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Wednesday, February 08, 2006
 
I'd Like More Casual In My Hardcore, Please.
A few weeks ago I wrote a little article asking "What Kind Of Gamer Are You?" focusing on the undefined group sitting somewhere between the "Casual" and the "Hardcore" gamers. Like those marketing noodleheads I liked to mock. The ones who insisted that everything must be put in its category. "So, is this an FPS, or an RTS, or a sports simulation?" You try and explain that it's something totally different and doesn't really FIT inside one of the eight boxed they liked to stuff everything inside of, and they got really confused.

I keep reading articles where people try to define casual games by genre (color-matching games, card games...) or demographic (40+ year old women), budget ("games made for under $100,000"), or even medium ("small, downloadable" or "web-based" games). You know what? That's just so much crapola.

It's like someone in 1912 describing "airplanes" as "wooden vehicles with two sets of wings and a propeller in the back, which can carry a pilot and sometimes one other passenger to altitudes of nearly 1,000 feet." Sure, that was probably an adequate description of most if not all airplanes of the day, but if you restricted yourself to that definition, we'd have no more airplanes flying in the air today than we had in 1912.

What's a casual game? It's a videogame designed for an audience that doesn't play a lot of videogames. You could call them "Beginner," "Introductory," "Newbie Friendly," or "Entry Level" games, but those imply a level of progression from casual to hardcore that may not exist. Grandma may really dig Bejeweled 2 and Snood, but that doesn't mean that two years from now she's gonna be laying the smack down in Unreal Tournament. Maybe she will, maybe she wont. She might still be playing Bejeweled 2 and Snood.

Casual is an adjective, not a category.

The first commercial "casual" videogame was Pong. Nolan Bushnell started out the the geek favorite "Space War," and it failed. Apparently only science and engineering students really got into battling rockets in space on one of these new-fangled machines. So Bushnell created the much more casual-friendly game "Pong" - which was very similar to ping-pong, tennis, and other games most players already had some familiarity with. It was comfortable for beginners - they instinctively understood the rules of the game because it had a familiar (and relatively popular) metaphor. It was excruciatingly easy to understand - you only had a paddle that could be turned one way or another. It was still playable after a couple of beers. Nobody had to work very hard to enjoy the game.

And the rest is history. For a while, videogames pretty much meant PONG, because everybody was busy copying everyone else's success. Then people started getting a little bit creative, a little LESS "casual-friendly" because a market of people already familiar with videogames had emerged. It was only a nudge out of their comfort zone to go from Pong to a game about a shark, or a racing game, or a maze game, or a pong-style game where you knock bricks out of a wall. In 1979 (I think) Asteroids came out, and became a huge classic. Not Pac-Man huge, but still big. It was able to borrow some of the gameplay and ideas from Bushnell's first attempt, "Computer Space," only this time the ideas "took."

Was "Pac-Man" a casual game? I dunno, but I think so. It attracted a bunch of new players (including women) to the medium, so I think it counts. Would it have succeeded in 1974, without Pong? Who knows.

Now fast forward to today. Could someone who never played a videogame at all (let alone a First-Person Shooter) handle a game like Unreal Tournament or F.E.A.R.? Not without a heck of a lot of work and frustration. They'll start with basic questions, like looking at approaching enemies and asking, "So which one of those is me?" The standard control schemes that are second nature to some of us (WASD, number keys to switch weapons, and now which button do I press to jump?) are only slowly acquired by this new player. Even after going through the tutorial and starting on "Easy" difficulty, the new player is likely to be intimidated at best, and likely overwhelmed. These games are made with the experienced, veteran gamer in mind - the type of player who would be BORED revisiting basic FPS territory. They are looking for a game that will challenge the skills that they have honed over the course of many months or years and many different games.

That is hardcore.

You may end up seeing some "hardcore" games in those genres that are typically labeled "casual" - like the action / puzzle genre (home of those loveable match-three games). Bejeweled 2 and Big Kahuna Reef are clearly deeper, more challenging experiences than their predecessors. Are they less accessible to beginners? Arguably, yes --- but not by much. The designers have been careful to keep the user interactions pretty simple. The number of choices (or, to be more specific, the RANGE of their choices) aren't significantly increased --- it's just that they've been made harder with more variables to consider. Bejeweled 2 is as simple to "get into" and play as it's prequel, but mastery of the game requires more thinking ahead.

Will we get to the point that these genres of games typically associated with casual gaming are no longer casual? Maybe. Solitaire is the quintessential "casual" game type. I know there are some versions of Solitaire out there that intimidate me to the point where I won't even try. Somewhere, some grandma who "doesn't play games" is out there laughing at me because of this. She has mastered five hundred solitaire variants, and I'm left saying, "Okay, now what can I do with the three of spades? Is this a good card?"

"Casual" is an adjective, a fuzzy little collection of virtues that makes a game suitable to 'non-gamers.' I think those are virtues that need to be embraced by more games (not all games - there's always a need for games that challenge the skills of experienced players) in order to keep growing the market and bridging the gap between casual and hardcore.

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Comments:
So yeah,

An example of a non casual (in my opinion) game from an Indie dev would be good old Wik: The Fable of Souls.

It has a fairtly complex control scheme, is quite wierd, and takes quite a bit of skill to control.

So many people think of Indie games as Casual games.... not so... a perfect example would be your own game, Void War.

Brian
 
Yeah. Void War is not a game that appeals to the traditional "casual" demographic. It was never intended to be a casual game.

But in retrospect, I wish I'd made it "more casual" at a fundamental level. Part of that was simply the fact it was intended to be more of a multiplayer dogfighting game. In the future, I intend to err on the side of casual of I'm going to err at all.

Even if I'm not aiming for the "40+ year old action-puzzle player" audience --- the idea is making it even more "accessible" to everyone.
 
I wonder if the high learning curve on more modern shooters is discouraging newbies from playing? FPS games used to be the superstars of PC gaming, and now (at least in sales) they seem to be smaller. I wonder if this is due to simply having more choices in the market, or if this is due to the "hardcore" nature of the games themselves.
 
I like casualized versions of games far better than their innate hardcore forms. Like Land Of Legends is casualized, not to the point of fitting the casual mold, but simpler than your usual TBS. Simpler even than Advance Wars, which in itself was a major casualization of the strategy wargame. Then you have things like Oasis and Weird Worlds, even Slay. Taking the hardcore complicated stuff and distilling it down to the important components, leaving a simpler game.

I really like that stuff. I think it's where games are headed, and where they should be. Not to broaden the audience intentionally, though it has caused that and will keep doing so. More because it gives you more "game" for your game. Less fighting the controls and frustration, less learning HOW to play, and more playing! It's like movies going from silent to talking. You got more movie out of each movie because you didn't have to sit and wait for the text cards to go by when people said things (and it was easier to follow, and the audience was broadened to include the illiterate... at the expense of the deaf!).
 
Well, the FPS style games are still pretty much "on top" of the bestsellers right now - it's just a pretty dilluted market.

But looking at the sales charts for the PC - the top 20 games of last year - it seems like FPS games definitely forced to share slots more than in the past. I mean, Battlefield 2 and Half Life 2 and Call of Duty had predictable slots on the list, but they are being squeezed out by the MMOs, the RPGs (remember when they said THAT genre was dead?), The Sims games and expansions, Tycoon games, and of course RTS titles. It's a pretty solid mix.

NPD said that sales are down something like 25% for the year for PCs, but they also admit that there appears to be a huge surge in downloadable games sales that they aren't tracking. Rumor has it that Half Life 2 sold at least as many units through direct downloads as they sold in stores.

So I guess I'm just throwing a lot of numbers and speculation around as a way of saying, "Heck, I don't know!"
 
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