{"id":500,"date":"2010-06-24T02:48:16","date_gmt":"2010-06-24T02:48:16","guid":{"rendered":"http:\/\/www.doolwind.com\/blog\/?p=500"},"modified":"2010-07-26T04:30:47","modified_gmt":"2010-07-26T04:30:47","slug":"reaching-the-casual-market-by-limiting-actions","status":"publish","type":"post","link":"https:\/\/www.doolwind.com\/blog\/reaching-the-casual-market-by-limiting-actions\/","title":{"rendered":"Reaching The Casual Market By Limiting Actions"},"content":{"rendered":"<p><a href=\"http:\/\/www.doolwind.com\/images\/blog\/TreasureVsZombie.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignright\" title=\"Treasure Isle and Plants vs Zombies\" src=\"http:\/\/www.doolwind.com\/images\/blog\/TreasureVsZombie.jpg\" alt=\"\" width=\"164\" height=\"98\" \/><\/a>The casual games market seems to have taken over the industry of late.\u00a0 From GDC to water-cooler conversations around the office, everyone is talking about it.\u00a0 Much of this discussion also sees Facebook and the games on it in a negative light.\u00a0 Why is this?\u00a0 Today I\u2019m going to dig a little deeper into the current casual games and propose a way we can embrace this new casual market.<\/p>\n<p><strong>The problem<\/strong><\/p>\n<p>I remember a few short years ago when many designers hated Popcap games and their simple gameplay.\u00a0 With the proliferation of Facebook games, many of these designers would give anything to be back in the days when Popcap was their biggest concern.\u00a0 I\u2019ve listened to many designers complaints about Facebook games and there is a common thread through most of the discussions:<\/p>\n<p><span style=\"text-decoration: underline;\">There is not enough depth or emergence in Facebook games<\/span><\/p>\n<p>Another way of putting this is that there are very few operative and resultant actions the player can perform.\u00a0 What do I mean by operative and resultant actions?\u00a0 Jesse Schell used these terms in his book of lenses.\u00a0 Operative actions are the base actions the player can take.\u00a0 For example in Bejewelled this would be \u201cswapping the place of a gem\u201d.\u00a0 Resultant actions on the other hand are higher-level actions that are only meaningful in the larger picture of the game.\u00a0 They are how the player uses the operational actions to achieve their goal.\u00a0 In bejewelled this would be equivalent to \u201cmatch 4 or more gems to receive a special gem\u201d.<\/p>\n<p><strong>A case study: \u201cPlants vs Zombies\u201d and \u201cTreasure Isle\u201d<\/strong><\/p>\n<p>Let\u2019s look at two casual games to see a correlation between the actions and the depth of gameplay.\u00a0 Plants vs Zombies (PvZ) has very few operational actions, simply selecting a plant and placing it on the game field.\u00a0 However it has a myriad of resultant actions that build upon this simple foundation.\u00a0 Plants interact in special ways that add emergence and depth (e.g. Torchwood doubles the damage of any peas that go through it).\u00a0 Rewards are given to the player (the death of more zombies) for discovering these resultant actions.<\/p>\n<p>Treasure Isle on the other hand has few operational actions <strong>and<\/strong> few resultant actions.\u00a0 Players walk around the island digging up treasure.\u00a0 There is very little emergence or interaction that grows out of these operational actions.\u00a0 Rewards are given to the player for the operational actions.\u00a0 Players are not encouraged to dig deeper into the game but instead to simply open their wallets so they can continue to get the next reward for finding the next piece of treasure.<\/p>\n<p><strong>The Hypothesis<\/strong><\/p>\n<p>Both Popcap and Zynga games are popular.\u00a0 It is becoming apparent that much of Zynga, and other Facebook games, success is from the viral nature of Facebook rather than the quality of the game.\u00a0 My hypothesis is that bringing the depth and emergence of a game like PvZ to Facebook would see more success than the current round of shallow games we\u2019re seeing.\u00a0 A game like PvZ would obviously need to be changed to fit with the social nature of Facebook, but the key is that giving a deeper player experience, as well as the means for virality is going to see greater success.<\/p>\n<p><strong>The Solution<\/strong><\/p>\n<p>I\u2019ve looked at a number of casual games and the consistent thread between the successful games that have some depth is to:<\/p>\n<p><span style=\"text-decoration: underline;\">Keep the operational actions low while maximizing resultant actions<\/span><\/p>\n<p>The fewer operational actions a game has, the larger the market it can reach.\u00a0 While the more resultant actions a game has, the deeper the game experience.\u00a0 This fits in with the age old adage of \u201ceasy to play, difficult to master\u201d.\u00a0 Players want to pick up a game quickly and not have to learn controls.\u00a0 This is perfect for Facebook games as they are primarily played with a mouse and one button.\u00a0 Resultant actions need to be layered on top of this simple set of operations actions in the best ratio possible.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/chart.apis.google.com\/chart?cht=lc&amp;chs=230x125&amp;chd=t:100,81,64,49,36,25,16,9,4,1,0&amp;chxt=x,y&amp;chxl=0:|Operative Actions|1:|Accessibility&amp;chxp=0,50|1,50\" alt=\"Accessibility Chart\" \/>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <img decoding=\"async\" src=\"http:\/\/chart.apis.google.com\/chart?cht=lc&amp;chs=200x125&amp;chd=t:0,1,4,9,16,25,36,49,64,81,100&amp;chxt=x,y&amp;chxl=0:|Resultant Actions|1:|Depth&amp;chxp=0,50|1,50\" alt=\"Accessibility Chart\" \/><\/p>\n<p><strong>Why the need to change?<\/strong><\/p>\n<p>With the huge success Facebook games have been seeing over the past years, why am I talking about changing the formula?\u00a0 The problem is that all the big Facebook games are seeing a drop in numbers.\u00a0 The biggest games are losing millions of players per month!\u00a0 To put that into perspective, many PC and console games are lucky to reach these kinds of numbers.<\/p>\n<p>Why are they dropping off? The main reason is that Facebook has limited the ability for these games to send spam to the player\u2019s friends.\u00a0 A big part of their success is the viral nature of Facebook.\u00a0 The game is more about convincing you to spam your friends than about convincing you that you\u2019re having fun.\u00a0 These games need to get more depth quickly, or they will disappear as quickly as they grew.<\/p>\n<p>An analogy for this is that terrible restaurant in the food court of the local mall.\u00a0 The food is terrible and however so many people go through the mall that even if people only go once or twice the restaurant will still always be full.\u00a0 What happens if suddenly they get moved to the back part of the mall where few people visit?\u00a0 They either make better food, or go out of business.<\/p>\n<p><strong>Conclusion<\/strong><\/p>\n<p>What are your thoughts on the current wave of casual games?\u00a0 Do you think it\u2019s possible to add more depth to these games without comprising the casual nature of them?\u00a0 Is the Facebook game market already dying or is it just in need of some deeper games to bring it back?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The casual games market seems to have taken over the industry of late.\u00a0 From GDC to water-cooler conversations around the office, everyone is talking about it.\u00a0 Much of this discussion also sees Facebook and the games on it in a negative light.\u00a0 Why is this?\u00a0 Today I\u2019m going to dig a little deeper into the <a class=\"more-link\" href=\"https:\/\/www.doolwind.com\/blog\/reaching-the-casual-market-by-limiting-actions\/\">Read More<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"enabled":false},"version":2}},"categories":[33],"tags":[87,30,112,89,88],"class_list":["post-500","post","type-post","status-publish","format-standard","hentry","category-game-development","tag-facebook","tag-game-design","tag-game-development","tag-plants-vs-zombies","tag-zynga"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/pgEc5-84","_links":{"self":[{"href":"https:\/\/www.doolwind.com\/blog\/wp-json\/wp\/v2\/posts\/500","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.doolwind.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.doolwind.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.doolwind.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.doolwind.com\/blog\/wp-json\/wp\/v2\/comments?post=500"}],"version-history":[{"count":0,"href":"https:\/\/www.doolwind.com\/blog\/wp-json\/wp\/v2\/posts\/500\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.doolwind.com\/blog\/wp-json\/wp\/v2\/media?parent=500"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.doolwind.com\/blog\/wp-json\/wp\/v2\/categories?post=500"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.doolwind.com\/blog\/wp-json\/wp\/v2\/tags?post=500"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}