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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