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Are real multiplayer hypercasual games here to stay?

Last week we had a huge response to our article on Ghost Multiplayer, with a lot of you asking questions surrounding the integrity of such a feature on user experience. This week we’ve decided to delve deeper into the topic by exploring real multiplayer functions in hyper casual gaming, and whether or not it’s time for the function to become a permanent feature in top charting mobile games.

 

We just need to look at the success of Fortnite and PUBG to see that multiplayer functions are no stranger to mobile games. However, not all traditional multiplayer functions can be easily transferred across to mobile snack games. Keeping the user experience in mind, below are some of the features that would be welcome in a multiplayer hypercasual game:

 

Asynchronous Multiplayer

 

Asynchronous multiplayer is when Player 1 makes a move and then waits for Player 2 to respond with their move. A great example of asynchronous multiplayer working well in a hyper casual game can be spotted in Zynga’s “Words with Friends”. Players compete with friends by taking turns in spelling words out. The asynchronous feature in this case works well, as it avoids any issues with ladency that real-time multiplayer often incur. 

 

 

Above: Words with Friends features asynchronous multiplayer functions for users.

 

Real-time Multiplayer

 

Real-time multiplayer occurs when players make moves simultaneously and it can be seen on both players screens in real-time. An example of this being successfully integrated in a mobile game was with Clash Royale. Real-time multiplayer comes with some difficulties in terms of latencies which is why it’s generally built by studios backed with a large team of developers.

 

Above: Supercell’s Clash Royale  allows users to interact and strategize in real-time.

 

Shared Leaderboard

 

A visible shared leaderboard function is a welcome multiplayer function that can be easily integrated to create a sense of competition for the user playing. An example of this can be seen in UFO.io, as users play they can visually see the position in relation to other opponents.

 

Above: Homa Games’ UFO.io  allows users to see their positioning on a shared leaderboard.

 

Real-time Chat

 

While this is a feature more common in traditional multiplayer games, it can be interpreted into hyper-casual games in a way that is safe, fun and does not require mediation from the developers. A good example of this can be achieved through emojis or reactions, as seen in the game Smashing Four by Geewa.

 

 

Above: Geewa’s Smashing Four  allows users to see chat with opponents through the use of set  emojis.

 

Here at Homa Games we believe in the rise of hyper casual multiplayer games. Keeping these said functions in mind, we’re seeing the upwards trend of these multiplayer features appearing in the latest top charting games. And you can understand why, with multiplayer features bringing another level of depth and competitiveness to the overall user experience.

 

But we’d like to hear your thoughts. Is multiplayer on the rise in hyper casual games, or will it continue to exist as a smaller portion of the hypercasual market? As always if you believe in this upcoming trend and are working on a multiplayer game yourself, reach out to us at contact@homagames.com.

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