Casual Game Case Studies

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Self Introductions
Wesley Avery
Srinidhi Naik
Intro to Quadropus Rampage
• Isometric Rogue like mixed with a Brawler’s combat
system starring a 4-legged cephalopod
• Set in the depths of the ocean with vibrant & varied
sea creatures (ex. Angler fish, Hammerhead shark,
Starfish companion)
• Very whimsical and humorous with the shopkeeper
and antagonist characters as well as silly weapon
names/modifiers and skill masteries (ex. Bootylicious
Pinkeye Axe of Wide Hips)
• Available on Android, iOS, and PC/Mac ($5)
• Price: Mobile versions are free to play with optional
micro transactions to speed up unlocks
Hook/Motivation
• The fast-paced action and energetic
animations are defiantly entertaining.
• The Control scheme itself is very simple but
covers more than enough moves to make the
game interesting.
• The developers cleverly allow you to pay for
continues.(just like the old days)
• There’s a drive to see how deep you can go
and what kinds of items you can discover.
Key Mechanics
• Procedurally generated levels, randomized gear, and
hidden treasures make every plunge memorable and
worth exploring thoroughly
• Simple, but deep progression system through upgrades
and masteries to reward in-game feats
• Fast-paced combat that is fair, but still challenging
• Limited lives per attempt (only 1 respawn)
• Can skip a depth by walking over a hole in the ground,
triggering fall damage as well as missing out on any
items, but getting to the goal more quickly
• Several difficulty levels for more extreme challenges
(e.g. getting hit once is the end or no health drops)
Our Opinions
• S: Really fun game
that’s well worth trying
and doesn’t force micro
transactions. It satisfies
my need for challenge
better than many
bigger titles.
• W: Movement seems a
little weird, but doesn't
kill the fun. Probably
want a device with a
high-quality touch
screen for this game. If
you manage to find a
groove, it gets fun
quickly.
Check out Butterscotch Shenanigans’ Website
for more information:
http://www.butterscotchshenanigans.com/p/games.html
Presented By:
Paul Bartlett
Chris Hansen
Bejeweled’s Theme/History
• It’s a connect 3 puzzle • There have been many
game where you have to iterations of Bejeweled
connect matching gems
(Bejeweled 3, Bejeweled
in order to get points
Twist, Bejeweled Blitz,
etc…)
• First developed by
PopCap Games (the
same people who made
Plants vs Zombies and
Zuma)
Bejeweled’s Hook/Motivation
• What motivates players
to play Bejeweled is that
it is a quick game and the
game has special effects
that happen when you
do something (Connect 4
gems instead of 3 to get
an explosion gem)
• It is very satisfying to
watch a lot of gems to
explode when you
connect 4 and even clear
the entire screen
Key Mechanic
• The key mechanic is to • As you connect, more
connect gems together
gems will appear to take
to get points added to
the place of the other
your score
gems you connected
• The more you connect,
the more points you get
• The faster you connect
the higher the multiplier
is to the point
Our Opinions
• It is a fun game that anyone can get into and can get
addicted to.
• Game sessions are not long, (at most 2 minutes) so you
can play it whenever you have time to spare
World of Goo
Jeremy LeBlanc
Joshua Skelton
Game Intro
• World of Goo is a puzzle game that requires you
to save fellow goo balls by creating unique
connections between goo balls. These
connections create a path that allow the free goo
balls to get into the vacuum pipe.
• World of Goo was developed by 2D Boy, an
independent game company.
– Kyle Gabler and Ron Carmel
• Former EA Employees
• Released October 13, 2008
Motivation/Hook
• Creating unique bridges and connections to
help save your fellow goo balls and reach the
goal.
– For each level the game forces the player to come
up with unique bridges that will help you
overcome obstacles. No two levels are alike.
Key Mechanics
• Selecting and moving the goo balls to create
connections between other goo balls.
• Different goo ball features in each new level
that are color coded.
– The player must utilize each new ability depending
on the challenge.
• Can select flying eyeballs from previously
saved goo balls to help get redoes and
reattempt the level.
Opinion
• This game is very effective at creating a casual,
interactive, physics based puzzle by giving the
player a simple way to control the game bits.
• Not only does it give the player the freedom
to make connections as they see fit, but it also
very intuitive.
• This is a fun yet challenging game that can
turn any casual player into a hardcore player.
Jetpack Joyride
Bradley and Jeremy
Theme
Jetpack Joyride is a game of adventure.
The player character is trying to steal a Jetpack
from a development facility and escape as
quickly as possible.
Hook/Motivation
The first time you play the game you are given
a ‘vehicle upgrade’ really early. Upgrade
items and coins are incentives that really
drive the game.
Coins extend, although not directly, the players
ability to reach a vehicle upgrade.
The game has a fast-paced rhythm that
rewards players for having quick reflexes,
Key Mechanics
Mechanics of Jetpack Joyride are innately
intuitive. The player taps the screen in order
to raise the height of the character. This
allows the player to avoid obstacles, collect
currency in the form of gold coins, and attain
collectables that upgrade their jetpack
functionality. This fast-paced collection is
visceral and exciting. This encourages
multiple playthroughs and a risk-taking
strategy.
Personal Thoughts
Jetpack Joyride is an entertaining distraction. It
feeds the need to perfect traversing the
environment, while buffering the player from
immediate loss by providing gratifying power ups.
The nature of the game lends itself to casual play,
as it is easy to put down without consequence.
The game puts a decent amount of effort into
attention to detail. Passive NPCs may run into one
of the player’s obstacles, or the player themselves.
Though it has no direct effect on the game, this
lends to a humorous and novel aesthetic.
FTL: Faster than Light
Timothy Sassone
Alex Honeycutt
History of FTL
•
•
•
•
A “Spaceship Simulation Rogue-Like”
Developed by Subset Games
Released Sept. 14, 2012
Funded during Kickstarter surge (along side
Double Fine Adventures and others) in March
2012
Hook/Motivation
•
•
•
•
Short play sessions.
Easy to pick up.
Pause-and-play
Procedurally generated levels/content
Key Mechanics
• Star Map
– Choosing a path gives player some control over
difficulty
– Encroaching enemy force pushes
the player forward
– Shops, optional quests, etc.
• Ship
– Control different systems (weapons, drones, etc)
– Direct crew-members for repairs/control
Opinions
• Good balance between
difficulty and penalties.
• Simple controls,
complex strategies, and
lots to unlock.
• No Mobile
(Android/iOS) release 
• Difficult to complete
Fruit Ninja
Josh Selmser, Steven Dull
Theme and History
• Chop fruit with touch controls in front of a
cutting board background
• Colorful and explosive
• Halfbrick Studios, Brisbane, Australia
• Released September 17, 2010
• Reached 300 million downloads by May 2012
Mechanics
• Drag finger across screen to slice fruit
• Rewarded for slicing multiple fruit in one
swipe
• Avoid the bombs
• Levels progressively require faster action from
user
• Getting a game over
– Missing a total of three fruit
– Hitting a bomb
Motivation and Hook
• Beating your best score (cutting more fruit
than last time)
• Trying to not make a single mistake
• Getting the biggest possible combos
• Watching fruit explode!
Our Opinion
•
•
•
•
Liked the very small learning curve
Easy to pick up, hard to master
Short games, no wait between games
Fun to challenge your friends!
Peggle
By: Shawn Day
Austin Ford
Peggle
• Peggle is a puzzle game with inspiration from
pinball and brick breakers.
• It was originally released for PC but quickly
ported to mobile devices due to the nature of
the game.
• Several variations of the game were made
changing mostly non essential mechanics or
aesthetic designs.
Hook!
• The hook for Peggle is the sound effects, bright colors and
dramatic music that rewards the players upon completing the
level.
• There are also different unlockable characters, each with
different abilities!
Key Mechanics
• Setting up combos to earn extra points/extra
balls.
• Using the character abilities to your
advantage.
• Timing shots with the oscillating receiver. This
can grant the player extra balls.
• Using the purple combo block to get high
scores.
Opinions
• Peggle can be a great time passer, and it’s
slightly addictive.
• Peggle achieves visual satisfaction by
presenting the player with flashing high scores
and delightful colors!!!
• Elyse (a.k.a. Elly)
– Mayor of Lutie
• Erich
– Mayor of Foxtail
• Theme
– Build a town and house base on your own style
• History
–
–
–
–
–
2001: Animal Forest came out for N64 in Japan
2001: Ported to GameCube, released worldwide
2005: Wild World for DS, first to use wi-fi
2008: City Folk for Wii, used Wii Speak technology
2012/2013: New Leaf for 3DS, player is mayor
The Hook & Motivation
• Collecting all the fossils,
fish, bugs, etc.
• Earning bells to upgrade
house, build public
works, etc.
• Not playing causes:
– Town to become
overgrown with weeds!
– Flowers to die.
– Roaches to invade your
house.
– Neighbors to move.
– Missing special once-ayear events.
Key Mechanics
• Everything takes place in real time!
– Holidays
– Bugs and fish are seasonal
– Plants take time to grow
•
•
•
•
•
•
•
•
Interior decoration
Fishing
Bug catching
Digging/fossil finding
Town customization
Growing trees, bushes, & flowers
Designing patterns
Visiting other towns
The Casual Elements
• Easy gameplay mechanics
• Pick-up-and-play gaming
• Bright, cartoony, and cute
visual style
• Very simple storyline
– You’re the mayor! Do want
you want!
• Player is constantly
rewarded
– Bells, furniture, fruit, bugs,
fish, etc.
 I’ve been playing games ever since I could
hold a SNES controller.
 I picked up programming when I started here
at SPSU, and “enjoy” using difficult code for
the sake of looking impressive.
Introduction
 I’ve been an avid gamer since the first
Christmas I can recall, where I got a Sega
Genesis.
 I’ve been a programmer for 5 years and
am also into war gaming/tabletop
gaming.
History and Theme of SSBB
 Smash Bros as a series draws most of its
inspiration from HAL’s other and first big
name franchise, Kirby. Not only in
mechanics but also in a very light-hearted
theme and a world filled with colorful
characters (or in this case Nintendo
mascots) does this game resemble its
spiritual predecessor.
 Unlike the two previous games in the series,
Super Smash Brother’s Brawl (referred to as
SSBB or simply ‘Brawl’) was not developed
by just one development team. Several
veterans from the original studio, HAL Labs,
were joined by devs from Monolith Soft,
Paon, Game Arts, and others. All told there
were roughly 100 people working on the
game full time.
Hooks and Motivation
 This promise of nostalgia appeals
not only to the hardcore game fan
who owns all the games, but also
the working man/woman who
wants to play as the characters
they remember loving when they
were young.
 The series as whole has always held several
incentives for fans both old and new to
Nintendo’s various game series. It boasts 4
player ‘living room’ multiplayer, co-op modes,
online matches, and a large roster of
characters both familiar and obscure. Most
importantly SSBB has a very simple, but
satisfying, set of game mechanics that just
about anyone could easily jump into.
 Four different input methods ranging from as
simple as the wiimote held sideways to the full
seven button suite that is the gamecube
controller.
Key Mechanics
 While there are many different mechanics implemented
throughout SSBB the beauty of the game lies in the fact that its
core gameplay elements are quite simple. You only really need
three buttons and a control stick to play the game. This lets you
move your character, jump, duck, perform regular and special
attacks, block and dodge. It’s a very ‘pick up and play’ kind of
game.
 Compared to its predecessor, Melee,
Brawl is generally seen as the “casual”
Smash Bros and most of this has to do
with the mechanics. Where Melee had
techniques such as Wave Dashing, which
relied completely on player skill, Brawl
had the Tripping mechanic, which would
happen randomly (assuming it wasn’t
triggered by an item or effect).
Personal Opinions
 What I love about the Smash Bros
series and Brawl specifically is how
it doesn’t have the same ridiculous
 This game is great fun all the time. It
learning curve that most fighting
allows people from all walks of
games are well known for. I
gaming, ‘casual’ and ‘hardcore’ to
absolutely love the chaos and turn
quickly play a fun game in a group
on the most explosive items first
setting. It follows the very excellent
whenever I play just because
gameplay idea of ‘simple to play and
there’s something exciting knowing
difficult to master’. It’s fun because
a Bomb-omb or Pokeball can
you can just quickly grab a controller
completely change the course of
(and with four different kinds that’s
the game. This is one of the few
very easy) and just start throwing out
games I know of where my Nieces
punches and fireballs, but you can
can legitimately beat me even
also take a deep dive and start
though all they want to do is “play
learning about chain grabs, edge
as the Princess.”
guarding, and all the other ‘hardcore’
level stuff associated with
tournament play. In short, SSBB
really is “fun for everyone”.
Heroes of Destiny
Joseph Jeanty
THEME
You can control up to four characters to make
your way through each dungeon. Trying to
survive being attacked all type of monsters while
you gain gear and experience
Motivation
●
●
Every day that you play you get some type of
bonus just for turning on the app.
You want to play harder levels to get better
gear, and to level up you characters.
●
The dungeon is less then 5 minutes long.
●
The game has a few different characters.
Key Mechanics
●
●
●
●
You have to control all of the characters.
Each character has four moves that you can
only unlock by leveling up the skill tree.
This game is real time.
There is a shop that you can use to buy much
better weapons then what you typically find in
game.
My Opinion
●
This game was really fun for the first two
levels, because there is so much that you can
do. Such as gaining levels kinda fast and
getting better weapons. But then you get to a
point that you have to grind, or pay to get better
gear so you can move on and play harder
missions.
Jetpack Joyride
Daniel Pham
Killian McCalla
Game’s theme
● You’re Barry, stealing a jetpack from a lab
for a little fun.
● Whoever owns the lab is trying to stop your
joyride.
● You must get as far as you can before you
are stopped by missiles, lasers, and what
have you.
Hook/Motivation
● Leaderboard score: You receive a score at the end of
each joyride that you take. You get a higher score for a
longer distance and for collecting more coins.
● COINS!: You collect coins on your joyride. These coins
will unlock things in the game. New jetpack skins,
character skins, and even items to assist in your next
joyride.
● Missions: The main objective of the game is to complete
missions that are given to you. You are awarded new
missions and stars every time you finish them. Once
you finish all of them you are given a chance to start
over, but you receive a fancy icon to let everyone know
how awesome you are.
Key Mechanics
● Activating jetpack to fly up
● Power ups in the form of vehicles
● Power ups bought from the in game store
● Social media to compete with friends
Your Opinion
● The game is overall fun and addicting due to
it’s simplicity.
● Even though the game is simple, it require
skill to actually be good at the game.
● The use of social media allows for more
experience by competing with friends.
Simple Combat
-Intuitive-
Simple Graphics
-non hardware intensive-
Intuitive and Simple Building
Controls
New materials given
-But not so it overloads the player-
Hints Given
-If needed for the more in depth recipes-
Jared Sanchez
 CGDD Senior
 GDDC President
 Experienced gamer(aren’t we all?)
 Currently an Intern for a mobile game studio
 Released Aug 2011 by
Imangi Studios, a
husband and wife dev
team
 Downloaded over 100
million times
 Available on all mobile
ports
 Score –based game with
worldwide leaderboards
 Gathering coins allow
you to purchase
powerups for the next
run
 Microtransactions with
buying coins
 Simple Swiping mechanics
that only move the player
 Up to jump, down to duck,
right/left to turn corners
 Gyroscopic controls to shift
to either side of the lane
 Collect coins and
survive/run as far as
possible for the highscore
 The game is fast-paced, intense and tough.
 Running until you fail for a high-score allows it to be
played in short bursts
 Has a “one more run” addictive quality to it
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