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Posted Wednesday, November 14, 2007 12:09 AM

It Came From the Comments: Responses to Our Guest Post On the Plight of the 'Hardcasual' Gamer

N'Gai Croal

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:

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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.

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Member Comments

Posted By: Austin Walker (November 18, 2007 at 1:22 AM)

Re: StolenName and HangdMan

Sorry that it's taken me so long to get back to you both, I've been busy as heck these last few days, and even now must be more brief than I'd like. However, I do want you both to know that I evaluated your positions both before I wrote my original post, and since then. Both of you have written very entertaining and compelling arguments, and I'm glad to be having this conversation with two well spoken indivduals.

Anyway, I keep coming back to the same problem with the "hardcore is any game that can be mastered," argument. The core of the problem is this: With the exception of games that are <i>purely and only</i> games of chance, there is probably an argument that every game is able to be mastered, or at least that there will be divisions between tiers of skill among players. Even among games of pure chance - dice throwing, slot machines, whatever - while a player's skill is not tested, his ability to know odds, and not give in to superstition is. The guy who refuses to ever put his money on a red number in roulette wheel because he was once a failed matador (write your own narrative) is a worse roulette player than the woman who understands that the game is one of chance alone, and that there are equal black and red spaces on the wheel. Of course, they're both fools for playing such a skillless, highstakes game in the first place. ;)

But let's look at non-chance based videogames. What would you propose is a non-masterable game? Let's look at some things you guys suggested. First, Hangd, you reference Wii Tennis at the end. My friend Art is an absolute monster at the game. There is in fact a return swing that is as far as we can tell, unbeatable. He dominates the game against dozens of others, strangers who have developped their own talents included. He also consistently bowls 280+ in wiisports bowling. He is a master of the homerun derby in Wiisports baseball. Similarily, in a group of gamers my friend AJ simply is better at the cowracing minigame in Wiiplay.

If these aren't casual games then I don't know what is. Wiisports is a system pack-in, and Wiiplay is one of the hottest selling titles on the platform. There is no disputing the fact that people who are <i>not hardcore gamers</i> play these games. I understand that we're defining hardcore games, and not hardcore gamers here, but their is still some validity to this argument.

You guys both also call sports games hardcore. My father is 45 now. He used to play Tecmo Superbowl with me as a kid. Now he plays madden. He doesn't know what a hit-stick is, but he can <i>successfully play the game.</i> The game, like any other skill based game can be mastered, but he hasn't done it and yet plays the game succesfully. He is currently ending his third season of franchise mode with two consecutive superbowl titles in Madden 08, on All-Pro difficulty. Do I think that I could beat him? Probably. Do I think that a "master" player could beat him? Certainly. Does this make his few-hours-a-week game experience, with success, hardcore? I just don't think it does.

CS is a very interesting example. It exists as a game that is entirely online. As such, the game's difficulty is directly related to the skill of who you are playing against, and (anecdotally) from what I can tell the playerbase is entirely hardcore at this point. They know the maps the way they know their homes, and know the differences between pistol retorts from guns that most other people couldn't' even tell apart by looks. The game <i>environment</i> has forced the game to become hardcore, with the added weight of severely intricate game design.

These examples drawn, it seems we're left with this argument:

Definitions - Casual = Not(Hardcore)

P1. All games that can be mastered are hardcore games. (From your posts)

---

a. All skill based games can be mastered. (From my post)

b. All skillbased videogames are hardcore.

----

P2. Wiisports is a casual game (from your posts, with my support)

3. Wiisports is a skillbased game (from my post)

4. Wiisports is a hardcore game. (from b)

Contradiction

We can't have it both ways.

Either, we can't have binary opposition of hardcore and casual (where one is equal to not-the-other) or we have to redefine hardcore. That's what I attempted to do in my initial post. This is the line of logic that led me to originally change my mind from depth/breadth based definitions of hardcore, and towards ease of access. My father can pick up his controller and break a tackle with LT for a 25 yard run without much practice. My mother, who hasn't played a videogame since digdug, loved wiisports tennis - despite the fact that Art could cream her without a second thought. Either we have no casual games at all, or hardcore simply can't mean what all three of us originally thought it meant - from mastery to something else. In my mind, the one things that all of these games we'd call casual (even if we dispute some of them, the ones we could agree upon) have in them is ease of access.

Thoughts? N'gai, you have anything here? Are we flailing about in the dark?

-Austin Walker

allcritique.blogspot.com

a_walk@mac.com


Posted By: TheHangdMan (November 15, 2007 at 11:45 PM)

In response to Austin's and StolenName's comments about hardcore vs. casual, I have to agree with SN about the level of mastery being integral to a game's definition of hardcore. If you think GoldenEye was casual, you never played a real hardcore player at that game. There are reasons why my friends never let me play with proxy mines in shooters anymore, and it all stemmed from GoldenEye. Map knowledge + spawn point knowledge + weapon spawn knowledge + proxy mines = you blowing up with every spawn. Hardcore games aren't about having multiple options at your disposal, it's about the complexity of which options are superior to other options in which circumstances. In fact, hardcore games are about knowing what to use and when, not being able to use anything anytime.

Bioshock was one of the most casual FPS's out there. With a little planning ahead of time, the entire game can be beaten with nothing more than the wrench and Electro Bolt. You have plenty of other options at your disposal, but you don't really need anything other than those two. Halo on the other hand, is about knowing when to snipe, when to 'nade, when to gun and when to run. Casual games have a one size fits all mentality whereas hardcore games have specific tools for specific jobs.

I think the biggest difference between hardcore and casual is really strategy. I'd put all the games Austin listed as casual (Madden, Halo, Tetris, Mario Party, and Super Smash Brothers) and put them in the hardcore where they belong, because the easiest way to tell if a game is casual or hardcore is to put a casual gamer and a hardcore gamer against each other. If they're constantly on even footing, its a casual game, if the other player dominates again and again, it's hardcore. N'Gai himself would testify to the fact that Halo multiplayer is anything but casual. In my small group of friends, no one plays Matt at Madden, because it's all he ever plays. No one can stop his offense and his defense steamrolls everybody. Nobody can outgun me at Halo. Jim is still our presiding tetris champ, we still joke about Vince's mark of the stigmata back from the N64 Mario Party one days, and no one can defeat Chuck's Samus in a stock battle, even when money's on the line.

Hardcore games reward hardcore gamers with either superiority over their opponents or superiority over the game, casual games keep the game even for everyone. So far, I've yet to find the ultimate Wii Tennis player (someone immune to tennis elbow perhaps?) A game is only as hardcore as it's playerbase. When you really think about it all games can be hardcore, it's merely a matter of degree.

Still flailing about,

The Hang'd Man


Posted By: StolenName (November 14, 2007 at 5:50 PM)

@ Austin: See, I fall into a different camp regarding hardcore gamers. Without writing such an elaborate post (which was well written and quite enjoyable), I'd have to disagree in regards to the more "casual" tag you've provided both titles.

Any game that can be mnastered, I would argue, can be hardcore - or at least to the player playing it. As you mention in regards to rock paper scissors, the world champ would argue it's hardcore. Like poker, which is from the outside a simple game of luck or basic understanding. That is until you find someone that's a master mathematician or has perfected the 'poker' face and can bluff his way through a game, then you've got a hardcore game.

Madden, NBA, NHL, Pro Evo Soccer, FIFA - the many different sports games available I would argue are hardcore titles, especially when you consider how complex the control systems can be. Hell, I'm not bad at playing NHL, it's fun to pick up and play but I won't dare play my little brother because he's mastered nearly every aspect of the game. He's a hardcore player.

Ever tried to play Halo on Legendary single player? I personally, would argue it's impossible to finish! However, those who play Halo day in day out, have learned all it's exploits, are masters of the game may be able to complete it without a death.

In fact, I would argue that BioShock is less hardcore than both Madden and Halo. Sure, it is deep, it has a limitless number of ways to play but in the end, it's easy. It's an extremely easy game to defeat on hard, even without the vita-chambers being present.

To be honest, I believe the status of a "hardcore" game is not necessarily 'what' the game is but instead the kind of following it can receive from players willing to learn the games every weakness, flaws, skills. You know Counter-Strike? I assume you do, it's insanely popular and yet, it's an extremely simple game in premise. You take a gun, you shoot dead the opposition and don't die yourself. In effect, it's pick up and play, hell you can kill anyone with a single shot using the pistol! However, once you get a group of people together who have mastered tactics, make use of voice communication, flanking, flash bangs, you've got a hardcore competition on your hands.

No closing summary.


 
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