I agree with you that casual doesn't have to necessarily mean "shallow". Our story lines can be deep and our worlds complex as long as they are easy to learn and play. In our games we take story very seriously. We research to create stories that have some "historical" depth and try to give the player a purpose for playing our games.
I think the adventure element of casual games is only just being developed. I think some casual gamers want an experience that they really "care" about and care to get involved in. This means thinking beyond the current game and perhaps even creating persistent worlds that exist outside of the game itself. Thanks for your insight.
I agree with you that casual doesn't have to necessarily mean "shallow". Our story lines can be deep and our worlds complex as long as they are easy to learn and play. In our games we take story very seriously. We research to create stories that have some "historical" depth and try to give the player a purpose for playing our games.
I think the adventure element of casual games is only just being developed. I think some casual gamers want an experience that they really "care" about and care to get involved in. This means thinking beyond the current game and perhaps even creating persistent worlds that exist outside of the game itself. Thanks for your insight.
Robert Madsen
http://www.madsenrobert.com
http://www.mumbojumbo.com