Features of casual games development

Alex Stargame
4 min readSep 18, 2018

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Casual games include almost all games intended for a wide range of users that do not require the player to possess any special skills or perseverance.

They were the first games for gaming consoles and computers, but from around the 2000s they started to be treated differently than video games. With the growing popularity of mobile applications, this concept has become even broader. Now, classic mini-games like Tetris, three-in-a-row, find-me and small arcades, quests, shooters and even strategies fall into the category of casual games.

What sets casual games apart?

Firstly, casual games do not have a clear target audience. At least, at the stage of setting development it is impossible to predict who will like your game most.

Hence the second feature of modern casual games — developers constantly improve game mechanics and features, judging by the behavior of players.

Thirdly, most casual games follow the free-to-play approach to make money, or take a very small fee for downloading the full version. This implies a completely different approach to game design — during the game, developers give players the opportunity to spend money in the game. That is how they earn.

The hardest part is getting the player to overcome the psychological barrier and make the first transaction. Therefore, the first game microtransaction should be the most profitable one for the player, so that, having spent a dollar, he could receive a tangible advantage and it would be easier for him to make a purchase decision next time.

As I said, there is no specific target audience for casual games — they are made for a very extensive range of players. However, there are some regularities here. According to a research, almost 80% of the casual games audience are women. The thing is that they can be played “between things”, they do not require a lot of concentration and skills from the player, like, for example, many first-person shooters. In addition, casual games are more positive than video games. Finally, they give players the opportunity to get achievements, thereby boosting the mood. Casual game design is based on reaching “quick” goals, which do not take much time and effort, but gradually become more difficult for the player to feel his progress and continue to play.

For the same reason, casual games usually do not have an ending. They are made in such a way that the player can play them endlessly.

Slots as a kind of casual games

The target audience of casual games overlaps the online slot audience. More than half of online slot players are … women. Moreover, every year the ratio of women to men increases. Not without reason modern popular slots are very often executed in the style of casual graphics.

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Different subjects and themes are aimed at different target audiences — games with Disney cartoon characters, Game of Thrones, etc are for the young. Older players prefer familiar settings with archaeologists, Ancient Egypt, Aztecs, etc.

What casual games and slots have in common is the pleasure from earning “achievements”, whether it’s a win or a game accomplishment. Besides, they use the same mechanisms of attraction, retention and conversion as the free-to-play games. The player receives an entry reward in the form of bonuses or gifts, long-term goals are set for him in the form of game progress, passing levels and receiving bonuses, and the player’s main action is spinning the reels.

The only difference is that players are drawn to slots by the anticipation of a big win that makes them spin more and more (if we’re talking about usual online casino slots). When it comes to social slots, the principles of monetization are the same as those in casual games. For example, players are given a limited number of chips that they can spend in a day. When they run out of them, they are encouraged to continue the game by buying them. Also, they can continue playing the next day — the account will be replenished automatically. The incentive to continue playing is reaching a new level or obtaining an achievement.

So, these are the same principles of game design as in the development of other casual games.

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