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Posted Monday, November 05, 2007 12:03 AM

A Gaming Dad's Lament: Will No-One Make AAA Videogames With the 'Hardcasual' Player In Mind?

N'Gai Croal

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.

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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. 

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Member Comments

Posted By: Falen (February 6, 2008 at 5:56 PM)

I agree, while I do have large amounts of time to game, especially during the summer (teacher) they are sessions with constant interuptions. Its pretty much required for me to play a game that it has the function to Pause the game ANYWHERE at ANYTIME, cutscenes, battles, walking around, anytime. I was able to play all the way through the RPG Eternal Sonata because at every interuption I could always just pause and come back 10 mins later or 5 mins later.


Posted By: DarrenPai (November 9, 2007 at 2:24 PM)

I'm glad that my email generated so much discussion. I'm not trying to start an argument or anything, but I'd like to elaborate on some of the points which have come up in some of the responses.

Some of the responses have touched on my "six months to complete a game" comment. Allow me to explain. My concern about some games is that over that much time, I start to lose touch with the narrative flow of a game. This can be especially problematic with RPGs featuing numerous characters and plot threads. Maybe it's just me, but experiencing a lengthy game in short bursts divided by days and weeks and months can lead to a disjointed, unsatisfying experience.

In my opinion, evaluating the relative value of a game's length goes hand in hand with weighing the offline and online components. Short action/adventure games are often offline, self contained and enjoyable. Many FPS games have short offline campaigns because it seems they expect many players will spend more time playing online. Perhaps some developers will refute that assertion, but it is a commonly-held belief among gamers I know.  

Don't get me wrong. I love shooters. However, in the future I won't be buying Halo or Call of Duty or any other FPS at full retail price because I feel like I won't using all of the game's features. If I play it at all,  I'll wait until a used copy shows up at my local gaming shop.  

The bottom line is, I hope game developers are taking notice of these topics because no matter what your particular point of view is, there seems to be some agreement that there is an underserved segment of the market out there.


Posted By: Chro (November 6, 2007 at 10:46 AM)

While I do agree with Darren's points on save design and making sure short sessions are possible, I'm going to have to disagree with him on the length of games nowadays.  As others have said, many top-level games coming out nowadays are a dozen hours or less.  The reason reviewers focus on the negative aspect of a short game is the fact that many people don't just look at the price of a game, they look at the price-per-hour.  If I buy a 50 hour game for 50 dollars, then I got my entertainment at a rate of 1 dollar per hour.  If I bought a game for the same price and it only lasted ten hours, each hour cost five times as much.  In most cases, the shorter game was not five times as enjoyable as the longer one, so those who want value for their dollar feel ripped off.

While a different pricing system would be wonderful, where shorter games cost less money, this simply isn't viable from a game design standpoint.  Most of the programming in a game is focused on creating the graphics, sounds, controls, etc.  In other words, the 'foundation' of the game.  Once the foundation is created, adding on another level or cutscene becomes less of an issue.  It is far easier to make one 40 hour game than two completely different 20 hour games.

Others have commented on 'excess content' of a game increasing the length for those who want to lengthen their experience.  While I personally despite sidequests, they are a good compromise between those who just want to finish the game, and those who want hours upon hours of gameplay.  This is why so many longer games nowadays have 'sidequests', which are completely optional.  Just look at Final Fantasy X.  When you reached the end of the game, you had the option of going back and getting the 'ultimate weapons', or going through a number of difficult dungeons and optional bosses/sidequests for stronger equipment.  Those who just wanted to beat the game could do so without their playtime reaching obscene levels.

It seems to me that Darren wants shorter games because he still wants the exhilaration of completing a game, without having so spend 6 months on it.  Does he play games only for the endings?  Does he spend his playtime chasing the carrot on a stick, and gets frustrated when the stick is too long?  While the ending is a nice reward, you can enjoy a game without ever completing it.

Also, there's nothing saying you can't come back to a game later to complete it.  I recently did this with Grandia III: I played the game to the second disc, got tired of the game, and then came back 6 months later when the battle system was all fresh and new again.  Granted, this can be confusing if you forget what you were doing in a game, but you could always write things down, assuming the game doesn't do it for you (I love how some games like Rogue Galaxy have started implementing loading screens that give a quick recap of what you're up to at the moment.)

In the end, I'm mostly baffled that Darren doesn't like it when a game takes him 6 months to complete.  You just paid 50 bucks for a piece of entertainment that lasted you SIX MONTHS.  What movie or book could possibly accomplish such a feat?


 
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