Great pres from Nick Fortugno, Rebel Monkey. I took a few notes; not really a transcribable session this, and anyway, I'm saving my finger energy for the keynotes later this week.
The casual game audience has some fundamental differences from the hardcore (but hardcore gamers play causual games too):
- "I'm not a gamer": they're not like you (you being game developers)!
- they're not familiar with gaming culture or gaming history. They don't identify with gaming culture.
- standards (WASD) are not known or desired. Right mouse button. Mouse wheel. Etc. Our experience of games as controls or interfaces is something we have to rethink from the perspective of someone who doesn't have that history.
- casual game players do not want games that take a long time to play, even though they play as long as hardcore players do, in aggregate. They need to be able to leave the game quickly. They are time-poor.
- hardcore games are designed to frustrate: single solution to puzzles, with multiple failure states. Fail and try again. Failures are designed to encourage you to go again. Victory conditions are often unknown and involve discovery. Some goals are completely unknowable. High learning curve.
- casual games have a smoother ramp. Help me destress. I need success.














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