
As many big games publishers fail to make the most of the strong demand for compelling video games, one corner of the industry is doing better than ever. Simple 8220;casual8221; games, played on a PC or a mobile phone, are booming. They may lack the narrative depth of epic console games such as 8220;Fallout 38221;, but such games can be the most addictive of all, as even hard-core gamers will attest. The rise of social-networking websites and 8220;smart8221; mobile phones has created new outlets for 8220;quick fix8221; gaming.
Zynga, a studio based in San Francisco set up only in 2007, has hired 80 people since June, more than doubling its staff. The company primarily makes 8220;social8221; games that friends can play together on social-networking sites. Zynga8217;s 8220;Live Poker8221; game for the Apple iPhone is also hugely popular.
Mark Pincus, Zynga8217;s boss, attributes the success of its games to their social aspects. Social gaming is 8220;a terrific category whose time has come,8221; he says. Nor does it hurt that the games cost nothing. Zynga has adopted the online-gaming model prevalent in Asia, where games are free and users pay only for optional in-game extras. The firm has had a positive cashflow since September 2007.
Another casual-gaming firm doing well at the moment is PopCap Games, the maker of classics such as 8220;Bejeweled8221; and 8220;Peggle8221;. 8220;Bejeweled8221;, launched in 2001, kept countless underemployed people and computers busy during the dotcom bust. The basic version of each game is free; the full version costs 20 or so.
Like Mr Pincus, Dave Roberts, the boss of PopCap, is cautiously optimistic about his firm8217;s prospects. PopCap recently started selling games through Wal-Mart and other retailers, rather than relying on downloads. 8220;We provide better entertainment value than a 60 Xbox 360 title,8221; he says. That will appeal to cash-strapped consumers, he hopes.
copy; The Economist Newspaper Limited 2008