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Casual Game Design
book

Casual Game Design

by Gregory Trefry
January 2010
Intermediate to advanced content levelIntermediate to advanced
400 pages
9h 6m
English
CRC Press
Content preview from Casual Game Design
56
CHAPTER THREE
PLAY IS THE THING
The Push toward Simplicity
Casual games grow out of a philosophical approach to game design. Unlike games
that can claim a common game mechanic, like the first-person shooter, there is no
definitive game from which all casual games have sprouted. Instead, games wind
up being considered casual games in one of two ways. The first path explains why
a game like Doom which used to seem hardcore now feels almost casual. Games
evolve and yesterday’s hardcore game begins to seem awfully simple and casual
next to today’s newer more complex fare. The casualness versus hardcore nature of
a game is entirely contextual and changes as players evolve and grow more skilled.
The other way is more intentional. Game ...
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Publisher Resources

ISBN: 9780123749536