Hi Kara.
I fully well agree that the achievement system and short levels of games can
help a game's appeal a lot. I also do agree that the more a game can vary
what is going on from level to level (especially if the progression is
small), the better it can hold the interest of casual and long scale players
alike as you said.
The only problem however, is I've seen a lot of mobile games that follow
this model, but are so simplistic as to be lacking in gameplay and interest.
One example of these are the very many point and attack rpgs like the storm8
games, epical gladiators, rpg quest etc. These don't have complex stats or
management to worry about, but equally they have reduced everything down to
just one click actions. For example in Vampires live you just hit a button
saying "search the park for victims" and get stronger, no explanation of
what you do, no need to navigate around, indeed the player is very divorced
from the action.
This might work for some people, but for others it is just far too minimal,
especially sinse it's appeal very much is aimed at sighted people who get
the games' atmosphere through the pictures.
If Solara's popularity has shown anything in the Vi community, it is that
even in a casual game atmosphere and setting matter indeed I will say that
if Solara didn't have the descriptions and story and was just the hero
lineup and automatic fights I'd likely have never played it myself.
Another interesting fact about mobile devices however,is that instant saving
means even a long and complex game can be played casually.
For instance I played zombie exodus over quite a long period, sometimes on
trains, sometimes waiting for a bus. All I needed to do at any point / was
shut the program and I'd start from where I was before, and of course sinse
te game was text, itwas always possible to know where I was or what was
going on.
The same might even be said for King of Dragon pass.
So, while I do agree achievements, gradual rogress and appeal to casual
gamers is a factor, I don't think this necessarily automatically
translates into cutting the games' complexity or atmosphere, rather it's a
question of whether the game is possible to pick up in a relatively short
time, play a bit and put down then pick up again and yet still make
progress.
Beware the grue!
Dark.
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