~/panel

Panel: What Techniques Can we Apply from Hypercasual Games & Bring into Living Games?

name:Aaron Orr
links:none on file
links:none on file
links:none on file
slides:none on file

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

  1. 0:00Intro
  2. 1:40Introductions
  3. 5:15Similarities between Hypercasual and Live Service Games
  4. 8:40What are the transferable features between Hypercasual and Live Service
  5. 11:55What about Live Service into Hypercasual games
  6. 14:10How to sustain long life in Hypercasual games
  7. 16:35User generated content in Hypercasual
  8. 18:37Targeting an audience
  9. 19:46Expanding your audience
  10. 26:27Audience questions
  11. 27:11Micro games
  12. 29:02Usergenerated content
  13. 30:09Play to earn
  14. 32:15Why Hypercasual
  15. 34:19Blockchain Adaptation
  16. 35:38Hypercasual Techniques
  17. 38:30Storytelling in Large Shared Experiences
  18. 40:32Storytelling in Hypercasual Games
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