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Casual games development provides a simultaneous boost to personal and professional benefits, unlike any other sector of the games industry. As a person who is married and has a family, I have personally experienced the scheduling flexibility that also comes with casual games development. Overtime – no matter the genre or hardware platform – is rare and, typically, more than reasonable. The purposeful limitations in complexity and number of "moving parts" within a casual games production cycle dictate this result.
Casual games are,
in fact, the rarest of all popular game types, because they succeed
in spite of the quality and size of the available workforce. Though
anyone will tell you that they prefer to work with the best and the
brightest, casual game developers do not require top-quality talent
to deliver top-quality products. Though anyone will tell you that
they would prefer to be developing games with an operational cash
surplus, most casual game projects require minuscule funding in
comparison to almost any other mainstream game type, even many
projects being created for handhelds like the Nintendo DS and the
Sony PSP.
Having spent my
career developing for almost every type of game hardware and nearly
every type of game, both in the production trenches and on the
management level, I would go as far as suggesting that casual game
development may be the place to be, if, above all else, you
really wish to make games that stick to their core goals and
original design like glue. Mainstream, high-investment game
development (in dollars spent and man hours worked) regularly
involves creating large, saturated worlds (both single-player and
multi-player), vehicles, characters, props, AI, networking, LAN
lobbies, chat features, and multi-faceted graphic user interfaces,
with many other unique moving parts across multiple development
disciplines, during one project.
The 800-pound gorilla of the games industry, commonly known as the entertainment software sector, could learn quite a bit from casual games development, in the vein of proper short- and long-term resource management. The managers in charge of 70-100+ person teams that are developing the latest FPS or MMO, regardless of platform, would take a more refined approach to those projects if they began their careers in a smaller capacity.
Furthermore, for me
and other by-the-book game developers, I have never forgotten that
video games, no matter the genre or type, were derived from board
games, and, in turn, toys. A true test of a good game design is, of
course, a paper version of that design, which, again, is a
traditional extension of board games, and, in turn, casual games. It is amazing that no matter how hard the games industry
(particularly the entertainment software sector) attempts to
separate itself from its roots as board games and toys, the worm, as
it were, turns game development right back to those same roots. “In 300 years, when Evil returns . . . so shall we.” – The Mondoshawan in the “The Fifth Element." |