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Alawar Opens the Secrets of Designing Great Hidden Object Games

Posted on June 18, 2011 in Game News
Alawar Opens the Secrets of Designing Great Hidden Object Games

Hidden Object Games are increasing in its popularity nowadays, and in this case we should thank Alawar Entertainment, which gave us: Snark Busters: Welcome to the Club, Snark Busters 2: All Revved Up, The Treasures of Mystery Island and Echoes of Sorrow (just few of them are named here). To open some sides of making such games we applied to the named above Alawar Entertainment.

First question, which took our attention was - why hidden object games are so popular? One of the most interesting and exciting events is happening now among us - we are the witnesses and also testifiers of the birth of the new genre: hidden object puzzle adventure games. So, the question is - what does bring Hidden Object Games success? First, they unite the best traits of all the games (puzzles, adventure games, hidden object games). Second, they arouse bright emotions in the gamer. What do you feel when you watch a movie or read a book which you like? In the game you have the same feelings with the hero - fear, joy, happiness, suspense, etc.

But the development of the game also (if not saying mainly) depends on its quality. And the developers follow it very energetically, that increases the boosts a lot. So, breathtaking story which grabs attention of the player and does not let him go till the end and the amount of beautiful hidden objects are the clues to the success and popularity.

The second point of our conversation was that hidden object games can be separated into good and bad ones. So, how to distinguish them? How do the producers make the blockbasters? First of all, it's the interesting character, but in the game you do not watch his actions or follow him, you are this character! Instead, the background of the play should be well-done, the way how the player cooperates with the objects, the story of the game is usually in the best traditions of the action-film genre.

One of the secrets we wanted to open was how the story is written that players don't want to bounce. Alawar Entertainment appreciated this question, but just gained some insights into making it. The plot grips the attention of the player, makes him think, create, use his/her imagination. It makes you feel and that's the most important thing. Again I will repeat here - the same thing with the books.

As we know, mini-games are involved into the story, and which way are they attached to it? The fact is they should develop the story. If the person wants to come over mini-game he might have such choice, or beat it. They should be different, that the player will not be bored, he needs to have a choice between different kinds of games, so here we should make some efforts to vary them. Summing up, it's a good way to address to the first-creators of the mini-games and to exchange the experience.

And the last, but not the least question was the future of Hidden Object Games. What innovations should we wait? And does it need it or not? Answering this question, Alawar Entertainment told us the story of the evolution of such games. Day by day we can see the changing of them, the main purpose is to make the procedure of finding objects more and more thrilling. As the example, that some time ago nobody could think that the developers could put the hidden object on the bottom of the sea or ocean, and give the hero the net to take it. Also, some innovations should be included to distract the players attention for some time. It can be animation, changing the objects from small into big and vice verse, timer and so on. Many changes appear every day, every hour, so Alawar Entertainment is sure that we should wait some new genre of the game soon!



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