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The Casual Games Manifesto
 
 
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Features
  The Casual Games Manifesto
by Daniel Cook
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April 8, 2008 Article Start Page 1 of 6 Next
 

[Casual games are vital to the future of the biz - but how does a developer navigate the middlemen-strewn digital distribution future? In this in-depth piece, Lost Garden blogger Daniel Cook presents a manifesto to help casual game devs get loyal customers with great social games.]

A few years ago, casual game development has heralded as a safe haven for the independent, creative forces in the game development community. All the past worries of shelf space limitations, ornery publishers and expensive development budgets no longer applied.

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In the new world of high profit margins, limited middlemen and free green lighting for all, innovation would inevitably flourish. And for the most part, once you account for Sturgeon's inevitable law that 90% of everything is crap, this is exactly what happened. More game developers poured into the market and some truly wonderful games were born.

Middlemen, however, were not eliminated. They merely evolved. In the place of brick and mortar stores, portals emerged. Instead of limited shelf space, there was limited access to top ten lists. Instead having your company name sidelined in the spirit of publisher branding, your game is whitewashed with the portal's brand, advertisements and customer retention systems.

In return, the portals offered quick sales on your latest game. Game developers trade their future for a fast sale now and the portals attempt to pick up the long term customer loyalty. Much of this is uncomfortably familiar to the early publisher/developer relationships of years past.

How can casual game developers adapt?

In order to maintain the biggest piece of the pie possible, casual game developers need to evolve their business strategy. This essay covers the following:

  • Strengths and weaknesses of the typical successful casual game developer
  • How the addition of developer-run online services can help mitigate the weaknesses of the current downloadable business model
  • How a developer's strengths as makers of great games can be turned into a competitive advantage when surviving in an ecosystem filled with larger service-oriented portals

The current dominant strategy

There are two pillars to the typical casual game developer's strategy:

Best-in-class casual games

The golden geese at the center of most casual game developers' success are their high-quality casual games. The best groups create a powerful creative team that consistently builds polished, innovative titles that have strong appeal with a wide demographic of players. Historically, such teams have focused on creating complete, packaged games that can be easily ported to a wide variety of platforms.

Multi-platform/Multi-distributor

Once a game is built, it is distributed across hundreds of portals and multiple platforms. Due to their relatively simple interfaces and system requirements, casual games port well to a wide variety of platforms ranging from phones to consoles. Due to their electronic nature, they can be republished to a vast number of portals at little cost. The revenue potential of a single game is multiplied by the number of distribution channels that can be addressed.

Threats

Every developer faces some common strategic threats:

  • The rising quality of competing games. The entry barriers for creating casual games are low and dropping every day. Tools such as Flash or XNA ensure that the masses of developers interested in making games have all the resources they need. A substantial number of casual titles, both original and clones, are reaching best-in-class. The secret ingredients of a great internal development environment (small teams, a passion for detail and freedom to experiment) are being replicated in a small but growing portion of the hundreds of developer petri dishes around the globe. As this process inevitably advances, even the most established casual game developers run the risk of losing their position at the top of the heap.
  • Brand erosion due to portal business tactics. Portals desperately want to commoditize casual games. It is in their best interest to treat them as disposable, one-size-fits-all content like a movie or an MP3. This allows them to take a mass market strategy where they build efficient machinery that feeds their customers a stream of gaming snacks. Never satiated, the players keep coming back to the portal for more. In order to make themselves the center of gaming goodness in the eyes of their players, portals are incentivized to minimize development team branding and maximize the placement of their own branding and services.
  • Portal integration cost. As part of their customer retention tactics, portals are building in more community features such as achievements, gamer scores, persistent IDs and chat. They are using disposable casual games to build a loyal community that they can continue to rely upon for years to come. This places an expensive integration burden on the casual game developers. It also increases the chance that customers will look to the portal for future purchases, not the developer of their favorite game.

All these issues reduce the developer's bargaining power and their profit margin. The slew of high-quality games means that portals can more easily walk away from any one company with extraordinary demands. Brand erosion means that developers are forced to scramble each time a new title comes out to sign deals that help them acquire a good stream of trial downloads.

The good news is that casual games are still a growing market and the inevitable consolidation is only just beginning to appear. Distribution channels are still quite fragmented. The bad news is that every game that a casual game developer releases ends up building up the publishing behemoths that will eventually put the squeeze on profitability. Many smaller developers are already feeling the pinch. The portals have some very sound business dynamics on their side. Where casual game developers are scrapping over each and every sale, the services strategy adopted by most portals takes a longer term approach and looks to capture the lifetime revenue of each customer.

 
Article Start Page 1 of 6 Next
 
Comments

Anonymous
8 Apr 2008 at 12:43 pm PST
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Great article and echoes many of my thoughts, feelings and fears for the causal indie industry. Having worked on and recently completed two best-of-breed quality games I can say Strategy B: already fails. Portals are already demanding 75% and have no intentions of giving you their customer info. Not even if you were to give them 100% of your profits. They know, as you pointed out, it's the customer thats the gold. :-/

Anonymous
8 Apr 2008 at 12:46 pm PST
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The main problem I see is that the portal themselves are utilizing community building to achieve lifetime customer loyalty, and if the developers try to compete against that, then the portals would nip the whole thing off at the bud when negotiating the initial publishing deal--stating that the developer cannot design such a system into the game that will lead the customers away from the portal and to the developer's own community. When that happens, what then? If no portal is willing to sign a contract with you unless you don't compete against their online community service, what do you do then?

Jason Pineo
8 Apr 2008 at 6:00 pm PST
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Compete and win?

Charlie Nyisztor
9 Apr 2008 at 1:24 am PST
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Thank you for this detailed analysis!
I needed such a description as I will publish my game soon through online channels. Hope it will work!

Best regards,
Charlie

Anonymous
9 Apr 2008 at 3:26 pm PST
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Jason Pineo - I don't think you can simply say that. That's like saying "Just compete with core game publishers and win." Portals have massive financial backing and are in many ways far more powerful.

Chris T
9 Apr 2008 at 8:56 pm PST
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"Portals have massive financial backing and are in many ways far more powerful."

You are actually being naive. Sure, if there was one portal (publisher) and they had a monopoly on distribution (EA) then yes, you would be beholden to their demands. But that's not the case. There are a ton of Portals. If one of them is being unreasonable, go to the next, and keep going to the next until one of them doesn't put unreasonable demands on your product. Its unlikely that every single portal will be savvy enough to demand no-developer-services.

Not only that, but its simply a case of framing the pitch. If you say "my program has online scores!" then they'll actually use it as a selling point, rather than immediately assuming you are attempting to steal their revenue.

If all else fails, you can go it alone without the portals anyway. Since you as a service provider have instituted your own billing mechanisms, you have covered one-half of what the portals offer, and the other half is simply word-of-mouth. That means its time to go guerrilla, and email every online-game-blog, every review site, post on forums, and take the marketing aspect into your own hands.

At no point are you completely overwhelmed and smothered by the existing giants. It's simply an issue of thinking creatively and going around them when you can't go through them.

Anonymous
14 Apr 2008 at 4:21 pm PST
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PlayFirst's Diner Dash Hometown Hero has a generic portal version which is sold at $19.95 and a Gourmet Edition with microtransactions and (PF-registration required) multiplayer which they sell at $19.95. Which distribution channels are giving away their customers by selling the Gourmet Edition?

Dress Up Games
26 Jul 2008 at 11:11 pm PST
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Great article. I think that the casual game market is very competitive especially as the quality of free online games rises. As you pointed out, as tools used to create flash games and other like "Second Life" continue to improve they will play a much more prevalent role in the casual gaming community.


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