNN to Reuters to Newsweek use the event as a showcase for what is next in the game industry. And this year, they all said the same thing: Games are for everyone.

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The urge to play is built into our DNA. Humans are by nature restless, always seeking something to occupy their attention. Since practically everybody carries a mobile phone nowadays (we’re talking 3.2 billion mobile subscribers by 2011), the phone is the obvious distraction of choice when we’re looking to fill a few moments waiting for a friend at the café or the next train. But most mobile users have yet to take advantage of games on their phones - mainly because, to date, there has been a lack of easily accessible, casual games to satisfy this “quick fix.”

 

Flash game developers have a huge opportunity here. Mobile Flash - or Flash Lite - games do not need to be anywhere near as complex as desktop games, in fact often the very simplest are the most powerful. Think of Bejeweled, Skipping Stone, Diner Dash, Lumines. And Flash Lite is ideally suited to rapid production of simple games. At the same time, as John Carmack pointed out to us (see Why John Carmack believes in mobile games), the mobile platform is a great environment for trying out new ideas and concepts which one day might evolve into more sophisticated desktop productions.Flash Lite development tools are included in Flash 8 Pro and Flash CS3. Flash CS3 also brings the powerful new Device Central tool, which helps remove a lot of the pain of testing mobile games. Flash Lite relies on earlier, simpler versions of Actionscript, and has been optimised to enable you to quickly develop compelling mobile games.

Playyoo is the only Flash games site solely dedicated to mobile casual games. Of course, there are other great sites out there focusing on Flash games, some of which are now starting to extend into the mobile world. But here at Playyoo, we started from the ground up with a focus on mobile, and mobile only - and we’ve got a great set of features coming up which will help both developers and players get the most out of mobile gaming with Flash Lite. (Why just Flash Lite? While Java has a place in mobile games development, we’re convinced that as far as casual games are concerned, Flash Lite is an incomparable tool).

 

When you deliver your game to Playyoo, it will instantly become integrated in a meta-gaming system built around a rich set of social networking tools. You will reach a worldwide audience, enhance your reputation as a developer and get to see the reaction of our player community that’s made up of people of all kinds of cultures, backgrounds and abilities.Playyoo members will have access to features which overcome the common issues with the mobile game delivery process, as well as desktop and mobile interfaces that give individuals quick access to the type of games they like. All you need to do is turn your game concept into Flash Lite code.

Playyoo is well funded with an ambitious team driving it forward, and will provide you with an ideal channel to show off your skills as a Flash developer in the mobile market - without having to deal with mobile operators or device manufacturers.Oh, and one more thing: get started now, and you could end up $10,000 richer!

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