"Casual games are really, really big. You can tell just by the size of the room we're in this year," Welch told a packed room at the summit, taking place here as part of
One of the big problems is that it's hard to define what a casual game actually is, Welch told the audience. "For a long time, what dominated our industry was 'Try before you buy' games. What was a casual game? It was a game with a Web version, and to download the full version you paid $20," he reminisced. These days, casual games can only be loosely defined as those titles that are friendly to new or occasional users, and are intuitive and accessible.
Ultimately, he said, two things need to happen for casual gaming to continue to grow: There needs to be
He concluded: "There's going to be a lot of dead bodies in the side of the road in casual gaming. If you're a developer, beware the glut, because there's a lot of content coming...We're about to emerge from this cocoon and there will be all different kinds of butterflies."