Panel: What Techniques Can we Apply from Hypercasual Games & Bring into Living Games?
summary
Hypercasual design prizes snackable sessions, simple relatable themes and low barriers to entry while live games rely on live ops, metagame and user agency; TapNation reports 350 million downloads across 13 titles and shifts monetization from interstitial ads to rewarded video, IAPs and subscriptions to extend play from days to weeks. Digital Village is a real-time Unreal metaverse with blockchain marketplace, 300,000 parcels and 10 themed zones; panels recommend in-game editors, positional audio, UGC and interoperable blockchains to boost retention and discoverability.
AI-written summary · about
chapters (18)
- 0:00Intro
- 1:40Introductions
- 5:15Similarities between Hypercasual and Live Service Games
- 8:40What are the transferable features between Hypercasual and Live Service
- 11:55What about Live Service into Hypercasual games
- 14:10How to sustain long life in Hypercasual games
- 16:35User generated content in Hypercasual
- 18:37Targeting an audience
- 19:46Expanding your audience
- 26:27Audience questions
- 27:11Micro games
- 29:02Usergenerated content
- 30:09Play to earn
- 32:15Why Hypercasual
- 34:19Blockchain Adaptation
- 35:38Hypercasual Techniques
- 38:30Storytelling in Large Shared Experiences
- 40:32Storytelling in Hypercasual Games
related talks
49mPanel: Best Practices in Design, Development & Distribution of Hypercasual Games
37mPanel: The PG.Biz Panel: What’s Next for Hypercasual & Social Games?
40mPanel: Instant Games versus the hyper-casual market
35mPanel: Hypercasual: Different Backgrounds at One Common Place
55mWhat can Hypercasual Games Teach the World?
18mRide the "Hybrid-Casual" Wave to Enhance User Engagement & Monetization
37mHypercasual monetisation versus long-term retention monetisation
49mMonetisation Design - A Story of Love and Retention
