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Warioware : Smoothmoves (WSM) . Genre. Classifying its genre. SPORTS. PLATFORM. PUZZLE. DRIVING. How many others can you think of?. FIGHTING. Almost all the games are mini-games; all require some degree of mimesis. WSM can be classified as a Casual Game. What are Casual Games?.
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Classifying its genre SPORTS PLATFORM PUZZLE DRIVING How many others can you think of? FIGHTING • Almost all the games are mini-games; all require some degree of mimesis. • WSM can be classified as a Casual Game
What are Casual Games? • 1980 – Pac-Man: first casual game? • 1985 – Tetris: first casual game? • 1990 – Solitaire released on Windows 3.0 PCs • 1993 – Myst is most common (and best loved) game played by baby boomer generation (born 1946-1964) • 2001 – Bejewelled hails “the genesis of the casual boom.”
Casual is not Hardcore • Hardcore games set in dangerous situations (like war zone – GOW3– or world of criminals – GTA IV) • Casual games set in positive and familiar settings: “Chances are, if you walked down the street and encountered a typical casual game setting such as a restaurant or a tennis match, you would experience positive emotions and find the situation pleasant or attractive. On the other hand, if you walked down the street and encountered a typical hardcore game setting such as an armed conflict, you would in all likelihood experience negative emotions and perceive the situation as fundamentally unpleasant.” JesperJuul (2010)
WSM and Casualness • Casual games are seen to have 5 criteria: • Fiction: these are usually pleasant locations and/or desirable situations • Usability: casual games pre-suppose almost no familiarity with computer games and are designed to be easy to use • Interruptability: it is easy to put down and pick up when the phone rings, etc. • Difficulty & Punishment: casual games can be difficult, but they do not usually punish failure severely (e.g. by making the player return to the beginning of the game) • Juiciness: casual game design tends to be very juicy
‘Juiciness’ and Game Types • The term ‘juiciness’ was coined by indie games developer Kyle Gabler: • “A juicy game feels alive and responds to everything you do – tons of cascading action and response for minimal user input.” • Juiciness in hardcore games is diegetic (i.e. explosions, blood: part of the game world) • Juiciness in casual games is non-diegetic (i.e. takes place outside the game world). • “Hardcore juiciness takes place in the 3D space of the game; casual juiciness takes place in screen space, but addresses the player in player space.” Juul 2010
Play and Play Space How do online communities complicate the idea of the solo-loner? • Solo Player, working alone to complete the game: stereotype of the ‘Hardcore’ Gamer • Action takes place on the screen: in the world of the game • Very little interaction between player and real world. • Multiple players, working co-operatively or competitively • Action takes place on the screen, but also between players in the play space • More obviously social
Play Space & Wii Games “Of the top twenty pictures [on Flickr.com] named “Wii tennis,” seventeen show people playing the game; of the top twenty pictures named “Gears of War,” only one shows a person playing the game.” Juul 2010
Genre cross-overs with other media Classical Japanese Art
Genre cross-overs with other media • Animé/Manga – which aspects of these Japanese styles are evident in WSM?
Genre cross-overswith other media • Guess the original reference?
Mimesis and WSM • Mimesis is where the controller interface is designed to mimic an actual device used in the real world • “Mimetic interface games are easy to learn because they draw upon familiar conventions from outside video games, but the large-scale physical movements that players perform also make it easier to play by looking at other players.” • The devices mimic real artefacts; players mimic each other.
Most of the mini-games in WSM are from a first person perspective: • The hand of the player is usually present by literal extension, or by implication from what is going on.
Some of the mini-games are played from a third-person • We can see the character we play as on the screen • What might be the reason for some of the games being in 1st person and some in 3rd person?