Someway, everyone seems to like popcap. It’s far a video games corporation that started out out in usual fashion for this industry – as a storage venture shared between 3 young geeks. It is exactly how doom creator identity software began – although popcap founders john vechey, brian fiete and jason kapalka always had a completely different concept of what gaming turned into. They firstly known as their company attractive motion cool and commenced operating on a strip poker identify, before accurately converting path and Casual game development at the nascent casual gaming marketplace. They by no means went for game enthusiasts.
Now, with workplaces everywhere in the global, popcap is accountable for a number of the maximum a success casual gaming brands of all-time. Titles along with zuma, peggle and bookworm have been downloaded 1. 5bn instances, with debut identify bejeweled by myself selling extra than 50m copies. In step with the corporation, gamers spend 1. 1bn hours a year glued to its video games. Casual game development is likewise an example of a way to reach this ultra competitive enterprise with out making extensive numbers of enemies. Certainly, whilst zynga’s every move is debated and condemned via the gaming intelligentsia, popcap has earned little however admiration and recognize – even after it become bought out by perennial enterprise bogeyman, ea.
So what is the business enterprise’s mystery? How has it controlled to create a string of reachable mega-hits, from the fit-three behemoth bejeweled to the tower defence masterpiece, plants vs zombies? And why does no one hate them for it? Closing week, throughout the informal join conference, i spoke to several of popcap’s maximum senior designers and producers about how the agency approaches game design, and how it operates in the industry. Although popcap has regularly labored in very acquainted casual genres, its designers declare to have never looked at what other developers were having fulfillment with. “it is now not that we are deliberately not Casual game development from what our competition are doing,” says senior manufacturer matthew lee johnston. “we’re open to some thing training we are able to research.
I suppose it’s smooth to see what is successful within the marketplace and what isn’t always, however ultimately we pay attention to our hearts and do what we assume is right for our games, not what is right due to the fact our competitors are doing it or because something appears popular. We try to make choices on the way to advantage the participant and make the video games attractive.”amusingly, there may be nearly a sense of planned ludditism in the business enterprise’s method to the video games marketplace. ” Casual game development has by no means been approximately chasing the next big issue,” says franchise commercial enterprise director, tony learner. “we have nearly been anti the next massive component!” it is a subject fast taken up with the aid of ed allard, the vice chairman of popcap’s development studios.
“we’ve got now not been so centered on being ahead as a lot as responding to in which gamers are and putting our video games there – on occasion we try this slower than our competition; in fact we constantly do it slower than our competitors! We frequently simply paint our own direction, we make video games that we sense notable approximately – and staying authentic to that sometimes receives us there a little later, however that has served us well. We do not gaze into the Casual game development and attempt to predict the future – we simply pay attention and respond to anyplace the players are at.”