![]() ![]() Om Tandon: Why did you choose to move away from a Saga Map? What led the team to break away from this established cardinal rule of the Match 3 genre? As seen below, Players start on Node 1 and progress linearly to the next node within each world as they clear subsequent levels, offering no other significant interaction. No Saga maps! Which have remained unchanged and are hallmarks of player progression in King and Jam City games. Getting rid of the saga map in this genre and unlocking and populating the map with a decoration is very similar to a light version of base building tactics used by midcore and hardcore games. Playrix: Recipe of successĬombining the simple core loop of match-three titles with unlockable decorative elements in a niche environmental setting, powerful daily quest system and a well-crafted story loop is strongly reminiscent of features used in mid-core and hardcore games. Instead Playrix is walking a different path. Playrix is known for a string of successful top 10 grossing hits like Homescapes, Gardenscape and Fishdom in highly competitive match-three category, dominated by the likes of King, Jam City and Peak Games.īut unlike its peers, Playrix is not relying solely on eye candy graphics, super polished VFX and slick and dynamic gameplay which have become the pinnacle of this genre. In the second part of this article series, we put a spotlight on top 10 grossing casual games developer Playrix, which is trying hard to innovate and experiment with casual games, challenging the established norms of this genre, and finding profound success. ![]() The first part of this analytical series focused on Rovio Entertainment and how it successfully evolved and matured its multi-million dollar Angry Birds franchise. Why and how are casual games pivoting towards mid-core features? How are top tier Devs like Playrix driving this change in the casual gaming space? Here I have a close chat with Playrix, developer of top grossing games like Homescapes, Gardenscapes and Fishdom, to answer those questions. You can view part one, lessons from Angry Birds 2, here. You can see more Game UX Deconstructs here. This article was originally published on LinkedIn. This article was authored by Digit Games' Om Tandon. ![]()
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