As per Sensor Tower’s 2021 mobile gaming report, hyper-casual games were the main genre in global mobile gaming that grew in downloads, recording a 15% yearly growth, while other genres stayed stable or even saw a downfall. Hyper-casual games created more than 13 billion downloads for games across the class, alongside USD 3.4 billion in advertising monetization income across the year.
Factors Driving Growth In Hyper-Casual Games Across The World!
Hyper-casual games are some of the most popular games in the world. They are easy to learn and play and are a great way for anyone to start as a beginner in the gaming world. Today, hyper-casual games represent a large portion of the industry and continue to grow at an impressive rate.
As per Sensor Tower’s 2021 mobile gaming report, hyper-casual games were the main genre in global mobile gaming that grew in downloads, recording a 15% yearly growth, while other genres stayed stable or even saw a downfall. Hyper-casual games created more than 13 billion downloads for games across the class, alongside USD 3.4 billion in advertising monetization income across the year.
The following are a couple of key factors that are driving the development of the hyper-casual game genre:
Before the game is finished, there will be sneak peek tests.
The creation of hyper-casual games includes a few progressive developments. All hyper-casual games expect studios to fabricate just the trailer before actually making the entire game. These trailers could incorporate 15-to 30-second videos of gameplay, which have been tried with a small user base.
Depending upon the results of these tests, interested distributors can decide if the game is adequately marketable to access the top graphs. If the aftereffects of the marketability test return positive, the game moves into the next phase of testing.
A game trailer has to go through three to four phases of testing: marketability, retention, monetization, and scale. Assuming the game can go through all phases of testing, it could mean profits of millions of dollars for both the developer and distributor.
This efficient division of the process permits smaller studios to test a few games by making just trailers first. These trailers sometimes incorporate just a single level of the game or simply part of a specific level. Through this process, many game ideas can be tried quickly, which saves the developers from possible bad projects.
Rather than going through months chipping away at a game that probably does not work, studios and developers can abandon these games without losing more time, cash, or energy.
Everyone plays the same game, with no age or skill level restrictions.
The most notable impact that hyper-casual games have made has been on the customer base. A hyper-casual game is made for the mass market crowd. This means that the games can be played effortlessly by anybody from the age of 7 to 70 years of age.
As the name itself suggests, hyper-casual games can be selected very easily, played for a few minutes, and done. These games are fun and don’t require the gamers to learn a lot or have any particular gaming skills. Also, these games don’t bother gamers to make strategies or observe opponents dominate the match.
Hyper-casual games are easy to control, don’t require too much reasoning, and have shorter game lengths. These games have created a different class of gamers who have never played a mobile game before. That being said, it doesn’t mean hardcore video game lovers don’t get excited about hyper-casual games. That is the appeal of hyper-casual game development. Everybody can play it and fall in love with them.
The impact of quickly advancing hyper-casual games in India
The distinction in cost related to this process has given rise to many new studios in India alone and thousands all over the world. Indian studios have proactively become responsible for numerous greatest hits in hyper-casual. This includes games like Soap Cutting, Acrylic Nails, RubberBand Cutting, and Hair Dye, becoming worldwide top hits in recent years. During this time, leading players in the industry have begun procuring new companies and laying out hyper-casual learning communities, similar to the CrazyHubs Gaming Accelerators.
The Future-Sky’s the limit
The rise of hyper-casual games has solidified itself as a backbone in the gaming industry. There have been a couple of new ties created with well-known IPs and high-end acquisitions lately. Without a doubt, the hyper-casual space has reached a level of development, where it has reached the mainstream industry and will be rolling with reliable development in the coming years. The main question at the forefront of everybody’s thoughts is, where will it go from here?
Credit: The Times of India
Comments
Comments are closed.