Hyper casual games are designed for a wide range of users, characterized by simple rules, and do not require perseverance or any special skills from the user. by active users – the shooting game Battle Royale.by the consumer spending – the creative sandbox (simulation) game ROBLOX,.by the number of downloads – the pet (simulation) game My Talking Angela 2,. ![]() Leaders of the third quarter of 2021 worldwide are: Zynga acquires a one-man startup studio Harpan LLC for $ 42.5 million.Īccording to App Annie’s recent report, hypercasual games were responsible for around 33% of mobile game downloads in Q3 2021, reaching 3.6 billion downloads, 2x almost twice compared to the same period two years before.Peak Games (creators of Toon Blast) are selling their casual card games to Zynga for $100 million.Goldman Sachs invests $200 million in Voodoo to develop a publishing business.Zynga buys Gram Games (creators of the Merge! Franchise) for $250 million.In 2018, big companies finally noticed “small games” and started pouring impressive budgets into them: The first game that “tried on” this term was Flappy Bird with more than 50 million installations and 6th place in Google search trends. And then it was interpreted very simply: one-tap games with a short game session. App Annie is most likely the first to use this definition. The earliest mentions we can find lead to the 2015 App Annie Index: 2014 Retrospective. Hyper casual games have an alternative name that appeared long before the “new trend” – super-casual. More than 70% of the game’s income comes from advertising: banners, video ads, and motivated ads. The games do not encourage the user to pay for the content instead, they “pay” with their time. Besides, hyper-casual games are so simple that only a single person can design and develop them. The rest of the game’s components also match it: the visual component, controls, and audio – nothing should prevent the user from fully focusing on the gameplay. The gameplay is often as simple as it gets. And the short game loop allows you to play anywhere, anytime. Thanks to the simple gameplay, the player can understand what is happening in just a few seconds. ![]() Without any plot inserts, preloading, level selection, or a lengthy tutorial, the users immediately find themselves at the epicentre of the game. In the articles, the author defines the main features of hyper-casual games: The term “hyper-casual” first appeared in 2017 in a series of articles by Johannes Heinze titled The Ascendance of Hyper-casual. The Bottom Line What Are Hyper Casual Games?
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