Multi-player casual games

For the last week or so, I’ve spent a lot of time playing Ticket to Ride, a simple, fun, multi-player game. It’s a computerized adaptation of a card game where you build train routes.

Bruce Geryk of CGM wrote it up in the most recent issue and, in some e-mail correspondence, he was asking me if I thought it was a ‘Casual Game’, and, why in general, there have been few successful multi-player casual games.

First, I don’t really consider Ticket To Ride to be a Casual Game, in the sense of the market that PopCap, Reflexive, Playfirst, and myself are developing for - older gamers, with a female majority, playing games mainly through portals like Yahoo and RealArcade. Those gamers are unlikely to find Ticket To Ride (it’s only offered through the developer’s web site), and if they did find it, would be put off by it’s complexity. The gameplay is actually rather simple, but the interface and tutorial, while tame by ‘hard-core’ standards, are still too rough around the edges for the casual market.

OK, so why haven’t mainstream casual developers/publishers pursued the multi-player market (much)?

I think it’s a chicken and egg problem.

Multiplayer development is more expensive and harder than single player development, especially when you’re making your first game and don’t have the right experience and tools. That’s daunting upon initial analysis.

Furthermore, a well-developed multi-player game incorporates design decisions aimed specifically at multi-player. It’s very hard to develop a challenging A.I. equivalent to a human player, and so, if you don’t have humans to play against, these games are typically boring.

Which brings us to the chicken and egg part - without an established gathering place heavily frequented by other players, the games aren’t fun. And if the games aren’t fun, then players won’t frequent the (nearly empty) gathering spots.

In theory, the portals are the most logical choices to develop multi-player games. After all, they already have many people visiting their sites. By pushing multi-player games in their banners, they could draw a crowd, at least to sample something new. But think about who some of the major portals are: AOL, MSN, Yahoo - these are internet companies, not game developers. The few games they have developed internally that I’m aware of (card-games, mostly), are hardly state-of-the-art. I doubt if they have the expertise, or the interest, in getting into development in a big way.

Pogo and RealArcade are both portals that have development capacity paired to them (E.A. for Pogo, Gamehouse for Real). I would expect those portals to be the strongest contenders to get into multi-player play. I’ve also heard that Oberon, who more or less run the MSN site, will be pursuing multi-player aggressively in the near future. So perhaps things may change in the next year.

As for developer/publishers both big (PopCap, Reflexive, PlayFirst), and small (well, me…), there’s not a lot of incentive to pursue multi-player at the moment. We don’t really have the resources or the interest to build out a solid, reliable multi-player server system, and the accompanying customer support organization to back it up. And if we develop for somebody else’s system, we’re targeting what’s currently a very small market, and the benefit of any growth in that market would more likely be captured by the hosting entity (they own the consumer relationship), rather than the developer making content for it.

4 Responses to “Multi-player casual games”

  1. Steph Brochu Says:

    Howdy,

    I have a quick question about your dismissal of Ticket to Ride (TTR) as a casual game. You do know that it’s an adaptation of a (very) popular board game? It recently won the Spiel der Jarre (sp?) in Germany as the best family board game from last year. Granted, the tutorial could be simpler, but I think that if the game was to be offered on a large portal site, it would be incredibly popular. Microsoft has tried this last year with Settlers of Catan and, unless I’m terribly wrong, is having a good success with it.

    Also, don’t forget that the online version of TTR is meant mostly as a promotional item for the physical version of the game. It is not meant as a way to make money directly since there is no fee or publicity (other than for Days of Wonder) associated with it.

    Steph Brochu

  2. Phil Steinmeyer Says:

    First, when I say ‘Casual Game’, I meana specific slice of the market, rather than the literal meaning (i.e. any game that can be played casually). Casual Game is a genre, just as Real-Time Strategy games, First Person Shooters, Serious Games etc have a genre meaning that’s more narrow than the literal meaning of the words.

    I know TTR popular as a board game and that it’s fundamentally a good game.

    But I think your second paragraph sort of indicates why I don’t consider it a Casual Game. As you say, it’s more of a promotional game than a real attempt at producing a viable business from online gaming. It’s not polished (or easy) enough to appeal to the current Casual Gaming crowd. I think it could get there, but it would need work. I haven’t played the on-line Settlers, so I can’t comment on that one. Here’s some things I listed in an e-mail to Bruce Geryk that I think TTR would need to be really viable as a true ‘Casual Game’:

    1) More sound (there’s only 1 sound effect in the whole game)
    2) In game tutorial
    3) More hover help (lots of small, unlabeled buttons and icons)
    4) Bigger chat area
    5) Probably beyond the scope of this game, but I’d love more advanced multi-player features, like nice icons for players, and support for voice chat or even video chat (like they have on the Mac)
    6) The game itself could have been tweaked for the computer implementation, at least as an option. The route cards, in particular, are too limited - only about half the cities on the USA map ever have routes. St. Louis, for instance, never has a route. For a board game, this makes sense - production costs force you to limit the number of possible cards/routes. But it’s moot for computers.

    To which, I would also add, more visual pizzazz and animation. The basic graphics, taken, I assume, straight from the board game, are quite nice. But there’s little of the wow! factor that a computer game needs.

  3. Scott Slomiany Says:

    Sort of along the same lines of TTR, this is a free-developed portal for a bunch of Euro Board Games. While the German-laced interface of the games makes it tough for us English-Only speakers, it’s a fairly impressive list of multiplayer only games.

    Just thought I’d pass this along if you weren’t aware of this site.

    http://www.brettspielwelt.de/gate/jsp/base/index.jsp?nation=en

  4. PJay Says:

    At our university, when we have pc-exercises, these is the most popular online game:

    http://games.hostedstuff.com/games/slimeball/

    It’s not multiplayer with more than 1 pc, but 2 players on 1 pc. Ideally suited for breaks during group-work pc sessions.

    Although, I think you wouldn’t consider it “Casual”, because it’s almost the opposite of what you try to achieve:

    => it has very very basic graphics
    => it has 1 sound effect
    => it has no story at all

    but the gameplay is very fun!

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