Re:The Growth of Hypercasual Games
by bubblewrap on Tuesday April 02, 2019 @08:37AM
(#19553371)
What would be a good example for a hypercasual game? What differentiates them from casual games?
[ Parent
| on HN ]
I read the whole article and could not figure out what "hypercAUsal" meant or why they didn't explain it... just realized from your comment it's "hypercasual".
From the looks of it, hypercasual games have extremely simple mechanics, no progression and often no end. Ex: flappy bird, .io games, etc... Advertising are their main revenue source.
Casual games are also simple but they usually feature some kind of progression, with new mechanics being introduced from time to time. For example, with Angry Birds, you unlock new birds as you progress. Candy Crush has different type of candy. In-app purchases are their main revenue source.
This is the thing, I couldn't see any actual games mentioned in the article. From the banner image I assume they mean games like Crossy Road, but it would help to understand what makes a hypercasual game apart from the advertising model.
A good example would be Grass Cut or Helix Jump.
The main differences: - anyone (that includes kids and non-gamers) should be able to easily pick up and play the game - the simplest input possible, usually just tap anywhere on the screen - simple (primitive) graphics with high contrast and readability (again, so it doesn't confuse non-gamers)
So it's like a casual game but even more simplistic and stripped out of any depth.