Casual Games get Serious
By Kenton White, CTO, Distil
Introduction:
Serious Games, in their broadest sense, are games that have
a purpose other than entertainment. This doesn’t mean that serious games are
not entertaining, just that other there is other objectives.
Despite this broad definition, the genre of game most
closely associated with Serious Games is the military sim. Military sims are
among the oldest professional examples of serious games for many reasons. The
military has a long history of investing in simulation technology, so co-opting
gaming technology is a natural extension. Recent advances in gaming hardware
and software techniques, when applied to military sim problems, have reduced
costs. Middleware, such as Unreal Engine, made game creation tools readily
available, and led to an explosion in teams that knew how to use these tools to
make games. And gaming technology had finally “come of age” where the fidelity
and realism possible met the minimum military requirements. Put another way,
for the cost of a $300 console, the military could deploy the same simulation
experience that previously required a half-million dollar Silicon Graphics work
station.
Games such as America’s Army and Full Spectrum
Warrior set the bar in terms of graphics and gameplay for many subsequent
serious games in non-military fields. Projects such as Virtual Leader
(corporate management game) and Pulse! (medical simulation) all featured
advanced AI and a fully functional 3D engine. A dominant direction of Serious
Games was being defined. Games in this space were being modeled on successful
triple-A titles from the entertainment world. In addition to First Person
Shooters, real-time and turn based strategy games were another popular genre.
The deep pockets of early serious games adopters, such as
the US
military, made it possible to pay for budgets to make triple-A styled titles
but with a more serious bent. Persuasive Games – another form of serious games that
focused on changing people’s viewpoints or advocating social causes – lacked
the luxury of similar budgets. After all, if your goal is to make a game to
showcase the environmentally unfriendly practices of McDonalds, such as
“McDonalds Videogame” did, it is unlikely that McDonalds will fund the project.
The budgetary limitations necessarily focused these
developers to use cheaper production methods. This, in turn, led to persuasive
games that resembled many casual games. Most are distributed on-line, either as
small downloadables or web-embedded games built with Director or Flash. Many
use 2D graphics, and those with 3D graphics have lower polycounts and lower
resolution textures than their triple-A counterparts.
Because of these two, roughly parallel paths in serious
games, the casual game development companies were unfortunately left on the
sidelines. Projects that could afford to pay developers for their time wanted
skills most often associated with console and PC developers. Projects that
could use the skills of casual game developers often had no budget.
Now the time is coming for Casual Games developers to take
advantage of the Serious Games space. Recent projects, such as Cisco’s “Binary
Game” and GameLab’s “Cost of Life,” are showing that casual games are a viable
medium for serious games. This article examines why organizations are starting
to deploy casual serious games, rather than triple-A inspired projects. It also
makes the case that casual games developers should pay attention to this space
and how they can become involved.
Reasons for Casual
Serious Games
While many of the initial commissioners of Serious Games
projects paid a premium for console quality graphics and deep gameplay, newer
organizations interested in serious games for their purposes are starting to
look at casual games as a gameplay model. There are many reasons for this new
interest in casual games.
Demographics
In the military, games worked because the target student was
young, about 19 years old, and was already conversant in the language of video
games. The training platform was ideally suited for the training audience. Early
forays into the corporate market tried to make a similar argument. To
effectively reach the new worker demographic, traditional training methods,
such as movies and classroom instruction, needed to be replaced with a medium
that was more in tune with the younger work force.
Unless your organization had a large workforce in their
early twenties, such as large commercial retailers, the coming shift in
demographics made little short term sense. Sure, eventually your entire
workforce will be video game savvy, but that tipping point is still a long way
off. The reality today is that a significant portion of workers needing
training are not video game literate. Moving to games modeled on triple-A
console titles might not be the most effective way of reaching large groups in
need of training.
Casual games fit the corporate demographic reality better
than console games. One distinguishing characteristic of casual games is their
design emphasis on gameplay and control schemes for a less hardcore market. Traditional
board and card game mechanics often serve as inspiration for casual game
design. Puzzle and matching elements are emphasized over timed and reflex based
challenges. Control schemes are simpler to their console and PC brethren, some
using simple point-and-click interfaces.
All of these reasons make casual game design and production
methodologies attractive to serious games projects. Using ideas from the casual
games space, serious games can be effective with learners who are not video
game literate – even to users who are afraid to try traditional video games.
Play time and
structure
Another issue for corporate training is finding the time to
train your employees. Classroom training takes the employees away from their
jobs, which results in lost productivity. An early rallying cry for serious
games was that the gaming element would make a training product that was so
immersive and entertaining that employees would want to do the training on
their own time. This is an admirable design goal and products that succeed in
this area are great.
Having employees want to do training on their own time does
not solve the problem for the training manager. Very few organizations feel
comfortable requiring salaried employees to do job related functions at home. Hourly
employees must also be compensated for most work related activities – including
training. Even if the training is entertaining, it is still something that most
organizations want done on company time. Sometimes training is a time-sensitive
activity, such as ensuring that all employees have received training prior to
an audit. Even if the training is more entertaining and motivating, training
managers still want the experience to take less time.
A common goal is to provide training in 10-15 minute chunks.
This session time restriction fits very well within the casual game framework. Another
distinguishing feature of casual games is that they are designed for shorter
play sessions than traditional video games. Casual game progression models
provide clearly delineated breaks in the action that invite the user to take a
break and come back later. Level design emphasizes a shorter play time, with
each level often being completed in ten minutes or less.
When time is a scarce commodity, casual games are better
suited to offering compelling experiences in short play sessions than the more
time-commitment heavy console and PC games.
Network delivery
Companies are acutely aware of the cost of deploying
resources to their employees. Internal supply management and logistics can be a
real headache, especially when it comes to software. Most corporate IT
departments prefer to pre-load machines with required software before providing
the machine to the user. Updates and new software are provided over the local
network. This reduces the cost of maintaining physical media, supporting the
hand installation of software, and the help desk support for users having
difficulty with installation.
These same rules apply to training software. Serious games
that require installation from a disk may lose out to similar products that can
be distributed over a network. The type of game experience that casual games
provides is not compromised by small code footprints or browser based delivery.
Games that try to be like a triple-A titles, on the other hand, may feel
compromised if they are stripped down to network delivered size.
Some retail games are being successfully delivered via
online services such as Steam. Similar services may enable larger serious games
to be delivered over the network, but it will take time before corporations embrace
these types of delivery methods.
Cost structure
Finally, casual games better fit the new cost structure for
serious games. Most of the organizations with the budget and desire to afford
million dollar budgets for game development have done so. Organizations that
feel they need to have the triple-A gaming experience on an ongoing basis are realizing
that it is cheaper to hire in-house talent than to commission large projects. Million
dollar budgets for serious games are becoming the exception.
Because of the large, groundbreaking Serious Games projects
that have been, many more organizations want to move to games based training. Budgets
are coming down to the $50K to $100K range. While this is a paltry sum for
traditional titles, the price fits well with the cost of many casual games
titles.
With this new costing model, customers are aware that they
must make tradeoffs. They are willing to take 2D graphics over 3D graphics. They
can also live with less sophisticated AI models within the game. The scope of
the game can be scaled down to a point where it focuses just on the training
essentials. Rather than pointing to the latest real-time rendered first person
shooter and saying “I want that, but with accountants,” they are now modeling
their expectations on the latest match-3 web-delivered game.
Reasons for
developers
With many serious games projects going casual, there are
becoming more and more opportunities for casual games developers to enter the
space. But this is not a gold rush for the next big thing. While there are many
advantages to this space, one must understand really how a casual game
developer can make a difference and why working in the space can be beneficial.
Leverages current
skill set
The biggest reason for an existing casual games developer to
develop serious games is that their in-house skill set is becoming more closely
aligned to the shifting needs of the market. Making casual games involves a
different skill set than that of larger PC and console games. While larger
development studios might have some of these skills, they might be in roles
ancillary to production – such as web design and marketing. Acquiring these
skills or moving existing skills into a production role might not make the best
long term business sense.
For casual games developers, serious games production can
overlay on the existing production line. Any additional investment to complete a
contracted project complements the core business. This competencies alignment
can allow a small casual games developer to complete a project for less than a
larger studio. The fact that the skills are coming from the core line of
business gives confidence to the customer that they are getting the company’s
A-team.
Be aware that there are some key skills the average casual
games studio might be missing. One important person is the instructional
designer. Very similar to a game designer, this individual determines what the
learning objectives are, how to design the content and curriculum to achieve
these goals, and how to assess whether the goals are met. Another role is that
of the subject matter expert. The subject matter expert brings professional
experience to the process, ensuring that the content is technically accurate.
The good news is that instructional designers and subject
matter experts are probably employed by the organization that is commissioning
the game. If this is the case it makes sense to include access to these individuals
as a condition on doing the project. Otherwise it may be possible to bring the
needed expertise in on contract.
Either way, it is crucial to have a highly competent project
manager. Working with an external instructional designer and subject matter
expert requires excellent management skills. It is not good enough to deliver
content at key milestones, as changes to the instructional design or technical
content may be much harder to recover from than the typical changes one
encounters from a publisher. These individuals must be managed as part of the
internal team, even if they are also part of the organization that will also
give final acceptance of the product.
Additional revenue
stream
Making serious games can provide an excellent additional revenue
stream. Most projects are one-off, work-for-hire contracts which ideally can be
scheduled in-between the studio’s core projects. Many companies will already
have a design document complete and will be looking for a company to execute. Such
a project can be fit into the pre-production phase of another project. It can
keep the development team busy (and paid for) while the next game design is
being worked out.
Many traditional game studios found serious games an
excellent source of cash while waiting for the revenue stream of an
entertainment title to kick-in. In the casual games space, where many studios
self-fund their projects, a 2-3 month delay in revenue can be disastrous. Planning
a serious games project at the end of an entertainment release can buy a few
months of buffer on the revenue side.
This additional revenue stream does not come for free. There
may be long term costs that have to be factored in. One is support for the
title. The commissioning organization may not have the internal skills to fix
problems that arise. If the game has an expected life of a few months, for
example a game supporting a product launch, then support is a time limited
activity. But a game that has an open ended lifespan may require a long term
support commitment. Many organizations commissioning serious games have never
done a game based product before and are unaware of the long term hidden costs.
They are relying on the developer’s experience to highlight and plan for these
costs. Not doing so may eat a large percentage of the additional revenue that
project brought in.
Lightweight &
local Business Development
Lastly is the studio’s ability to acquire potential business
in the serious games space. The good news is that this can be a lightweight
activity done on a local scale. Many organizations would like to commission a
game but don’t know how. Attending local business networking functions can
uncover many leads. Most professional associations have local networking
functions. For example, Distil often
goes to local chapter meetings of the American Society for Quality, the Project
Management Institute, etc…
Many cities have entrepreneurship centers, industry advocacy
groups, and local chambers of commerce. These groups often host networking
functions for business professionals.
Local governments also may be looking to commission a
serious game project. The key with governments is that any project must go out
for public bidding. By working directly with local governments in the planning
stage, it is possible to get the contract request tailored to a specific set of
skills that match your organization exactly. Another way to increase the
chances of winning a government bid is to work as a subcontractor for a larger
organization that has experience in the government bidding process.
A large number of organizations looking to commission a
serious game project will attend a game development conference to find a
developer. Conferences that your studio is already attending may have many
opportunities for finding projects.
The key is effective networking. There is no magic bullet to
replace this crucial skill. A casual game developer without a skilled networker
will have a harder time finding business than a developer with these skills. Realizing
this up front can be a crucial factor in determining if this space is right. With
a good business development person, many developers will find that getting some
serious games work is a small incremental investment.
Conclusion
Serious games projects are looking more and more similar to
casual game projects. Organizations commissioning serious games projects are
finding that casual games are a better fit with their needs than more
traditional games projects. This means that casual games developers are
becoming the best choice for implementing many of these projects. With a little
bit of work, it is not too difficult to fit the new business requirements into
an existing casual game studio’s business.