Our last article raised a thought-provoking question. Would it be possible to use Hyper-Casual production techniques to develop more complex games? Would the rapid prototyping and data-driven approach, which are unique to Hyper, be welcome in projects of other sizes and platforms?
To avoid creating too much suspense, the answer is: Yes, it is possible!
After all, a technique that allows testing and receiving feedback in the first few weeks of development is already disruptive in itself. But the big question here is: How can we do this in a larger project?
Those who follow the market know that the importance of prototyping and rapid testing has been talked about for a long time. However, it was not easy to learn, and even today, few can say that they can actually do it.
The first step is to understand that the success of Hyper-Casual comes from its simplicity and the ease of understanding its mechanics, two of its characteristics. I suggest that from now on we see Hyper-Casual as an MVP (Minimum Viable Product) for a larger game. It is the essence of a mechanic, exposed and isolated to the player.
“Every game should start as a Hyper-Casual”
The above sentence sums up a few good years of our experience with this market of smaller projects. Therefore, the secret to creating a game with a high potential for success and fun would be:
A good game should be born in a hyper, but it may not be content with being one. The game can continue its development, growing and gaining new layers, new long-term goals, appropriating constant user feedback and testing, maintaining a fun and addictive core loop, but with metagames that justify long retention. Something different, with the advantages of both models, something hybrid.
What are Hybrid-Casual?
Hybrid-Casual games were created by combining Hyper-Casual, Casual and Mid-Core (customization, collecting - e.g.: Pokémon). The goal is to minimize the disadvantages of Hyper-Casual games, while maintaining their light and fun structure.
A Hybrid-Casual has metagames orbiting a Hyper-Casual core
In addition to having a longer lifespan than Hyper-Casual, Hybrid-Casual has more monetization options and, in general, has better performance in terms of user retention, LTV and ARPDAU.
Since the process is an evolution of the one used in Hyper, it is also possible to reduce risks, measure market penetration and identify the size of our audience through niche testing through metrics and data analysis.
We have been conducting qualitative tests for some time now, when we test the core of the game with real users, called focus groups. The result is more in-depth data used throughout the game's development.
Furthermore, through the data-driven approach, it is possible to identify elements that won over or not the player. From then on, we can enhance what proves to be more assertive and minimize or even eliminate what seems to be an objection to the public.
It is important to emphasize that a Hybrid-Casual, in order to maintain the essence of its predecessor, must be very easy to understand and play. We must also aim to reach a very wide range of people.
Some features, not necessarily mandatory, to be highlighted in this genre are:
It is important to emphasize here that the use of these techniques does not mean that one genre is replacing the other, but that the market is evolving to create something new from successful experiences. There will always be simpler games available for those who want a quick experience, without much commitment, just to distract themselves or simply “kill” time.
In the next article, we will give all the details of how Izyplay created its first Hybrid-Casual and how this completely changed the way we develop games.
Article written by Everton Vieira, CEO of Izyplay Game Studio, covering the evolution of games and the characteristics of Hybrid-Casual.