{"id":8691,"date":"2018-08-23T11:12:00","date_gmt":"2018-08-23T11:12:00","guid":{"rendered":"https:\/\/tenjin.com\/?p=8691"},"modified":"2026-04-14T08:24:01","modified_gmt":"2026-04-14T08:24:01","slug":"3-lessons-all-game-developers-should-learn-from-the-success-of-the-hyper-casual-genre","status":"publish","type":"post","link":"https:\/\/tenjin.com\/pt\/blog\/3-lessons-all-game-developers-should-learn-from-the-success-of-the-hyper-casual-genre\/","title":{"rendered":"3 li\u00e7\u00f5es que todos os criadores de jogos devem aprender com o sucesso do g\u00e9nero hiper-casual"},"content":{"rendered":"<p>Os jogos hiper-casuais para telem\u00f3veis est\u00e3o a ter um grande momento.<\/p>\n\n\n\n<p>Numa plataforma historicamente dominada por puzzles, casinos sociais e t\u00edtulos de constru\u00e7\u00e3o e batalha, os jogos hiper-casuais est\u00e3o a mudar o status quo. Conseguiram combinar simplicidade, acessibilidade e pr\u00e1ticas comerciais criativas para produzir experi\u00eancias de jogo \u00fanicas e lucrativas que os levaram a dominar as tabelas da loja de aplica\u00e7\u00f5es, ocupando muitas vezes todos os dez primeiros lugares gratuitos.<\/p>\n\n\n\n<p>Embora um ou dois sucessos possam sugerir uma moda passageira, o grande volume e a consist\u00eancia dos t\u00edtulos hiper-casuais que conseguem ganhar tra\u00e7\u00e3o nas lojas de aplica\u00e7\u00f5es sugerem que h\u00e1 uma estrat\u00e9gia perene em jogo e que vale a pena examinar. Selecion\u00e1mos as tr\u00eas principais li\u00e7\u00f5es que todos os criadores de jogos podem aprender com o sucesso do g\u00e9nero hiper-casual.<\/p>\n\n\n\n<p><strong>Cultivar a reten\u00e7\u00e3o em detrimento da aquisi\u00e7\u00e3o<\/strong><br>O imobili\u00e1rio digital est\u00e1 a tornar-se cada vez mais dif\u00edcil de obter.&nbsp;<a href=\"https:\/\/www.statista.com\/statistics\/267309\/number-of-apps-on-mobile-phones\/\">Os dados sugerem<\/a>&nbsp;que a maioria dos utilizadores tem 11-20 aplica\u00e7\u00f5es instaladas nos seus dispositivos, enquanto um relat\u00f3rio de 2017 da App Annie concluiu que, em m\u00e9dia,&nbsp;<a href=\"https:\/\/techcrunch.com\/2017\/05\/04\/report-smartphone-owners-are-using-9-apps-per-day-30-per-month\/\">a maioria utiliza apenas nove aplica\u00e7\u00f5es por dia<\/a>. Combinado com o aumento dos custos de instala\u00e7\u00e3o, todos os sinais apontam para um futuro em que os editores ter\u00e3o de dedicar igual, se n\u00e3o maior, esfor\u00e7o a reter os seus utilizadores existentes atrav\u00e9s de um fluxo constante de lan\u00e7amentos de conte\u00fados cativantes, do que a gerir funis de crescimento para obter novas instala\u00e7\u00f5es. Felizmente para eles, muitos editores hiper-casuais encontraram uma forma de conseguir esse mesmo efeito sem depender da pegada de instala\u00e7\u00e3o de uma \u00fanica aplica\u00e7\u00e3o.<\/p>\n\n\n\n<p>Atrav\u00e9s do poder da promo\u00e7\u00e3o cruzada, os editores hiper-casuais podem tirar partido das tend\u00eancias naturais de rotatividade para direcionar o tr\u00e1fego de uma aplica\u00e7\u00e3o do seu portf\u00f3lio para outra, cultivando uma base de utilizadores grande e diversificada no processo. Combinadas com um ciclo de lan\u00e7amento regular, as editoras hiper-casuais podem fazer da reten\u00e7\u00e3o do portef\u00f3lio uma m\u00e9trica fundamental, em vez de se limitarem ao desempenho de um \u00fanico t\u00edtulo. Num ciclo de publica\u00e7\u00e3o cada vez mais orientado para os servi\u00e7os, todos os programadores fariam bem em incluir lan\u00e7amentos regulares de conte\u00fados nos seus ciclos de lan\u00e7amento. Desta forma, poder\u00e3o manter a aten\u00e7\u00e3o dos utilizadores, que \u00e9 cada vez mais dif\u00edcil de obter.<\/p>\n\n\n\n<p><strong>A jogabilidade mais curta \u00e9 a melhor<\/strong><br>H\u00e1 cada vez mais provas que sugerem que oferecer sess\u00f5es de jogo mais curtas pode ser vantajoso para alcan\u00e7ar o sucesso comercial, independentemente da plataforma. Longe v\u00e3o os tempos em que os criadores podiam satisfazer apenas os jogadores com mais tempo do que dinheiro. Atualmente, todos s\u00e3o jogadores, incluindo adultos com carreiras e fam\u00edlias. Com mais compromissos de tempo a ocupar a sua agenda, os programadores t\u00eam a oportunidade de oferecer aos jogadores modernos experi\u00eancias de jogo significativas, suficientemente pequenas para caberem no pouco tempo livre que t\u00eam. Este tem sido um elemento b\u00e1sico da conce\u00e7\u00e3o de jogos para telem\u00f3vel bem sucedidos desde o in\u00edcio, permitindo a criadores como&nbsp;<a href=\"https:\/\/king.com\/\">King.com<\/a>&nbsp;para ganhar for\u00e7a com t\u00edtulos que se enquadram em viagens de tr\u00e2nsito, pausas para ir \u00e0 casa de banho e alimenta\u00e7\u00e3o de beb\u00e9s.<\/p>\n\n\n\n<p>Mais recentemente, editoras hiper casuais como&nbsp;<a href=\"https:\/\/www.voodoo.io\/\">Vodu<\/a>&nbsp;levaram isto ao extremo absoluto com t\u00edtulos como&nbsp;<a href=\"https:\/\/itunes.apple.com\/ca\/app\/hole-io\/id1389111413?mt=8\">Buraco.io<\/a>&nbsp;e&nbsp;<a href=\"https:\/\/itunes.apple.com\/ca\/app\/helix-jump\/id1345968745?mt=8\">Salto em h\u00e9lice<\/a>ambos exemplos de aplica\u00e7\u00f5es leves e simples que permitem aos jogadores desfrutar de experi\u00eancias de jogo significativas em menos de cinco segundos. No caso do Helix Jump, os jogadores s\u00e3o imediatamente lan\u00e7ados no jogo no arranque, com a interface do menu principal a desaparecer assim que come\u00e7am a jogar. Este compromisso para com uma jogabilidade de tamanho reduzido tem sido um dos principais contribuintes para a maioria dos recentes sucessos m\u00f3veis, e j\u00e1 h\u00e1&nbsp;<a href=\"https:\/\/www.forbes.com\/sites\/davidthier\/2018\/03\/17\/why-pubg-was-always-going-to-be-overshadowed-by-fortnite-battle-royale\/#61c7879f513a\">convic\u00e7\u00e3o dos profissionais<\/a>&nbsp;que \u00e9 igualmente relevante para os editores de consolas e de computadores. No caso dos jogos battle royale modernos, houve uma s\u00e9rie de factores que contribu\u00edram para o sucesso de&nbsp;<a href=\"https:\/\/www.epicgames.com\/fortnite\/en-US\/buy-now\/battle-royale\">Fortnite<\/a>&nbsp;sobre&nbsp;<a href=\"https:\/\/store.steampowered.com\/app\/578080\/agecheck\">PUBG<\/a>mas a rela\u00e7\u00e3o tempo\/valor foi, sem d\u00favida, uma das mais importantes. No Fortnite, os jogadores podem entrar e sair dos jogos mais rapidamente, enquanto o PUBG faz com que os jogadores passem por tempos de carregamento mais longos, per\u00edodos de espera antes do jogo e jogos mais longos, tornando mais dif\u00edcil encaixar as sess\u00f5es em hor\u00e1rios ocupados. Este e outros exemplos sugerem que, num horizonte temporal suficientemente longo, a jogabilidade mais curta vence a alternativa.<\/p>\n\n\n\n<p><strong>O multijogador promove o envolvimento<\/strong><br>O sucesso dos jogos hiper-casuais .io, em que pequenos grupos de jogadores participam em sess\u00f5es de jogo competitivas e casuais, aponta para o valor de dar prioridade \u00e0 funcionalidade multijogador. N\u00e3o s\u00f3 as suas posi\u00e7\u00f5es nas tabelas sugerem n\u00fameros elevados de descarregamentos e de envolvimento, como a capacidade de interagir\/competir com outros jogadores, ainda que nominalmente, tamb\u00e9m serve como um poderoso motor de monetiza\u00e7\u00e3o. Com a maioria dos editores modernos a depender de an\u00fancios recompensados e actualiza\u00e7\u00f5es cosm\u00e9ticas para gerar receitas, criar oportunidades para os jogadores contextualizarem as suas pr\u00f3prias conquistas em rela\u00e7\u00e3o \u00e0s de outros jogadores pode ter um impacto poderoso nas taxas de convers\u00e3o.<\/p>\n\n\n\n<p>Dito isto, as funcionalidades multijogador podem ser uma tarefa dif\u00edcil, mesmo para programadores experientes, necessitando muitas vezes de uma sobrecarga t\u00e9cnica adicional com a qual uma minoria de programadores de jogos tem experi\u00eancia. Felizmente, existe uma variedade de solu\u00e7\u00f5es chave-na-m\u00e3o dispon\u00edveis atrav\u00e9s de plataformas como a&nbsp;<a href=\"https:\/\/assetstore.unity.com\/packages\/templates\/systems\/battle-io-with-battle-royale-game-mode-101113\">Loja de activos Unity<\/a>&nbsp;que tratam do trabalho pesado por uma taxa nominal. Com um pouco de criatividade e modifica\u00e7\u00f5es, estes modelos podem ser utilizados como base para criar jogos .io ao n\u00edvel de qualquer um dos t\u00edtulos de maior sucesso na loja de aplica\u00e7\u00f5es.<\/p>\n\n\n\n<p>Ame-os ou odeie-os, os t\u00edtulos hiper-casuais vieram para ficar. A sua simplicidade \u00fanica e a capacidade de se harmonizarem com as restri\u00e7\u00f5es de hardware valeram-lhes um sucesso comercial e de cr\u00edtica consider\u00e1vel. \u00c9 o tipo de sucesso a que todos os criadores precisam de prestar aten\u00e7\u00e3o se quiserem ter o mesmo sucesso.<\/p>\n\n\n\n<p>Quer saber mais sobre o mundo dos jogos hiper-casuais? Consulte o nosso&nbsp;<a href=\"https:\/\/blog.tenjin.com\/hyper-casual-games-the-complete-developers-guide\">Jogos Hiper-Casuais - O Guia Completo do Programador<\/a>&nbsp;no nosso blogue hoje!<\/p>\n\n\n\n<figure class=\"wp-block-image\"><a href=\"https:\/\/hubs.ly\/H0g6Y9T0\"><img data-recalc-dims=\"1\" decoding=\"async\" src=\"https:\/\/i0.wp.com\/tenjin-marketing.s3.amazonaws.com\/benchmark-wp-text.jpg?ssl=1\" alt=\"\"\/><\/a><\/figure>","protected":false},"excerpt":{"rendered":"<p>Mobile hyper-casual games are having a moment. On a platform historically dominated by puzzle, social casino, and build-and-battle titles, hyper-casual games are changing the status quo. They\u2019ve managed to combine simplicity, approachability, and creative business practices to produce unique, profitable gameplay experiences that have seen them dominating the app store charts, at many times occupying&#8230;<\/p>","protected":false},"author":7,"featured_media":8692,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[5],"tags":[],"class_list":["post-8691","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-best-practices"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.1.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>3 Lessons All Game Developers Should Learn From The Success Of The Hyper Casual Genre | Tenjin<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/tenjin.com\/pt\/blog\/3-lessons-all-game-developers-should-learn-from-the-success-of-the-hyper-casual-genre\/\" \/>\n<meta property=\"og:locale\" content=\"pt_PT\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"3 Lessons All Game Developers Should Learn From The Success Of The Hyper Casual Genre | Tenjin\" \/>\n<meta property=\"og:description\" content=\"Mobile hyper-casual games are having a moment. On a platform historically dominated by puzzle, social casino, and build-and-battle titles, hyper-casual games are changing the status quo. They\u2019ve managed to combine simplicity, approachability, and creative business practices to produce unique, profitable gameplay experiences that have seen them dominating the app store charts, at many times occupying...\" \/>\n<meta property=\"og:url\" content=\"https:\/\/tenjin.com\/pt\/blog\/3-lessons-all-game-developers-should-learn-from-the-success-of-the-hyper-casual-genre\/\" \/>\n<meta property=\"og:site_name\" content=\"Tenjin\" \/>\n<meta property=\"article:published_time\" content=\"2018-08-23T11:12:00+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2026-04-14T08:24:01+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/tenjin.com\/wp-content\/uploads\/2023\/09\/3-Lessons-All-Game-Developers-Should-Learn-From-The-Success-Of-The-Hyper-Casual-Genre.jpeg\" \/>\n\t<meta property=\"og:image:width\" content=\"788\" \/>\n\t<meta property=\"og:image:height\" content=\"443\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta 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On a platform historically dominated by puzzle, social casino, and build-and-battle titles, hyper-casual games are changing the status quo. 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