Ultra Casual Games

I’ve been really interested in what has come to be known as the “casual games” industry.
I guess the games industry as a whole breaks down into professional games and casual games.
Professional games are those things you see on the XBox, Playstation, or PC/Mac that are created by big companies with huge teams, take literally years to produce with budgets in the multi-millions, and will cost you $40-50 or more. Halo, Gears of War, WoW, etc. People who play these obviously invest a lot of time in them, and most have an on-line component, which allows communities to build up around them.
Then there are “casual games”. This is a bit more vague. Casual games still have schedules of up to a year, decent size teams and budgets of 6-7 figures. They can still cost up to $20-30. While usually a lot simpler than professional games, they are becoming more and more involved. I think many of the games on the Nintendo DS for example, would be categorized as casual games, as well as the iPod games, most cellphone games, and the XBox Live Arcade games. Casual games are often released on a download, try-buy basis. Popcap games is a notable publisher (think Zuma). The funny thing is that casual game players can be just as committed to their games as other so-called professional games, at least in terms of hours spent playing.
I think there is a whole other category below casual games though. I think of it as “Ultra Casual Games”. This is Desktop Tower Defense (and any number of clones), Line Rider, those penguin / yeti games, and of course Gravity Pods. 🙂
Ultra Casual Games are often done in Adobe Flash, embedded in a web page. You navigate to a page and start playing. They are almost always free and often ad supported. Generally no multi-user support. They are often produced by a lone developer/designer, on a budget of whatever it costs for monthly hosting fees, and a schedule of anywhere from a week to a month or two. Ultra Casual Game users may also spend just as much time playing their favorite web-based game as other casual games, but I think you’d find a lot of office workers popping open a browser to catch a few minutes of play here and there throughout the day, rather than a dedicated two hours after work, like they might do with their console game.
Obviously under these conditions, a lot of crap is going to be produced. And when I say a lot, I mean a LOT. And when I say crap, I mean CRAP! On the other hand, you are going to see some real gems, and they will rise to the top. Without all the overhead and red tape required to get a company to take a game seriously, some creative developer with a great idea can bang out his game and become famous over night. Take Line Rider for example. You think any company would have invested in that? “A game where you draw lines and a guy rides a sled on them? And there’s no goal? No concept of winning or losing? Hmm… yeah, we’ll get back to you.” But the guy who made it put it up on DeviantArt, it got a cult following and it got snatched up by inXile and will soon be on Nintendo Wii AND the DS. I only hope they don’t ruin it by enforcing some traditional game rules.
I’m not sure if I’d call ultra casual games and industry. But for those who are creating them, they are a great way to make some extra money and perhaps get noticed. And the “extra money” is not necessarily trivial. It can easily amount to thousands of dollars per month in ad revenue for a popular game. There are also portals such as NewGrounds and others, who will license Flash-based games for varying rates, generally in the hundreds of dollars. It’s going to be interesting to see where this goes in the coming years. It’s been said that the casual game industry is poised to become one of the most serious business sectors in 2008. I think ultra casual gaming will transform into something serious as well.

Gravity Pods 2.0 Level Editor Preview

One of the most requested features for Gravity Pods 2.0 is a level editor so people can create their own levels, or just make setups to fool around with. This is something I had in mind from the start, but it is quite an involved project, so all the levels for the first version were created by hand-editing xml files. But a visual editor is definitely in store for version 2.0. Here’s a preview of it in action:

As you can see, there are already a couple other new features, such as a movable gun, and the ability to aim the gun using the mouse (probably the second biggest feature request). Still lots of work to do, such as the placing of the target and the various fixed pods. There will even be new types of pods, and … other things in there.

I’ll actually be using this editor to create all the levels for version 2.0, and hope to even have many of the levels created by someone(s) other than me. So if you are interested, let me know, and when things are further along, maybe you can help out. It’s also totally my intention to release the editor so others can make their own levels to play themselves or share with others. Hopefully we’ll get some kind of system up here so you can upload your levels and share them with the world. Voting, contests, prizes, who knows?

Wow, what a launch!

So I launched Wicked Pissah Games late Sunday night. I don’t think more than a few people saw it til Monday. As of mid-morning, I was a little disappointed. Then suddenly things exploded. By early afternoon it was on the front page of Digg and now has over 1300 diggs. On the digg comment page, there are almost 100 comments, with people posting cheats, screen shots, hacks, and bugs. Dozens of blogs and other sites have reviewed and linked to the game. My favorite comment so far is, “I made it to level 13, and proceeded to punch myself in the nuts until I got up from the computer and walked away.” As a developer trying to make an addicting game, you don’t get much better feedback than that. 🙂

One of my recent favorite sites, Jay Is Games did a full review on the game. Traffic has spiked out of control. Luckily I have a terabyte of bandwidth per month, so I’m safe there. On the business front, I’ve gotten a couple of requests to license the game, and my Google ad revenue has increased by about 100x. Not bad for the first couple days!

A lot of people have posted various issues with the game, such as the aiming mechanism going out of control (the only real “bug” I see) and other improvement suggestions. I’ll definitely be looking into all these, along with some ideas of my own and putting out a next version. I’ve also been thinking of making a visual level editor and have other people contribute to making the levels. Oh, and I can’t forget to make some other games as well. Many ideas in my head, a few started on, a few still brewing.

So thanks for all the support. Keep the suggestions coming.

…and we are live!

Sort of. I finally got the site looking somewhat like I want it to – lots of WordPress hackery to make it look more like a site and less like a blog. Pretty much finished up the Gravity Pods game and sent it out to a few friends to check out. Well, it’s Saturday afternoon. I hope to launch by Monday morning. Watch out world! 🙂