从上图中可以看出，这款游戏名称是《Blood War》，采用了与电影《Chronicles of Riddick》相同的背景。
·侵犯版权。该游戏使用了电影《Chronicles of Riddick》中的部分元素，这不仅是老套的做法，而且是违法行为。
Bejeweled gone bad
Bejeweled is perhaps the most popular casual game on the market. What makes it such a successful game? Some might argue that the idea behind Bejeweled is what makes it so popular, and that PopCap ‘got lucky’ for being the first ones to use the idea. At Casuality Europe, Jason Kapalka, creative director and co-founder of PopCap Games, showed us that it takes more than just a good idea to create a successful game.
Jason presented a game that has the exact same idea behind it as Bejeweled: several items on an 8 x 8 grid, that you have to swap around to make matches of three. There are some, uhm, subtle (ahum) differences, though. In part 1 of this article, I’ll show you the game that Jason came up with. I invite you to list all the things that are bad about this game, keeping in mind that its intended audience is the portal gamer. In part 2, I’ll reveal what Jason had to say about it.
(Click on any of the pictures for a larger version.)
This is the title screen of the game Blood War. Notice the cool backdrop taken from the movie Chronicles of Riddick.
Different game modes add to the longevity of the game. The difficulty settings make sure that everyone can enjoy Blood War on his own level.
The tutorial tells you exactly how to play Blood War.
Time to play. You select a skull by left-clicking it. You can then swap the skull by right-clicking any adjacent skull.
Try harder next time.
If, for some you reason, you don’t believe this ultra-cool game can make it big on the portals, please leave a comment explaining your misconception. （source:casualgamedesign）
In part 1 of this article, I showed you Jason’s game Blood War. In this part, I’ll tell you why Blood War would fail as a casual game. All of these points are taken directly from Jason’s talk at Casuality. Please note that I’m shuffling Jason’s talk around quite a bit. The points raised in the following discussion are Jason’s, but the write-up is mine. If something seems wrong, it’s probably my fault, not Jason’s.
The name is quite bad. A game with both blood and war in the title is unlikely to appeal to someone who is just looking for some innocent fun.
The theme is too dark. Black and dark red just don’t spell enjoyable, and metal skulls aren’t all that inviting, either. Casual gamers like cute creatures and bright colours.
Copyright infringment. Blood War’s use of material from Chronicles of Riddick isn’t just uncool, it’s against the law.
Incomprehensible labels. Slayer mode? What does that mean? And is Horror harder than Slaughter or easier?
Too many choices. Between the game modes and the difficulty settings, players have 16 ways to play the game and no clue what the difference between all those options is. Limit the number of game modes and get rid of the difficulty settings.
Too much text. Players don’t read. The more text you put on the screen, the less likely it is the player will read it. Ideally you should have no text at all in your game.
Bad tutorial. The tutorial has way too much text and it leaves the player with a lot to remember at once. A tutorial should be interactive and it should be fun to play through.
The game is too hard. The inclusion of a timer bar makes the game harder than necessary. Casual gamers aren’t looking for a challenge, they are looking for relaxation.
Don’t use the right mouse button. You can’t rely on the use of the right mouse button or lots of casual gamers will never figure out the game. In Blood War, it’s completely unnecessary, too (as we know from Bejeweled).
The skulls aren’t distinct enough. Every skull has a coloured outline, but the larger part is still coloured the same for all skulls, which makes them hard to distinguish. Also, all the skulls have the same shape, which makes it impossible for colour blind people to play.
The scores are too low. Blood War gives you only one point for every match. Experience shows that players enjoy the game a great deal more if you add some zeroes behind the score.
Wrong kind of feedback. Swearing at the player for failing is unwise, to say the least. Positive reinforcement is good: reward the player for every good action she takes. Don’t use negative reinforcement, though, the player probably feels bad enough already for making a mistake. （source:casualgamedesign）