Issue 23 - Casual Wonder

The Escapist Staff

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Bruce GerykIt's been a wide criticism that "casual" gaming has been reduced to matching puzzes and card games. Bruce Geryk takes a look at another movement in casual development, a movement to give strategy games a wider reach.
 

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Original Comment by: Randall Fitzgerald
http://ikimashou.net
I believe that the idea of evolving or getting left behind is relevant here. No one wants to take the hard line and realize that casual gamers want something that ends up alienating the newer gamer. And then, from what I've read, there's not a whole lot in the way of agreement on what, exactly, a casual gamer is. Is it a person that buys games occasionally and plays them sometimes, or is it the soccer mom who only remembers Dr. Mario and is generally about as actively interested in games as a gourmet chef is interested in decoding McDonald's recipes. They are two different markets to sell to, but they often get lumped into the same terminology. I feel like light strategy games might play to the former, but the latter doesn't care about technical advancement or suchlike. The games that engage these sorts are the same as they ever were. Tetris! Make it new, and fresh. Snood, Bejeweled. You can't charge $40 for these games for a reason. Most times there isn't enough game to justify it. It's often repetitive puzzle stuff. Please make not of Su Doku as an example. It's the latest craze among this older mom demographic, but it's just a number puzzle. The closest you can come to grabbing this crowd is doing the sort of thing Will Wright did and bring them something they can play with. It's more of a toy, less of a story. The Sims is an awesome creation, and to those that lack technical prowess it is the most shiny of all shiny objects. There is lots to do, no time requirement (meaning they can put it down at any point) and they are generally interested in the slow pace building and natural feel. Most games based in a fantasy world can't get this across in the same manner.

Mom understands chair, and having to pee. She does not understand what a Covenant Elite is or why she might want to shoot one. This is the seperator, and the problem sort of becomes that many of the games that pull Mom in have already been made and made well, so putting out a clone won't pull her away, and innovating might make her lose interest and innovation often entails greater complexity, or more functionality, the very thing games have evolved into. Games evolved to meet the demand of the people who were interested in gaming, and that's sort of that. Occasionally something from our niche will reach out and grab this market, a lot like Pokemon did with anime, but, at least for now, gaming will remain the domain of gamers, and the masses will keep thinking that games -- and them thar animays cartewns -- are for kids and have no place in their entertainment universe of awe that includes figuring out how they got a whole movie on a tiny CD and the evening news.
 

Andraste

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I'm actually going to have to disagree a bit on some of your points. From a ludologist point of view, ie: gameplay is king, perhaps a round of Bejewelled or two will fit the gaming-time bill. But for those who prefer a good story, but don't have much time, there's just not much product out there that will appeal. RPGs are often great for stories, but they have become so long and so complex in gameplay, they are not accessible to the harried Mom, overworked intern or frequent-flying exec.

The first generation of gamers is growing up, having families and getting jobs. They don't necessarily have 4 or 5 hours a day on the weekends to play and accomplish something in game, let alone during the week. They may travel for a few days and then get back to work to an inbox full of email, causing a string of 12-14 hour days. And when they go back to the game they started two weeks ago, they remember where they are in the story, but can't for the life of them, remember how to build up their weapon.

I speak from experience. I tell you, it's not fun to have crawled out from under a pile of work, excited to finally spend a couple of hours playing a game you were enjoying a couple of weeks back and then sit down only to spend the first hour re-learning all the complex game mechanics. Rather than losing myself in a game, I am frustrated that just as I'm remembering how to do everything, I have to go to bed because I have a long day ahead of me tomorrow.

Bejewelled is fun, but it doesn't have the same draw. Those who grew up gaming know what an amazing experience a good game is. We need something that is more engrossing, but doesn't have a huge gameplay barrier to entry - or re-entry, for that matter. Whoever makes those games will bring in A LOT of gamers who are standing outside, looking enviously in at everyone else having fun.
 

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Original Comment by: Andrea Appel (a.k.a Alexandra Erenhart)
http://aerenhart.blogspot.com
Maybe RPGs with some sort of log of what you have done would be needed. It has happened to me that, after a while of not being able to play, and retaking an old saved game, I don't remember what I did, and I don't know what I have to do next (specially with long RPGs). Stories are made to be enjoyed, and the longer they are (and exciting), the better, but like Julianne said, sometimes there are too many things to do and too many things in your head to keep track of what you have done in a game, even if you're really into it. I think the best would be some way to keep track of the history.

And when it comes to game mechanics... well, I feel that those are kinda like riding a bike. You never quite forget everything :p I haven't been able to play WoW for 6 months (what a load of extra exp. I'm going to get!), but I know the moment I go back, a couple of hours will be more than enough to get me used to the mechanics again. Julianne, maybe you're getting old! (joking :p)
 

Andraste

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Nooooo! I cannot possibly be getting old!!

But seriously, yes, I can hop into WoW and be fine, as muscle memory kicks in, just like I can sit down and play a few pieces on the piano that I've memorized years ago. It's the things that you do once every five or six hours, like customize your weapon with special abilities you've picked up, that I forget. I haven't had time to really learn that stuff, so it just gets lost in the memory.

 

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Original Comment by: Randall Fitzgerald
http://www.ikimashou.net
I would have to agree there. It's be nice of some of the more in-depth features were optional. I can micromanage my Roman empire to death, but do I really want to? No! So I put it on auto and do the things that matter the most to me, like epic battles and sneaky assassinations. I don't want to tune the living hell out of my car, I want to go real fast. Vroom vroom, and such. Perhaps that's the best compromise. Optionalizing the deeper elements of games but still making them easily accessable and robust for those who'd like to use them. (I'm looking at you, Final Fantasy)

Also, I think it would be appropriate if we all pointed at Julianne and laughed for her getting old. Please do so at your leisure.