Flexibility in casual games
- Anya
- Nov 19, 2017
- 2 min read
Updated: Jan 19, 2019
Casual games are less complicated and do not require commitment of as
much time and skill as hardcore games (Juul, 2010). Researchers such as Juul
(2010) and Kultima (2009) explored the definition of casual games. Although they
disagree in some of the key features, both stated that flexibility is one of the factors,
which distinguishes a casual game from a hardcore one.
Flexibility means that the gameplay allows both types of players, distinguished
by Juul (2010) to enjoy the game. Hardcore players can attempt to master
the game, achieving the best score, for instance. Casual players, in contrast, can
simply enjoy their experience and have fun.
Game designers use different tools to ensure that the game is flexible. For
example, short gameplay loops – a portion of a game containing an objective,
challenge and reward (Chiapello, 2013). It provides a frequent interruption point
(e. g. finish a song), allowing people to play for a short time period and still have
a complete experience. Similarly, hardcore players can invest more time and skill
and enjoy the game as well.
Flexible game experience, however, requires creation of flow for both types, which
can be done if the challenge to match player’s skill (Csíkszentmihályi, 1990). Juul
(2010) discussed a view that casual games are not challenging, meaning they cannot
be enjoyed by hardcore players. However, he argues that the complexity simply
appears in a different way. Casual games are generally ‘easy to learn, hard to
master’ (Bogost, 2007). It allows various styles of play, such as easy and hard play.
Hardcore players can repeat the same level several times to get the best score,
mastering their skill. A vast range of random elements keep them engaged. Casual
players have different goals, which is often to have fun. They are not concerned
with getting the maximum point and casual games support this approach.
Flexibility is one of the aspects, which makes casual games so popular as
a wider audience can enjoy them.
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Bogost, I. (2007). ‘Persuasive Games: Casual As In Sex, Not Casual As In Friday’, Gamasutra, 9 October. Available from: http://www.gamasutra.com/view/feature/1937/persuasive_games_casual_as_in_ (Accessed 1 April 2017).
Chiapello, L. (2013). ‘Formalizing casual games: A study based on game designers’ professional knowledge’, DiGRA. Available from: http://homes.lmc.gatech.edu/~cpearce3/DiGRA13/papers/paper_168.pdf (Accessed 1 April 2017).
Csíkszentmihályi, M. (1990). Flow: the psychology of optimal experience. New York: Harper & Row.
Juul, J. (2010). A casual revolution: reinventing video games and their players. Cambridge: MIT Press.
Kultima, A. (2009). ‘Casual game design values’, Proceedings of the 13th international MindTrek Conference: everyday life in the ubiquitous era, Tampere, Finland. Available from: https://www.researchgate.net/publication/247928315_Casual_game_design_values (Accessed 1 April 2017).
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