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Casual game

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The term casual game is used to refer to a category of electronic or computer games targeted at a mass audience. Casual games usually have a few simple rules and an engaging game design, making it easy for a new player to begin playing the game in just minutes. They require no long-term time commitment or special skills to play, and there are comparatively low production and distribution costs for the producer.

Common features of casual games are:

The word "casual" indicates that the games are produced for the casual consumer, who comes across the game and can get into gameplay almost immediately. Casual game players do not normally regard themselves as gamers, or fans of video games.

While casual games are ususally free, they may provide a revenue by advertising (either in-game or on a web page) or encouraging casual players to buy a permanent "deluxe" version for a small price (typically $20 or less).

History

(This section is based primarily on observation and conjecture. A more professional approach would be helpful, although the field is so new that such an approach may not be possible.)

Microsoft solitaire, which came free with Microsoft Windows, is widely considered the first successful "casual game" and was particularly played by office workers who were using Windows for their work. Subsequent versions of Windows included Minesweeper, and once Microsoft discovered the popularity of their pack-in solitaire, they improved on it with FreeCell and Spider Solitaire.

In 1989, Nintendo's Game Boy was released with the free pack-in casual game Tetris. Tetris on the Game Boy was immensely popular partially because, as a casual game, it was quick and simple, which was ideal to the portable gaming model.

The advent of Macromedia Flash created a boom in web-based games, while also limiting them to using a single-button mouse, and having no built-in functionality for save states, encouraging designers to create simple games that could be played to completion in one short sitting. The most prominent game from this period was Diamond Mine, released in 2000 by PopCap and licensed by Microsoft, as Bejeweled for their Microsoft Zone.

Casual games received another boost when cell phones with large color displays became the norm because, like Macromedia Flash before them, the cell phones had limited capabilities ideally suited to short, simple games.

Casual games are often computer simulators of common everyday games (chess, checkers, pinball, sudoku, solitaire, mahjong) but also versions of retro games - inlcuding the well-known Tetris.

Common casual games

Casual games genres

There is no precise classification of casual genres in the modern gaming industry. That can be explained by the easy ideas that form the basis for each game as well as a great amount of genre mixes existing in this field. The most popular casual genres for 2005 are: puzzle, word, casual action, card and board games.#redirect Below is the listing of the most popular genres along with the game play description.

Puzzle
The type of casual games, where a player’s main task is to solve a puzzle, e.g. match the identical pieces on the playing field or place the falling blocks in a line (Tetris). Puzzle games are aimed at training player’s logical thinking and reaction if the game is played at a time limit. The most popular examples of the puzzle games are matching games (Match-3), Tetris, Sudoku games.
Matching games present the biggest percentage of casual games produced nowadays. The player’s task is to match two, three, or even four identical pieces on the playing field. In order to indicate the identical pieces, the player usually has to swap them with the neighboring ones, shoot, or place them together by mere clicking. Once a player clicks the identical pieces, they are removed from the playing field. The final mission of the matching game is to clear the playing field.
According to the IGDA Casual Games Developer Whitepaper for 2005, the most popular puzzle game is Big Kahuna Reef, which is an example of a match 3 game. The playing field is formed out of many charts and boxes with different pictures of undersea animals and plants inside. The background for the game is a 2D picture of the undersea.
Word games
These present the second largest category of casual games. In general, the point of every word game is forming a word (or a phrase) out of the letters (or words) on the playing field. The word games are aimed at training writing skills as well as improving the knowledge of spelling or studying a foreign language or learning alphabet for kids. The classic example for a word game is Bookworm Deluxe or Spot a Word. The playing field consists of the set of letters of the English alphabet. A player is required to form a word out of the neighboring letters on the playing field by clicking on them.
Action games
These games require a player to participate in an action in order to win. Its main attribute is a character or a set of characters that need to be controlled by a player via keyboard or a mouse.
Card games
Computer clones of the real-world card games. The plot of many casual card games is inherited from the usual games like solitaire, Russian card game Durak etc. The player’s task is to find two matching cards with identical value and place them together.
Board games
Another category of real-world games (checkers, chess, billiards, pool house, Mah Jong). The game takes place on a board similarly to checkers, billiards, mah jong games. General Rules and game play features are preserved.
Strategy games
One of the emerging genres in the casual game industry, strategy games are a a broad grouping which include simulation, role playing and tycoon games. Common themes involve character building, adventure simulations and business scenarios. Casual strategy games are generally less complex than many of their hardcore PC counterparts, but they succeed by utilizing engaging scenarios and characters to satisfy the casual audience.

Distribution

The primary source of distribution for casual games is the Internet. Nowadays most of the casual games are delivered as Flash or Java objects on a web page. Web distribution has largely replaced the previous use of shareware as business model for casual games. The shareware evaluation copy of a casual game may allow the limited number of levels, or a certain number of game sessions. In evaluation copy some features of the games, like autosave or numerous backgrounds are not available.

See also

External links

Casual games top lists

Casual game reviews

Casual games development

 


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