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Bejeweled gone bad, part 2

Bejeweled is perhaps the most popular casual game on the market. What makes it such a successful game? Some might argue that the idea behind Bejeweled is what makes it so popular, and that PopCap ‘got lucky’ for being the first ones to use the idea. At Casuality Europe, Jason Kapalka, creative director and co-founder of PopCap Games, showed us that it takes more than just a good idea to create a successful game.

In part 1 of this article, I showed you Jason’s game Blood War. In this part, I’ll tell you why Blood War would fail as a casual game. All of these points are taken directly from Jason’s talk at Casuality. Please note that I’m shuffling Jason’s talk around quite a bit. The points raised in the following discussion are Jason’s, but the write-up is mine. If something seems wrong, it’s probably my fault, not Jason’s. Read the entire entry »

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February 24th, 2006 @ 11:45 AM • Filed under Style, Target Audience, Design Process

Bejeweled gone bad, part 1

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February 21st, 2006 @ 11:39 AM • Filed under Style, Target Audience, Gameplay, Design Process

Game design at Casuality Europe

3 Votes | Average: 4.67 out of 53 Votes | Average: 4.67 out of 53 Votes | Average: 4.67 out of 53 Votes | Average: 4.67 out of 53 Votes | Average: 4.67 out of 5 (3 votes, average: 4.67 out of 5)
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February 15th, 2006 @ 12:28 PM • Filed under User Interface, Controls, Target Audience, Learning curve