6 thoughts on “What’s next for hypercasual”

    1. I am replying privately but it depends on your goal. When I’m reviewing games, by far the top priority is simplicity. The biggest mistake is people over-complicate the games.

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  1. I wonder if the comparisons between social casino and hypercasual go that far (apart from the fact social casino was at one point an immature category that has had many years to mature). The barrier to entry in terms of building a hyercasual game is almost nothing because as you highlight in your article – if you can focus on one mechanic, you can build a very successful game. However – there doesn’t actually need to be that much content developed. However – I’d have thought that any social casino games that don’t have a depth in content on launch are quickly thrown away

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    1. I would argue the barrier to entry in slots was initially not that high either. Companies either repackaged their land based slots (i.e. High 5) or put out very mediocre slots (I won’t mention names but you know who you are). The game around the slots was often not well developed or an awful UX. The only depth was more slots, not very different than the thousands of levels in hypercasual.

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