{"id":121325,"date":"2020-11-25T21:36:00","date_gmt":"2020-11-25T21:36:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/374252"},"modified":"2020-11-25T21:36:00","modified_gmt":"2020-11-25T21:36:00","slug":"blog-four-hyper-casual-prototype-best-practices","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/11\/25\/blog-four-hyper-casual-prototype-best-practices\/","title":{"rendered":"Blog: Four hyper-casual prototype best practices"},"content":{"rendered":"<p> <!-- Google Tag Manager --> <!-- End Google Tag Manager --> &lt;!&#8211;  &#8211;&gt;  <title>Gamasutra: Tomer Geller&#8217;s Blog &#8211; 4 Hyper-Casual Prototype Best Practices <\/title>   <!--[if lt IE 9]&gt; <a href=\"http:\/\/html5shim.googlecode.com\/svn\/trunk\/html5.js\">http:\/\/html5shim.googlecode.com\/svn\/trunk\/html5.js<\/a> &lt;![endif]--> <!-- CSS -->                    <!-- link href=\"https:\/\/twimgs.com\/gamasutra\/css\/minified.css\" rel=\"stylesheet\" type=\"text\/css\" \/ -->    <!-- Mobile Specific Metas -->  <!-- Start Visual Website Optimizer Asynchronous Code --> <!-- End Visual Website Optimizer Asynchronous Code --> <!-- Start HeatMap.me Code --> <!-- End HeatMap.me Code --> <!-- Start: GPT Sync --> <!-- End: GPT -->    <!-- Eloqua tracking code --> <!-- End Eloqua tracking code -->  <!-- Google Tag Manager (noscript) -->  <!-- End Google Tag Manager (noscript) --> <!--Cookie banner code starts here --> <!--Cookie banner code ends here --> <!-- Informa Branding code goes here--> <\/p>\n<div id=\"iribbon-container\" class=\"content-body-wrapper\"> <button id=\"iribbon-title\" title=\"show\/hide\" class=\"inactive\">Informa<\/button> <\/p>\n<div id=\"iribbon-detail\" class=\"ribbon-hide\">\n<div id=\"iribbon-left\">\n<p>Gamasutra is part of the Informa Tech Division of Informa PLC<\/p>\n<\/p><\/div>\n<div id=\"iribbon-right\">\n<p>This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. 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<\/p>\n<div class=\"header\"><img decoding=\"async\" alt=\"arrow\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-1.png\" width=\"22px\" height=\"20px\" \/><a href=\"http:\/\/www.gamasutra.com\/calendar\/calendar.php\">Calendar<\/a><\/div>\n<div class=\"leftnav bottom2\"> <a href=\"http:\/\/www.gamasutra.com\/calendar\/calendar.php\"><strong>View All<\/strong><\/a> &nbsp;&nbsp;&nbsp; <a href=\"http:\/\/www.gamasutra.com\/calendar\/calendar_submit.php\"><strong>Submit Event<\/strong><\/a> <\/p>\n<hr>\n<ul> <\/ul>\n<\/div>\n<p> &#8211;&gt; <!--end calendar--> <!--begin about--> <\/p>\n<div class=\"bottom2\"> <a href=\"https:\/\/www.gamasutra.com\/advertise\"> <img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices.jpg\" alt=\"Sponsor\" border=\"0\" class=\"whiteTop\" width=\"177px\" height=\"60px\"> <\/a>\n<\/div>\n<p> <!--end about--> <!--begin network--> <\/p>\n<div class=\"leftnav_network bottom2\"> If you enjoy reading this site, you might also want to check out these UBM Tech sites: <\/p>\n<hr>\n<hr>\n<p> <br class=\"clear\">\n<\/div>\n<p> <!--end network--> <!--begin store--> <!--end store--> <\/div>\n<p><!--end leftcol--> <\/div>\n<\/div><\/div>\n<div class=\"span-16 last\">\n<div class=\"content_box_middle\"> <!-- InstanceBeginEditable name=\"BodyContent\" --> <\/p>\n<div class=\"page_item\">\n<div><a name=\"twitter_share\" href=\"http:\/\/twitter.com?status=RT @gamasutra: 4 Hyper-Casual Prototype Best Practices http:\/\/www.gamasutra.com\/blogs\/TomerGeller\/20201123\/373903\/\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-1.gif\" alt=\"Share on Twitter\" border=\"0\" height=\"20\"><\/a>  <span id=\"edit_post_link\"><\/span>&nbsp;&nbsp; <a href=\"https:\/\/www.gamasutra.com\/blogs\/rss\/\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-2.gif\" width=\"15\" height=\"15\" border=\"0\" alt=\"RSS\"><\/a> <\/div>\n<hr>\n<div class=\"item_body mobile_image_transform\"> <strong><i><small> The following blog post, unless otherwise noted, was written by a member of Gamasutra\u0092s community.<br \/>The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. <\/small><\/i><\/strong> <\/p>\n<hr>\n<p>As I explained in my earlier post \u201c<a href=\"https:\/\/www.gamasutra.com\/blogs\/TomerGeller\/20200721\/366661\/Hypercasual_trends_to_follow_and_not_to_follow.php\">Hyper-casual trends to follow (and not to follow)<\/a>\u201d, games in this genre are super-mini versions of AAA games, and therefore should follow the same design pillars as these big game studios.&nbsp;<\/p>\n<p>The beauty of games in this genre is that at their very essence they are easy to understand (though not necessarily easy to design and develop), so a prototype is an extremely reliable way to test out the game\u2019s viability, before too much time and money is invested into the game. Concept doesn\u2019t work? Move onto the next idea.<\/p>\n<p>I\u2019ll delve into four key guidelines to follow (once you\u2019ve cracked the trend question from my earlier post), and are ready to focus on design elements:<\/p>\n<p><strong>One: Immediacy &#8211; Players don\u2019t wait&nbsp;<\/strong><br \/>One of the main reasons why hyper-casual games have become so successful is their understanding of what need they\u2019re serving. They\u2019re snackable bites of content that are served in short bursts, so time is of the essence. With that in mind, as soon as the game starts, take the player straight to the gameplay screen. Everything else is superfluous to that (and that includes worrying about the game progression, meta game and monetization) and should all be shown at a later stage.&nbsp;<br \/>&nbsp;<br \/>This also holds true when it comes to the output that a player expects. In a world where people are used to getting instant rewards, giving users what they want, quickly, is key. Make sure that your controls aren\u2019t clunky and most importantly, make sure that there are no delays from the moment the player inputs into a game (clicks, taps, slides, whatever) until the first output. We can see this executed excellently in Bullet Rush, where the characters aim and shoot simultaneously while they\u2019re on the move. Another good example of immediacy is in Popcorn Burst, where the player holds down to instantly generate multiple pieces of popcorn with the goal of reaching the threshold without the popcorn overflowing from the bucket. In Dig This and Sand Balls, the player carves out a smooth route in the sand, creating instantaneous gratification.<br \/>&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"Dig This and Popcorn Burst\" height=\"520\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-2.png\" width=\"640\"><\/p>\n<p><strong>Two: Dramatization &#8211; Be playful and generous<\/strong><br \/>Enabling an immediate output is important, but make sure that it&#8217;s worth it. The trade-off between the user\u2019s input versus their output must be clear and satisfying enough to warrant continued play. Take classic runners for example. They\u2019re not so engaging as a standalone concept, but once mixed with minimal adventures like platformers, they might have several layers where the player can control a unit that has an additional mechanic built into it.&nbsp;<\/p>\n<p>For example, in Samurai Flash, the player isn\u2019t just in control of the movement, but also in control of time. So players can see how the outcome &#8211; of how fast or slow the units get cut &#8211; depends on their input. In Bullet Rush, you\u2019re controlling a unit (the character) dynamically &#8211; either slow or fast, depending on your effort. Meanwhile, that unit has an auto \u2018aim and shoot\u2019 system applied to it and an AoE attack, which goes off once the player has &#8216;released&#8217; his finger from the screen.<\/p>\n<p>Juice-based elements are a great way to dramatize an output, and one such method is the use of fever systems. These elements give a player a temporary prize for hitting a hidden milestone, an objective or any other fever condition, and are a popular way of driving drama. But going over the top isn\u2019t advised. Fever systems are most successfully executed when they\u2019ve achieved the right balance between drama and being well-polished, well-executed and not too noisy. For example, there\u2019s a fever system that appears once a player has shown some level of expertise, such as managing to maintain an action without running into obstacles by \u2018continuously\u2019 playing without lifting the finger off the screen. This can be found in Spiral Roll and Stackball 3D for example. If it makes sense for your gameplay to implement a layer that rewards such milestones, then fever is one concept that you can add to your tool box.&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"Samurai Flash and Stackball\" height=\"520\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-3.png\" width=\"640\"><\/p>\n<p><strong>Three: Minimalism &#8211; Short game time needs maximum focus<\/strong><br \/>This might pain game designers to hear, but it\u2019s a make or break point for a hyper-casual game: games which have too much going on in the non-core environment, at the minimum are wasting precious development hours and at the maximum are actually distracting a user from the gameplay. Though the scope will be smaller than in heavier games, start by white-boxing your environment to check that a game concept will work. The environment is there to support your gameplay, so make sure you do it right.&nbsp;<\/p>\n<p>A spinoff from this point is how, or if, to use minimal characters. Stickmen have been very popular until now as they can communicate super efficiently without being too detailed or distracting. The packaging may not be as nice as more complex characters but they work well in the context of the minimalism concept above, and they bring emphasis to the gameplay itself while being fast, easy and safe options to use. Just look at Bazooka Boy, Join Clash and Cube Surfer as examples. On the downside, however, this strategy can &nbsp;get repetitive, and there\u2019s definitely room to explore other options of minimalistic models that go beyond the smiley stickman and which can revamp the hyper-casual genre in this area. It will be interesting to see how this space develops.&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"Bazooka Boy and Cube Surfer\" height=\"520\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-4.png\" width=\"640\"><\/p>\n<p><strong>Four: Gameplay First &#8211; Don\u2019t get lost in stories<\/strong><br \/>Now this is the best tip I can give to hyper-casual developers: it\u2019s more important to be able to describe your gameplay clearly, rather than being able to tell its story. The crucial questions to answer are: what does your game do, what are the controls, what are the rules, what interesting progression elements are incorporated into it, is it a simulation game etc. The surrounding story is superfluous to these questions and is unlikely to affect your game\u2019s viability, so don\u2019t get too caught up in storytelling.&nbsp;<\/p>\n<p>An ideal explanation of a game would go like this: I do \u2018X\u2019 (input), then \u2018Y\u2019 happens (output), giving me \u2018Z\u2019 e.g. I hold down a character (input) in order to operate a trajectory (output) and by releasing, a shot will be fired with several potential outcomes (depending on my aim). Rather than: my game is a set on a beach where there are two characters playing frisbee.<\/p>\n<p>It\u2019s about fleshing out the entire gameplay with the verbs and actions that a player is going to take in the game, rather than focusing on the story or environment, which in hyper-casual games serve more of a secondary function. You want to get to the testing stage ASAP to see how your game performs. Having said this, there are exceptions to the rule, for example with Save the Girl, where the story is also part of the gameplay.&nbsp;<\/p>\n<p>Take this into consideration when creating explanatory documentation for your team and publisher. The method in which you communicate the game should be in keeping with the speed at which the game is understood and \u2018sold\u2019 in the video ad version of your game. If you can\u2019t explain it concisely then something needs to be cut.<\/p>\n<p>In an ecosystem where games are created and launched within a month, being quick and clear both with yourself and then within your creation, can be a deal breaker. As you\u2019re developing your game, make sure that the thematic choice is clear to everyone, not just to you. You\u2019re creating a prototype for a reason &#8211; to check the game\u2019s marketability &#8211; so be willing to let go of an idea if it doesn\u2019t fly, learn from what didn\u2019t work and move on to the next challenge.<\/p>\n<p>&nbsp;<\/p>\n<\/p><\/div>\n<hr>\n<div class=\"hide-phone\">\n<h3>Related Jobs<\/h3>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/junior-to-mid-programmer-austin-texas-34488\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-1.jpg\" alt=\"Airship Syndicate\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/mid-to-senior-artist-stylized-pbr-austin-texas-34649\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-1.jpg\" alt=\"Airship Syndicate\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/technical-artist-all-genders-hamburg-34678\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-5.png\" alt=\"New Moon Production \" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/concept-artist-new-mobile-game-hamburg-34653\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/11\/blog-four-hyper-casual-prototype-best-practices-6.png\" alt=\"innogames\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<hr><\/div>\n<p> <!-- InstanceEndEditable --> <\/div>\n<p><!--end contentbox-->\n<\/div>\n<p><!--end span-16--> <\/div>\n<p> <br class=\"clear\"> <\/div>\n<p><!--end span-21--> <!--begin right sidebar--> <!--end right sidebar--> &lt;!&#8211; <\/div>\n<p> Extra Div &#8211;&gt; <!-- Beginning Sync AdSlot 21 for Ad unit Gamasutra\/ ### size: [[8,2]] --> <!-- End AdSlot 21 --> <!-- Beginning Sync AdSlot 22 for Ad unit Gamasutra\/ ### size: [[8,4]] --> <!-- End AdSlot 22 --> <!-- Beginning Sync AdSlot 23 for Ad unit Gamasutra\/ ### size: [[4,4]] --> <!-- End AdSlot 23 --> <br class=\"clear\"><\/p><\/div>\n<p><!--end content-body-wrapper--> <\/div>\n<p><!--end container--><br \/>\n<!--begin footer--> <!--end footer--> <!-- SiteCatalyst code version: H.21.\nCopyright 1996-2010 Adobe, Inc. 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