We were curious to see how Level Up's readership would respond to Darren Pai's November 5th guest post on the wants and needs of what we termed the 'hardcasual' gamer. As Pai put it in his original email to us:
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.
Pai then went on to offer a list of complaints and possible solutions. We obviously can't share any of our correspondence or conversations with industry figures on this topic, but we do know that at least two top executives at major publishers forwarded Pai's post to people they felt should consider his suggestions. As for our readership, the response was varied. Some, like full-time law student Jomolungma, were sympathetic, writing:
While I enjoy my DS games like Picross, and play Scrabble and WordJong on the PC, I really get the most enjoyment out of the hardcore FPS action games I fell in love with in and after college, games like Wolfenstein and Doom and Quake and Half-Life and Rainbow Six. In order to get that same kind of enjoyable gaming experience in small chunks of time I absolutely must play games that allow for unlimited quicksaves (not unlimited slots, just unlimited number of times you can hit save). Most recently I got a tremendous thrill out of Bioshock and the Orange Box. Those games allowed me to play at my pace and provided really short intense moments that I could enjoy at my own pace. I was also able to complete them in a relatively short time because the story line was not 40 hours long.
We agree wholeheartedly with Jomolungma's assessment of BioShock. We suspected that the Vita-Chamber save system that 2K Boston/Australia employed would be controversial, because whenever the player character was killed, he was brought back to life at the nearest Vita-Chamber without resetting the health of enemies, making the most challenging sections of the game a test of will rather than a test of skill. But that this design choice made it much more likely that players would finish the game rather than get stuck, set it aside and never return to complete it--almost never a bad thing, in our opinion, when it comes to AAA console and PC games.
SuperEffective broadly agreed with Pai's assessment--but with an interesting twist, saying:
The industry is still limited by the old perception that there are two types of game: 'kiddy' and 'adult'. Except that the 'adult' games are really designed around 'teenagers', which means they're pretty time intensive. Darren may ultimately need to adjust his taste in games: more handheld stuff, more fighters, more games that are broken up into very short sections. Even Halo 3 has a pretty humane set of checkpoints.
But I also see no problem with taking half a year to finish a 40 hour RPG. It took me 2 years of on and off reading to finish Ulysses.
We could see ourselves plodding through a 40-hour game on a handheld, where we often leave a single cartridge or disc in the device for weeks or months on end. Not so on a console, however; once we take a disc out, it's unlikely to be reinserted. You can imagine the challenge that poses in a holiday season as packed with quality games as this one has been. Is a return to the design principles of arcade games the answer? According to trip1ex, the answer is yes:
Nintendo is about the only company that seems to do this type of game any more.
EA pretty much just keeps piling on the features in many of their games particularly the sports games.
And most games like a MP3 or Halo etc aren't that easy to pick up and play. You may think Halo is big, but games back in the day like Pac-man were huge!!!!!!!
We're missing those games.
Wii Sports is something that brings that back. It does more with less. Guitar Hero is a game that brings this back as well.
I'm talking Golden Tee instead of Tiger Woods. Mario Kart instead of Forza 2.
Not everyone agreed with Pai, of course. joeboy101 said:
As much as I agree with Darren on most everything he's written, where are the 40 hrs games?? Please, I want to know?!? Because Halo 3 is about 8 hours long and I hear that CoD 4 is about 6 to 7 hours long. BioShock was very good, but how long was it? 10-12 hours? Now, as more games provide a AAA experience, there has been a decided trend in games becoming shorter. Half Life is splitting its sequel into Episodes and many very popular games like Guitar Hero III are as long as a song is. The only refuge of the lengthy, engrossing video/computer game seems to be RTS's, RPG's, and MMORPG's. And the RPG's have been somewhat in decline for a while now, though here's hoping Mass Effect kicks it back up a notch.
Backing up joeboy101's assertion that game lengths have been steadily declining was Sigma Hyperion. He quantified the duration of several popular games as follows:
BioShock -- 10-12 hours
Orange Box -- (Episode 2 -- 6-7 hours, Portal -- 3-4 hours)
Halo 3 -- 6-8 hours
Call of Duty 4 -- 6-7 hours (going off initial reviews, haven't played this one myself)
PGR4 -- 10-12 hours
Ace Combat 6 -- 8-10 hours
Gears of War -- 8-10 hours (considerably less if co-op)
Rainbow Six: Vegas -- 10-12 hours
Simpsons -- (not AAA, but I just finished it and it's remarkably short) 6-7 hours and can actually be beat in less than 3 if you really try
The strongest dissent came from Chro, who argued that most people feel as though they don't get enough bang for their buck out of shorter games. He wrote:
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....
....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?
We'll wind down this installment of "It Came From the Comments" with the person who started it all. Here is DarrenPai's November 9th comment responding to Level Up's peanut gallery, which we've reprinted in its entirety. Pai says.
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 featuring 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.
As we said above, a couple of big-name publishers have already taken note of Pai's concerns. His observation of the challenge of maintaining a mental map of a videogame's narrative when the experience ends up being divided over multiple play sessions is insightful, and worthy of note by the development community. As Chro himself pointed out, Level 5 and Sony Computer Entertainment's Rogue Galaxy uses its loading screens to provide gamers with a quick recap of what took place just previously. It's one more thing that game creators may want to emulate if they're going to properly address the needs of the hardcasual gamer.