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IGDA Casual Games SIG PDF Print E-mail
Monday, 10 July 2006
El IGDA Casual Games SIG nos ofrece un interesante documento en inglés: 2006 Casual Games White Paper (pdf). Este documento de 116 páginas nos ofrece consejos des de como comercializar nuestros juegos hasta qué se considera un buen diseño. Y todo ello con la perspectiva del pequeño desarrollador (casual games). Vía Slashdot TABLE OF CONTENTS
FORWARD...................................................................................................................................................2
CREDITS......................................................................................................................................................3
TABLE OF CONTENTS ...............................................................................................................................5
I. INTRODUCTION ..................................................................................................................................6
A. BACKGROUND AND PURPOSE ............................................................................................................6
B. AUDIENCE AND SCOPE ......................................................................................................................6
C. DEFINITIONS ....................................................................................................................................6
D. WIKI ................................................................................................................................................6
E. DISCLAIMER.....................................................................................................................................7
II. MARKET OVERVIEW.......................................................................................................................8
A. INTRODUCTION.................................................................................................................................8
B. WHAT ARE CASUAL GAMES...............................................................................................................9
C. VIDEO GAME AUDIENCES: HARDCORE, CORE AND CASUAL GAMERS...................................................9
D. COMMON INDUSTRY TRENDS AND MARKET FORCES .........................................................................11
E. WEB DEMO/DOWNLOADABLE GAMES...............................................................................................12
F. WEB AND COMMUNITY-BASED GAMES..............................................................................................17
G. SKILL-BASED GAMES ......................................................................................................................19
H. ADVERGAMING...............................................................................................................................26
III. BUSINESS MODELS.......................................................................................................................33
A. INTRODUCTION...............................................................................................................................33
B. UNDERSTANDING THE VALUE CHAIN ................................................................................................33
C. BUSINESS MODELS .........................................................................................................................37
D. CONTRACTUAL ISSUES ....................................................................................................................40
E. CONCLUSION .................................................................................................................................43
IV. PRODUCTION AND DESIGN .........................................................................................................44
A. INTRODUCTION...............................................................................................................................44
B. DESIGN CONSIDERATIONS...............................................................................................................44
C. PRODUCTION ISSUES ......................................................................................................................68
D. CONCLUSION .................................................................................................................................78
V. TECHNOLOGY OVERVIEW ...........................................................................................................79
A. INTRODUCTION...............................................................................................................................79
B. TECHNICAL CHARACTERISTICS OF CASUAL GAMES...........................................................................79
C. BASE DELIVERY TECHNOLOGIES......................................................................................................85
D. SECURITY AND CHEATING................................................................................................................93
VI. PUBLISHING ................................................................................................................................102
A. INTRODUCTION.............................................................................................................................102
B. SURVEYING THE COMMUNITY.........................................................................................................102
CLOSING.................................................................................................................................................115
VERSION HISTORY................................................................................................................................116
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.



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