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Showing posts with label casual. Show all posts
Showing posts with label casual. Show all posts

Crossy Road: using a game to promote other games

Crossy Road (2014) is a casual mobile game created by Hipster Whale Studio. It’s a tribute to the classic game Frogger (Atari, 1981), this time constructed in an isometric perspective, full of new possibilities. Check the comparison below:





You start the game with a chicken trying to cross the cars, rivers and other dangerous obstacles but, by earning some special points it’s possible to acquire new characters like the duck, the goat, the zombie, the mage, the monster of Frankenstein and many others (even the internet meme DOGE gained its digital version in this game). There’s a clever business model inside the interface and players are able to buy (with real money) new characters or watch advertising videos to earn new points, at anytime.



There’s another smart point inside the game: sometimes the system gives out some special characters to play. These characters are from other games and an invite to download a new experience appears on the screen. In the example below, the player earned the main character from the game named Epoch; few seconds after receiving the prize, an ad with the message “EPOCH – download at App Store” appears to the player. There are many characters to achieve in Crossy Road, lots of them from other games.



This kind of communication structure refers to Davis’s ideas about promotional culture; this author (2013, p.191) says, “Promotional culture has become a more central, influential part of communication and social relations, just as financialization, globalization and new communication technologies have”. In the contemporary times, a good mediatic product never comes without a promotional strategy embedded inside its essence.



Reference:

DAVIS, A. Promotional culture: the rise and spread of advertising, public relations, marketing and branding. Bristol, UK: Polity, 2013.
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Geo-locating for mobile games

A few years ago, we had a boom of mobile games with geo-locating features. The idea of using this feature to put some “real world” component inside the gameplay is good but, sometimes, bureaucratic for some players. It’s cool to imagine a game that the player needs to reach real locations to achieve some prize, but, on the other hand, it’s a little bit limiting for lots of people.



Whether it be good or bad, we will discuss three interesting cases in this post.

The first one is “Jetset: a game for airports”. The game has a tapping gameplay and the player must prevent certain passengers from entering the flight with prohibited products. The game could be played anytime/anywhere but has a special function: if you play Jetset inside an airport you gain new stages, levels and powers.



The second one is “Zombies, run!”. This is funny but complex for most off players. In this game you need to run (for real) from imaginary zombies. The interface is created with audio features and puts the player to run through real locations to discover special items and, sure enough, avoid zombies. Check the video case below:



Today's third and last example is “Shadow cities”. This one is very curious because it takes the player’s location (with the maps function) and creates a medieval scenario to play fantasy battles.



Despite all the difficulties involved, I still see the geo-location feature as a good opportunity for strategies with mobile entertainment. Let’s think more about this subject.
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