Since we added our email address to
the blog, we've been getting a small but steady stream of emails from
readers of our humble scribblings. A few weeks ago, we received a note
from Darren Pai, a 37 year-old communications consultant from Honolulu,
Hawaii (favorite games of all time: Resident Evil 4, Final Fantasy X,
Powerball on the Sega Genesis) with an interesting complaint. (No, not
about the Level Up staff and its unimpeachable work.) It seems a father
with a two year-old daughter and another child on the way, he's finding
that many modern hardcore games are designed in ways that are
incompatible with the life of a family man. Is there hope for this emerging "hardcasual" demographic? For Pai's full
critique--and his suggestions as to how developers can make his life
better--see his email which we've reprinted below with his permission.
May I please suggest a topic for a
future story? In my opinion game developers are neglecting the audience
upon which this industry was built. Gamers like myself, who are now
grown up with careers, families and other responsibilities simply no
longer have the time to battle their way through 40 hours of game play
to save the world. Even finding blocks of time to get through the next
level of a game are hard to come by when your toddler is running around
and you've had to bring work home to prepare a draft for your boss to
review.
It seems that games for "hardcore"
gamers make the assumption that you have large blocks of time to sit in
front of a console. So-called "casual" games can be entertaining for
short periods of time, but that's not why I play video games. I want
the presentation, the action, the experience of a "big" game. Gamers
like myself don't want casual games, we want that hardcore gaming
experience redesigned to reflect the way we live.
For this reason, I've developed a new set of criteria for selecting games.
1. Does it use save points? I simply
cannot reliably assume I will have enough time to reach the next save
point. If it does use save points, they must be fairly close to each
other, because I don't want to waste my time replaying sections.
2. Is the online component of the
game a stronger selling point than the offline component? I would put
many first person shooters in this category. When my daughter wakes up
from a nap, she doesn't care that I'm battling a bunch of people
real-time.
3. Time to complete a game. A
40-hour-plus RPG is pretty much out of the question. It would probably
take me half a year or more to complete such a game.
Some would say handheld games should
fit the bill nicely. Even though I've enjoyed my PSP, I am painfully
aware that a more powerful system is sitting right next to the TV,
largely unused. My suggestions for console developers are:
1. If save points are used, make them more frequent.
2. Level designs should reflect shorter gameplay sessions.
3. Short games are just fine if they provide an entertaining experience (example: Heavenly Sword).
4. Develop marketing strategies to inform gamers that certain titles may fit their lifestyle needs.
Perhaps game developers have
collectively decided they no longer need to cater to gamers like myself
because I'm no longer part of their "core" demographic. I understand
this is a business and developers need to cater to the audience that
will bring them the greatest return on investment. That thought makes
me sad and inspires quite a bit of anger. This industry was built on
the wallets of my generation and I would love to continue playing games
and supporting game developers. However, at this point that appears to
be increasingly unlikely.
Again, thanks for the good work.
However, if this trend continues I may no longer be playing and buying
games--and I won't need to keep reading Level Up.