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A casual game is a video game targeted at a mass market audience, as opposed to a hardcore game, which is targeted at hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessions, and require less learned skill. [1] They do not expect familiarity with a standard set of mechanics, controls, and tropes.
Countless casual games have been developed and published, alongside hardcore games, across the history of video games. A concerted effort to capitalize on casual games grew in the 1990s and 2000s, as many developers and publishers branded themselves as casual game companies, publishing games especially for PCs, web browsers, and smartphones.
Most casual games have:
Casual games generally cost less than hardcore games, as part of their strategy to acquire as many players as possible. [2] Any game monetization method can be used, from retail distribution to free-to-play to ad-supported.
The term "hyper-casual game" or "instant game" arose in 2017 to describe extremely easy-to-learn games that require no download, being played in an existing app like a web browser or messaging app, and that usually monetize by showing advertisements to the player. [3]
Journalist Chris Kohler wrote in 2010 that Namco's arcade game Pac-Man (1980), which debuted during the golden age of video arcade games, may be the first casual video game, due to its "cute cast of characters and a design sensibility that appealed to wider audiences than the shoot-em-up Space Invaders ." [4] It is estimated to have been played more than ten billion times during the 20th century, [5] [6] making it the highest-grossing video game of all time. [7]
In 1989, Nintendo's Game Boy was released with Tetris as a free pack-in game. It was quickly learned and immensely popular, and is credited with making Nintendo's fledgling portable gaming system a success. [8]
Microsoft's Solitaire (1990), which came free with Microsoft Windows, is widely considered the first hit "casual game" on a computer, with more than 400 million people having played the game as of 2007 [update] . [9] Subsequent versions of Windows included casual games Minesweeper, FreeCell, and Spider Solitaire. The company published four Microsoft Entertainment Packs for casual gaming on office computers from 1990 to 1992.
Casual games started to flourish online in the 1990s along with the rise of the World Wide Web, with card games and board games available from paid services like AOL and Prodigy, and then from web portals, like Yahoo! Games and Microsoft's Gaming Zone. In the mid-2000s, more sites specialized in game hosting and publishing, such as Gamesville and RealNetworks. Some publishers and developers branded themselves specifically as casual game companies, like Big Fish Games, PopCap Games, and MumboJumbo. [10] The advent of Shockwave and Flash created a boom in web-based games, encouraging designers to create simple games that could be hosted on many different websites and which could be played to completion in one short sitting. One of the most prominent casual games, Bejeweled , started out as a Flash game that could be downloaded for a fee, or purchased at retail. As late as 2009, there was still a market for US$20 casual games purchased at retail or as a download. [11]
In 2008 and 2009, casual social network games rapidly attained mainstream popularity following the release of Mafia Wars for Facebook, and Happy Farm in China. [12] Happy Farm inspired many clones, including the most popular social network game, FarmVille (2009), which peaked at 83.76 million monthly active users in March 2010. [12] [13] These games innovated in viral marketing by rewarding players for sending invites to friends and posting game updates on their Facebook Wall.
Casual games became popular on mobile phones, devices that turned ubiquitous among a wide variety of people during the 2000s, and these phones often had preloaded clones of classic puzzle video games like Tetris , Qix , or tabletop-based games. The phones gave all-day availability to the phone owner and helped popularize casual games for many. Newer smartphones, with large color displays and intuitive tapping-and-dragging user interfaces, gave way to a rising industry during the 2010s with high accessibility through downloadable app marketplaces. [14]
Video game consoles' primary audience is hardcore gamers, but there are some casual games on every game console, and Nintendo's Wii console's unique motion-sensing controller appealed to a more casual audience that was perhaps intimidated by other consoles' gamepad input devices. Wii Sports (2006), a collection of five simple sports games in which players used the game controller to swing a tennis racket or a baseball bat, was bundled with the Wii console in most territories and sold over 82 million copies as of 2019. [15]
Casual games can be found in many game genres. 2000s categorizations by Big Fish Games [16] and Gamezebo, a casual game review site [17] named seven popular genres in casual games:
An industry group called the Casual Games Association was founded in 2005 to promote casual games and to provide educational, networking, and market research resources to casual game developers and publishers. [10] It published a print magazine and hosted annual conferences called "Casual Connect" in Seattle, Kyiv, Amsterdam and London with what it said were "upwards of 7,000 professional attendees each year". [18] In 2018, the show was sold to media company Greenlit Content, who then rebranded the show "GameDaily Connect". [18] [19]
A platformer is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels with uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, gliding through the air, or bouncing from springboards or trampolines.
The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware was released in the early 1970s. The first home video game console was the Magnavox Odyssey, and the first arcade video games were Computer Space and Pong. After its home console conversions, numerous companies sprang up to capture Pong's success in both the arcade and the home by cloning the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation.
Pac-Man, originally called Puck Man in Japan, is a 1980 maze video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "Power Pellets" causes the ghosts to temporarily turn blue, allowing Pac-Man to eat them for bonus points.
A video game clone is either a video game or a video game console very similar to, or heavily inspired by, a previous popular game or console. Clones are typically made to take financial advantage of the popularity of the cloned game or system, but clones may also result from earnest attempts to create homages or expand on game mechanics from the original game. An additional motivation unique to the medium of games as software with limited compatibility, is the desire to port a simulacrum of a game to platforms that the original is unavailable for or unsatisfactorily implemented on.
Pac-Attack, also known as Pac-Panic, is a 1993 falling-tile puzzle video game developed and published by Namco for the Super Nintendo Entertainment System and Sega Genesis. Versions for the Game Boy, Game Gear and Philips CD-i were also released. The player is tasked with clearing out blocks and ghosts without them stacking to the top of the playfield — blocks can be cleared by matching them in horizontal rows, while ghosts can be cleared by placing down a Pac-Man piece that can eat them. It is the first game in the Pac-Man series to be released exclusively for home platforms.
The Tower of Druaga is a 1984 arcade action role-playing maze game developed and published in Japan by Namco. Controlling the golden-armored knight Gilgamesh, the player is tasked with scaling 60 floors of the titular tower in an effort to rescue the maiden Ki from Druaga, a demon with eight arms and four legs, who plans to use an artifact known as the Blue Crystal Rod to enslave all of mankind. It ran on the Namco Super Pac-Man arcade hardware, modified with a horizontal-scrolling video system used in Mappy.
City Connection is a 1985 platform game developed and published as an arcade video game by Jaleco. It was released in North America by Kitkorp as Cruisin'. The player controls Clarice in her Honda City hatchback and must drive over elevated roads to paint them. Clarice is pursued by police cars, which she can stun by hitting them with oil cans. The design was inspired by maze chase games like Pac-Man (1980) and Make Trax (1981).
Dragon Spirit is a 1987 vertical-scrolling shooter arcade game developed and published by Namco. In North America, it was distributed by Atari Games. Controlling the dragon Amur, the player must complete each of the game's nine areas to rescue the princess Alicia from the demon Zawell. Similar to Namco's own Xevious, Amur has a projectile weapon for destroying air-based enemies and a bomb for destroying ground enemies. It ran on the Namco System 1 arcade board.
Arika is a Japanese video game developer and publisher. It was formed in 1995 by former Capcom employees. It was originally known as ARMtech K.K, but was later named Arika. The name of the company is the reverse of the name of the company's founder, Akira Nishitani, who along with Akira Yasuda, created Street Fighter II. Arika's first game was Street Fighter EX. It was successful and was followed up with two updates, and its two sequels Street Fighter EX2 and Street Fighter EX3. In 2018, they released a spiritual successor to both Street Fighter EX and Fighting Layer, titled Fighting EX Layer. From 2019 to 2021, Arika collaborated with Nintendo to create the battle royale games Tetris 99, Super Mario Bros. 35, and with Bandai Namco for Pac-Man 99. Arika is also known for the Tetris: The Grand Master series, the Dr. Mario series, starting with Dr. Mario Online Rx, and the Endless Ocean series.
There have been numerous Monopoly video games based on the core game mechanics of Parker Brothers and Hasbro's board game Monopoly. They have been developed by numerous teams and released on multiple platforms over 35+ years.
Pac-Mania is a cavalier perspective maze game that was developed and released by Namco for arcades in 1987. In the game, the player controls Pac-Man as he must eat all of the dots while avoiding the colored ghosts that chase him in the maze. Eating large flashing "Power Pellets" will allow Pac-Man to eat the ghosts for bonus points, which lasts for a short period of time. A new feature to this game allows Pac-Man to jump over the ghosts to evade capture. It is the ninth title in the Pac-Man video game series and was the last one developed for arcades up until the release of Pac-Man Arrangement in 1996. Development was directed by Pac-Man creator Toru Iwatani. It was licensed to Atari Games for release in North America.
The 1980s was the second decade in the industry's history. It was a decade of highs and lows for video games. The decade began amidst a boom in the arcade video game business with the golden age of arcade video games, the Atari 2600's dominance of the home console market during the second generation of video game consoles, and the rising influence of home computers. However, an oversatuation of low quality games led to an implosion of the video game market that nearly destroyed the industry in North America. Most investors believed video games to be a fad that had since passed, up until Nintendo's success with its Nintendo Entertainment System revived interest in game consoles and led to a recovery of the home video game industry. In the remaining years of the decade, Sega ignites a console war with Nintendo, developers that had been affected by the crash experimented with PC games, and Nintendo released the Game Boy, which would become the best-selling handheld gaming device for the next two decades. Other consoles released in the decade included the Intellivision, ColecoVision, TurboGrafx-16 and Sega Genesis.
The 2010s was the fifth decade in the industry's history. The decade was notable for producing the first truly "3D" games and consoles, introducing cloud gaming and virtual reality to consumers, and the rising influence of tablet-based and mobile casual games, including a boom in freemium titles. The industry remained heavily dominated by the actions of Nintendo, Sony, and Microsoft. The eighth generation of video game consoles was released, including the Wii U, PlayStation 4, Xbox One, Nintendo Switch, Nintendo 3DS, and PlayStation Vita. Notable games released in the decade included Minecraft, Fortnite, PUBG: Battlegrounds,Grand Theft Auto V, The Elder Scrolls V: Skyrim, The Last of Us, The Legend of Zelda: Breath of the Wild, The Witcher 3: Wild Hunt, Uncharted 4: A Thief's End, Red Dead Redemption, Marvel's Spider-Man, Dark Souls, Super Smash Bros. Ultimate, Batman: Arkham City, BioShock Infinite, Dishonored, Halo: Reach,Mass Effect 2, Disco Elysium, Undertale, Overwatch, Super Mario Odyssey, Red Dead Redemption 2, L.A. Noire,Bloodborne, Sekiro: Shadows Die Twice, Far Cry 3, Destiny, StarCraft II: Wings of Liberty, The Walking Dead, Persona 5,Dragon Age: Inquisition, Portal 2, Diablo III, Horizon Zero Dawn, Journey, Shovel Knight, Metal Gear Solid V: The Phantom Pain, XCOM: Enemy Unknown, Super Mario Galaxy 2, Wolfenstein: The New Order, Death Stranding, Titanfall 2, Xenoblade Chronicles,Cuphead, Terraria, Alien: Isolation, Fallout 4,God of War, and Baldi's Basics in Education and Learning.
Video games are a major industry in Japan, and the country is considered one of the most influential in video gaming. Japanese game development is often identified with the golden age of video games and the country is home to many notable video game companies such as Nintendo, Sega, Bandai Namco Entertainment, Taito, Konami, Square Enix, Capcom, NEC, SNK, and formerly Sony Computer Entertainment. In 2022, Japan was the third largest video game market in the world after the United States and China.
Pac-Man Museum is a 2014 compilation video game for Xbox 360, PlayStation 3 and Windows, developed by Mine Loader Software and published by Bandai Namco Games under the Namco label. It is a compilation of 9 Pac-Man games, with additional features such as achievements and online leaderboards.
Cosmo Gang the Puzzle is a 1992 falling block puzzle arcade video game developed and published by Namco worldwide. The third game in its Cosmo Gang series, succeeding that year's Cosmo Gang the Video, players stack groups of blocks and aliens known as Jammers in a vertical-oriented well. The objective is to clear as many objects on the screen before they reach the top of the screen. Blocks are cleared by aligning them into complete horizontal rows, while Jammers are cleared by defeating them with blue-colored spheres.
The popularisation of mobile games began as early as 1997 with the introduction of Snake preloaded on Nokia feature phones, demonstrating the practicality of games on these devices. Several mobile device manufacturers included preloaded games in the wake of Snake's success. In 1999, the introduction of the i-mode service in Japan allowed a wide variety of more advanced mobile games to be downloaded onto smartphones, though the service was largely limited to Japan. By the early 2000s, the technical specifications of Western handsets had also matured to the point where downloadable applications could be supported, but mainstream adoption continued to be hampered by market fragmentation between different devices, operating environments, and distributors.
It would go on to become arguably the most famous video game of all time, with the arcade game alone taking in more than a billion dollars, and one study estimated that it had been played more than 10 billion times during the twentieth century.
In the late 1990s, Twin Galaxies, which tracks video game world record scores, visited used game auctions and counted how many times the average Pac Man machine had been played. Based on those findings and the total number of machines that were manufactured, the organization said it believed the game had been played more than 10 billion times in the 20th century.
Despite the success of his game, Iwatani never received much attention. Rumors emerged that the unknown creator of Pac-Man had left the industry when he received only a $3500 bonus for creating the highest-grossing video game of all time.
Some websites charge $19.95 per downloaded game others offer unlimited subscriptions for $10.00 a month and others supply advertising supported games.