March 2, 2023
Cracking the hyper-casual market is more challenging than ever. Why? Quite simply, there’s too much competition. This simultaneously drives up the cost of getting new players and makes it easier for players to churn. And that’s particularly problematic because – with higher acquisition costs – studios need higher retention rates if they’re going to make a profit.
But a new genre has emerged: Hybrid-casual. Studios have realised that if they’re going to keep retention high, they need to layer in more features and aspects of meta-game. The tact is to keep the core gameplay short, simple and satisfying, but add meta-features that encourage players to keep coming back. Features like progression systems and collectibles that add more depth to the core game.
In this article, we’ll look at how to make that shift. What features can you layer into your titles? How exactly do you turn a simple hyper-casual game into a hybrid-casual hit?
You probably already have a simple currency system in your game: coins, gems, or shards of mana. But they’re likely quite small-scale and only have one or two uses each. The trick to a good currency system is about establishing an economy. How does the player earn this resource? How does it get used up? What value does it bring the player?
Building a solid system is difficult. Game Maker’s Toolkit describes five basic traits all video game economies need:
Source image: Art of War
This is vitally important when turning a hyper-casual game into a hybrid-casual one. All the other features we’ll chat about here rely on a good resource system.
For example, perhaps you have an endless runner game. Between levels, you decide to add a simple city-building element, where players make a farm. Each run, they could choose between earning wood, stone and iron. These three resources would be enough to force the player to make interesting decisions about what to spend their resources on. Too many resources and you’d overcomplicate the game.
One simple way to enhance your hyper-casual game is to add role-playing mechanics. Class systems, level-up systems, and stats that improve their character. However you decide to add this progression system, the key is to make sure the progression directly affects the core gameplay.
There are five traits to a good progression system:
How might these stats affect the gameplay, though? You can either directly affect the core loop or affect a meta feature. For example, increasing your strength might directly increase your health. Imagine Helix Jump, a game where you dodge platforms as your ball falls down the map. Increasing a ‘sturdy’ stat might allow you to hit a platform without ending the game.
A progression system doesn’t need to be complex. A few stats can take a simple loop and add the extra layer to keep players returning.
Collectibles entice and appeal to the completionist gamers. They can also be a way to keep gameplay fresh by hiding certain collectibles behind specific criteria – challenging players to approach the game differently.
There are five collectible types that are worth considering:
The difference between a resource and a collectible is that a collectible is the end goal. It usually can’t be converted – unless it’s tradable with another player. The idea is that the player spends their resources to get their collectibles.
Source image: Archero
The key is to make sure there’s somewhere in your game where the player can see a list of all the collectibles. They need to know what there is to collect – or at least how many of a specific collectible is available. For example, they might be able to unlock ten different pieces of lore. But there needs to be somewhere in-game that tells them they’ve got 2/10 pieces. If you don’t tell them, you lose the benefit of having the incentive in the first place.
Once you’ve established your resources, progression system or collectibles, it’s time to consider what you can add to allow your players to customize their experience.
You’ll notice that a lot of this customization can tie into your collectibles and progression system. But it’s best to give your players a few options to start. Throw them a few freebies, then let them unlock the rest as they play.
When done well, a narrative alone can be enough. It’s arguably the single most influential feature that can keep players coming back. A strong narrative to your gameplay grabs your player and hooks them, keeping them invested in the story and wanting more and more.
A narrative doesn’t need to be overly complicated. It can work as long as it gives a reason for why the player is performing the core loop. According to Christopher Booker, there are seven basic plots, from overcoming the monster to voyage and return. Regardless of the overall plot of your narrative, there are two key features that your game will need:
In gaming, we also need to consider how we tell this story. Do you tell it through little bits of dialogue during the levels? Do you have snippets of lore that the player can unlock? Perhaps you have mini cutscenes at the end of a level?
But remember, you don’t need to tell your story. It just needs to be there. Subtle hints in your level design can often be more impactful than a page of text. Maybe you have a merge mechanic, combining different kinds of dogs. If your story is about a crazy scientist, perhaps your levels look like a laboratory. But if you’re a dog breeder, filling requests, maybe it looks like a storefront – progressively getting more and more fancy as you get further into the game, until you’re running a glamorous parlour.
Competition drives engagement. Social features can turn a simple hyper-casual loop that people play on the train into a relentless competition between friends, constantly trying to one-up each other. Even simple social features can elevate a game. There are five typical social features you should consider adding to your game.
The trend is definitely moving from hyper-casual to hybrid-casual. But adding just a few of these features can quickly transform your game into one that will grab and keep your players’ attention.