Gaming has changed a lot the past decade. It went from a boy's past time to a full family experience. Gaming has expanded, diversified and evolved. Also the gaming business has grown more serious and competitive for the AAA segment, while simultaneously it has become more open for indie developers.
A lot of game studios are eager to go mainstream. It's logical, from a financial standpoint, that studios want as big an income as possible. This standpoint will most likely impact the design decisions of the game. I often hear that in order to go mainstream you have to make your game (more) casual. Which let to the notion for some that mainstream = casual. I believe this to be false.
First my interpretation of the definitions:
Mainstream: trying to reach as large an audience as possible.
Casual: making a game as easy and as accessible as possible.
I see 'mainstream' as a target audience, while 'casual' is a tool to reach such an audience.
Which leads to my first question: What do you think mainstream and casual means?
Making games more casual is probably most often used to reach the mainstream. But there are plenty more options to choose from.
Making games more casual seems to leave a bad after taste. Because of the (perceived) negative impact this has on the game design. This does not always have to be the case. For example Fallout 3 had a very good tutorial. You were immediately pulled in the game, but the game's mechanics were still explained in easy to understand bits. This doesn't mean the game has become more casual and that you are being spoon-fed. It just means the game has been made more accessible. A small, but important difference. It beats reading a 100 page manual before you can control your character.
Of course not all games handle these design issues as well and then it's easy lay blame because the studio went 'too mainstream'. But this is turning a blind eye to the deeper, underlying problem. But that is a tale for another time.
My other question: What do you think when a game is going mainstream or when it's going casual?
Or to put it differently: Have games become less the past few years, because they went mainstream?
A lot of game studios are eager to go mainstream. It's logical, from a financial standpoint, that studios want as big an income as possible. This standpoint will most likely impact the design decisions of the game. I often hear that in order to go mainstream you have to make your game (more) casual. Which let to the notion for some that mainstream = casual. I believe this to be false.
First my interpretation of the definitions:
Mainstream: trying to reach as large an audience as possible.
Casual: making a game as easy and as accessible as possible.
I see 'mainstream' as a target audience, while 'casual' is a tool to reach such an audience.
Which leads to my first question: What do you think mainstream and casual means?
Making games more casual is probably most often used to reach the mainstream. But there are plenty more options to choose from.
Making games more casual seems to leave a bad after taste. Because of the (perceived) negative impact this has on the game design. This does not always have to be the case. For example Fallout 3 had a very good tutorial. You were immediately pulled in the game, but the game's mechanics were still explained in easy to understand bits. This doesn't mean the game has become more casual and that you are being spoon-fed. It just means the game has been made more accessible. A small, but important difference. It beats reading a 100 page manual before you can control your character.
Of course not all games handle these design issues as well and then it's easy lay blame because the studio went 'too mainstream'. But this is turning a blind eye to the deeper, underlying problem. But that is a tale for another time.
My other question: What do you think when a game is going mainstream or when it's going casual?
Or to put it differently: Have games become less the past few years, because they went mainstream?