By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Khuutra said:
teigaga said:
Khuutra said:

Except that they also appeal to people who play them in a hardcore way. I just finished beating Special 8-Crown in SM3DLand yesterday - ended up beating it three times. It is a very difficult achievement in the context of 3D platforming games.

What you are describing isn't a "casual" design philosophy but a portable one. Games that can be picked up, enjoyed for a few minutes, and then set back down are intrinsically portable experiences. There is nothing necessarily casual about that.

So Mario Kart on the wii has a "portable" design philosophy? Is this the same for new super mario bros wii?

It has everything to do with accessability and lowering entry barriers. Nintenodo's games have been designed like this before handheld gaming existed so I don't see how it can be seen as A 'portable" design philosophy.

That is a very good point; better to say that they are experiences which lend themselves easily to portable games, because calling them inherently portable is fallacious.

Similarly, though, calling games casual because they are easy to pick up and play is fallacious. The first Legend of Zelda was very easy to pick up, understand, and play, but it would also beat the living dog shit out of you. "Easy to play, hard to master" is no more inherently casual than it is inherently portable. Less so, even.

I specifical said that the games had "casual appeal", not that they are casual games. By the same token I consider a game like GTA to have strong casual appeal and unsurpisingly games which a most accessable, both in terms of gameplay and concept tend to be the games that sell the most.
.