History of Casual Games

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Very First Casual Games

Tetris on the Nintendo Game Boy
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Tetris on the Nintendo Game Boy

The title most often cited as the first successful casual game is Microsoft Solitaire, a simple Klondike solitaire PC game developed in 1989 that was bundled with Microsoft Windows. But if casual games are defined as easy to learn with simple controls and addictive game play, PC casual games existed well before Microsoft Solitaire, with the most ubiquitous casual title being the puzzle game Tetris. Tetris was developed in 1984 by a Russian computer programmer and released for IBM (MS DOS) computers in 1986. It was adapted for Windows computers in 1989 (releasing around the same time as Microsoft Solitaire [1]) and as the free pack-in game for Nintendo's Game Boy. Since then, Tetris has been developed for numerous personal computer, gaming and mobile platforms.

Casual-style games also helped fuel the popularity of arcades and video game consoles in the 1970s and 1980s with titles like:

Pong arcade game
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Pong arcade game
  • Pong (Atari, 1972)
  • Breakout (Atari, 1976)
  • Othello (Nintendo, 1978)
  • Pac-Man (Namco/Midway, 1979)
  • Centipede (Atari, 1981)
  • Donkey Kong (Nintendo, 1981)
  • Frogger (Konami/Sega, 1981)
  • Ms. Pac-Man (Namco/Midway, 1981)

Casual Game Industry Pioneers

Although simple electronic games that appeal to a mass market audience had existed for decades, it was a critical mass of Internet access and broadband adoption that laid the foundation for a large and growing casual game industry in the late 1990s. Now a new market of consumers were going on the Internet to find "entertainment" as opposed to visiting computer retailers in search of "software." This tipping point shifted access to fun, simple PC games from limited shelf space in retail channels with limited traffic from mass-market consumers to the unlimited world of an Internet-enabled personal computer in the home or office.

As the Internet developed and browsers became more sophisticated, games emerged that used a web browser as the client. Simple single player games were made using HTML until web-based technologies like Flash and Java allowed browser games to become more sophisticated. Many casual-style video games originally released in the 1970s and 1980s, along with classic board (checkers, chess) and card games (solitaire, hearts, black jack, poker) were recreated as Flash or Java games.

In the late 1990s, companies began to see an opportunity to aggregate games and cater to online gamers. Early players include:
MPlayer subscription gaming
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MPlayer subscription gaming
  • MPlayer – Mplayer was a free online PC gaming service and community that operated from late 1996 until early 2001. Some of the more popular titles included casual card and board games along with more "hard core" games like Quake. At its peak, MPlayer had more than 20 million unique visitors each month and offered more than 100 games. [2] Initially the service was subscription-based, but by early 1997 they became the first major multiplayer community to offer free games subsidized with advertising revenue.
  • Slingo, Inc. - Founded in 1995, Slingo, Inc. developed the hugely popular Slingo game that launched on AOL in 1996 and went on to become one of the most popular casual game franchises.
    Poppit, an early hit for Pogo
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    Poppit, an early hit for Pogo
  • ClassicGames.com - ClassicGames.com was a java-based game site that allowed people to play hearts, spades, bridge, checkers, chess and other games in a multiplayer format. In 1997 ClassicGames.com was acquired by Yahoo and re-launched in March 1998 as Yahoo! Games. [3]
  • Pogo.com - After a series of mergers and re-branding, the Total Entertainment Network, Inc. launched Pogo.com on September 2, 1999, and the company renamed itself to Pogo.com with a business strategy focused on easy-to-access and simple browser games that would appeal to a broad audience and attract enough unique users to drive advertising revenue. Pogo was acquired by Electronic Arts in 2001. [4]

Casual Game Industry Begins

Soon casual game "portals" and developers began to multiply. Many were new divisions within established Internet/technology companies like MSN Games (Microsoft), AOL Games (American Online), and RealArcade (RealNetworks, Inc.) Others were start-up companies typically founded by former game industry professionals who recognized the opportunity to create independent games and/or expand the industry, including:

Premium Casual Games on the Internet

By 2000, more than half of all Americans had Internet access. According to a study conducted as part of the Pew Internet & American Life Project, the most enthusiastic new adopters were women who made up more than half of all Internet users, with older women coming online at a slightly higher rate than other user groups. For women on the Internet, playing online casual games was a popular activity [5] and by the latter part of 2000 more than half of all Internet users were making online purchases and the majority of shoppers were women. [6] The time was right for developers and publishers to monetize their popular games in a new way.
Super Collapse!, an early premium game
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Super Collapse!, an early premium game

In 2001, a number of companies began developing and distributing downloadable games. A "try before you buy" model that allowed players to try the game for a limited duration (or with a limited feature set) resonated with the predominantly female players, and many of them paid (typically USD $20) to unlock the full game. Early titles that helped prove the viability of premium downloadable games include:

  • Bejeweled Deluxe (2001) - After strong success with the free browser version of Bejeweled, PopCap created a deluxe downloadable version with enhanced features and higher quality graphics/audio.
  • Super Collapse! (2001) - A deluxe downloadable version of the popular Collapse!, a free browser game developed in 1998 by GameHouse.

Casual Games Explode

Mystery Case Files helped pioneer the "hidden object" genre
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Mystery Case Files helped pioneer the "hidden object" genre
The casual games industry had grown from almost nothing in 2002 to well over $600 million in 2004 [7] and was attracting big investment. A new crop of companies including PlayFirst, Big Fish Games, Oberon, and iWin were founded and grew rapidly while independent casual game developers popped up all over the world. A succession of smash hit titles including Zuma, Diner Dash, Mystery Case Files and Virtual Villagers defined new genres and expanded the market. Established portals like Pogo launched subscription services that offered play without advertising, enhanced community and personalization features, and access to a large library of premium downloadable games.
Bejeweled mobile
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Bejeweled mobile

At the same time, online casual games were being licensed across platforms including mobile phones, PDAs and video game consoles. Today, most of the large video game companies have a stake in the casual game market, which is estimated to grow to $1 billion worldwide by 2008. [8]

With the explosion of the industry, trade associations and publications emerged including:

  • Casual Games Association (CGA) - An international organization founded in 2005 by members of the casual games industry.
  • Gamezebo - An online publication and community founded in 2005 by Joel Brodie with previews, reviews, editorials and more for casual gamers and the industry.
  • International Game Developers Association (IGDA) - In July 2005, a casual games special interest group (SIG) was formed within the IGDA to support the growing number of casual game developers.

See Also

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