Sentences with phrase «casual game audience»

Catering to a slice of the casual game audience that the Nintendo Wii had captured, Labo is just one way to bring this demographic into the Nintendo Switch user base.
This meant that the art - style should be appealing to both hardcore and casual gamer audiences.

Not exact matches

I am getting into a strong Bandhan (bonding) with them and the fact that this look, this #ootd in spite of being otherwise casual has elicited great love from my audience is an affirmation that this time, things are definitely on my side of this board game of life.
still the game offers many appeal for hardcore gamers and for the first time it opens up for a larger casual audience.
Prince of Persia is a game that tends to the casual audience while keeping the masochistic at bay.
Project CARS 2 is in a constant battle with itself to please its wide audience, from casual gamers to hardcore sim racers.
As for Layton's Mystery Journey: Katrielle and the Millionaires» Conspiracy, it had a rather mediocre debut digitally, with about 4 000 units sold, which is not surprising for a game mostly catering to a casual audience (less likely to buy games digitally without shortages).
GTA 5's main audience turned out to be the mainstream casual gamer, the kind that doesn't read Gameinformer, or any kind of gaming news at all.
As a hidden object game, this will definitely appeal to casual gamers and puzzle enthusiasts, although the story and overall premise may turn off a hard - core audience.
Maybe if they advertise the Heck out of it they might grab the casual audience, but in the mean time, they're alienating the gamer audience who'd likely buy it as a secondary next gen console, as well as those who already bought the WiiU because of the potential it represented.
This game is not going to appeal to everyone, but it does a great job of being a decidedly more casual style of game to appeal to a more casual audience.
This game is not going to appeal to everyone, but it does a great job of being a decidedly casual style of game to appeal to a more casual audience.
Even though the game is pretty easy, there are a lot of instances where it does a poor job of explaining to you what you need to do next, or where you need to go; that's a big problem for a game that is clearly intended for a casual audience.
With a library of hundreds of games ranging from casual puzzle games to ports and remastered classics, and from unheard of indie gems to groundbreaking milestones in gaming, the XBLA has become an important place for any type of game to succeed and find an audience.
Some comedic violence and the age of the characters skew this toward an older high - school audience, but Thompson and Hao have built a story that should appeal to both hard - core and casual gamers.
On the contrary, a casual word game is an excellent way to draw new audiences towards your book.
I asked Jensen how that would work, and whether it was a design challenge to design an adventure game to be both a throwback to the difficult games of yore and approachable for a casual audience.
While it's evident that Project Natal is targeting a more casual audience, Microsoft assures us that the more hardcore gamers won't be cast aside.
Just work on giving the game a more in depth tutorial or on the marketing aspects, don't sacrifice the identity of you're work for the sake of broadening the appeal, gamers, casual and hardcore alike are still people who can adapt and raise they're GAME, so to speak, so have faith in the quality of you're work and it will shine through and it would undoubtedly appeal to newer audiengame a more in depth tutorial or on the marketing aspects, don't sacrifice the identity of you're work for the sake of broadening the appeal, gamers, casual and hardcore alike are still people who can adapt and raise they're GAME, so to speak, so have faith in the quality of you're work and it will shine through and it would undoubtedly appeal to newer audienGAME, so to speak, so have faith in the quality of you're work and it will shine through and it would undoubtedly appeal to newer audiences.
This new console would need to be easily accessible to a wider audience, not just hardcore gamers, but people that were casual and possibly even non-gamers.
The reason we don't typically buy Nintendo type games on PS or Xbox is because there really arent that many out there like that, and the ones that are, aren't very good, or aimed at a much more casual audience.
[In] the meantime games have been reaching out to a new audience online by being simpler, easy to engage and quick to play and that [is] where casual games starts to kick in.
Perhaps there lay a nervousness that the 360, with these «mainstream» titles may be walking a more succinct line with those gamers, plus pulling in the more casual audience with Kinect, and Nintendo thought a similarly balanced strategy was something they should adhere towards.
Unfortunately, that kind of indiscriminate targeting of the casual audience didn't serve the game well.
Hopeless: The Dark Cave is all about disempowerment as well, but in a casual, humorous way that tries to appeal to a wide audience, and doesn't conform to the «horror game» standard grim and realistic look.
This might keep it from being a huge hit for those defined as being in the «core» gaming audience, but I feel that it will definitely enhance its value to families and casual gamers alike.
He elaborated on the fallacy of free - to - play equaling casual gameplay, calling out Guitar Hero as a great example of a game that isn't explicitly targeted at casual audiences but remains challenging for the hardcore.
The ideal mid-core game is engaging, challenging and hard to master for a hardcore player but at the same time easy to access, graphically appealing and not too demanding for a more casual audience.
Seven Wonders is a card game that was widely praised by the board game community as an excellent short and casual game, in large part because it was quick to play and easy to teach, which was ideal for playing with casual audiences and / or while waiting for latecomers to show up.
Back in our casual games development times, our pipeline of testing a game on a larger audience was always the same.
We develop multiplayer online games with large audience for the most popular social networks and create casual mobile games for different platforms (Android, iOS.).
The idea behind mid-core games is to mix together aspects of casual and hardcore games and come up with something appealing to a broader audience.
It's the first game in the DKC series since Rare's successful SNES trilogy and is a natural fit both for Wii's casual audience and Nitnendo's devoted fanbase.
The base game will grow and evolve over time but the lack of fun game modes will hurt the casual audience.
It's a very broad term but the idea is that casual gaming makes games a lot more accessible to a broader audience, and mobile really helps break down those barriers.»
The majority of hardcore and casual games focus on a narrower, smaller audience and try to give them the best experience within a specific genre.
The experience turned out to be nothing like we expected — creating games for a casual audience was challenging and surprisingly satisfying.
Jim Yin, equity analyst with Standard & Poor's, points out that it's difficult for game developers to target multiple audiences — in this case, hard - core and casual gamers — with the same title.
The casual look of the game should be enough to draw in younger audiences and thanks to the game's steady difficulty curve; they'll be an expert barber in no time.
The hardcore audience can definitely influence the more casual crowd, but the hardcore crowd isn't going to convince everyone who games to run out and but the premium version of the Xbox One.
Its a 12 rated game but aimed at the casual market where many potential audience members would be younger than 12, and which didn't come bundled with the Kinect.
Apart from Guitar Hero and maybe Star Wars due to name, those games don't appeal to a casual audience.
By not mentioning the platform or any of the other technical garbage that comes with a typical game advert EA can put the focus on the players experience, and that is exactly what will be desirable to an everyday, non-gamer, mass - market, casual (or whatever else you want to call it) audience.
Bazil recently spoke to a Casual Connect Asia audience about Terato Tech's challenges and victories with Darkness Fallen, a battle card game for mobile.
Best Game Design German Computer Games Award 2015 Best Story, Adventure & Youth Game German Developer Award 2014 Best Game in Show Audience Award Casual Connect 2014 Best Project Game Connection Europe 2012
Assassin's Creed: Brotherhood — developed by my esteemed former co-workers — has done a fantastic job of opening the door for a huge audience of casual and social gamers to peer into the amazing world of Renaissance Italy and the life of Ezio.
Vostok Inc through their own words is «is a casual game for a hardcore audience and a hardcore game for a casual audience.
The world acclaimed shooting game created by renowned Locomalito, now accessible to casual audiences.
The cultural cues the designer puts into the game can have a huge effect — designing a testosterone - drenched game with scads of violence and / or women as sex objects (say, a Bulletstorm or a Duke Nukem Forever) is going to attract a very different audience, and have very different griefing thresholds, than online components for, say, the Settlers of Catan Xbox Live game or a more casual MMO like Maple Story or Free Realms.
Acknowledgments List of Figures Foreword Chapter 1: The Father of Modern Video Games Chapter 2: Spatial Narratives: Characters in their Worlds Chapter 3: From Games to Experiences: Designing for User Freedom and Unique Expression Chapter 4: Revolutionizing Gameplay: Casual Games and Mature Audiences Chapter 5: In His Own Words: Transcript of Miyamoto's 1999 Game Developer Conference Keynote Chapter 6: A Continuing Legacy Gameography Works Cited Index
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