I've been kicking this around in my head for a while now, and thought it would be a great conversation starter to present on the greatest of all gaming sites. Umm... excuse me while I clean the pixelated brown from my nose. (Seriously, though - LOVE The Escapist!)
After finally hearing the idea that gaming is being "dumbed down" and why, particularly SO well articulated by those wonderful folks at Extra Credits awhile back, I started thinking about what hardcore gaming actually meant in today's world. More to the point, the idea of appealing to a broader base to maximize potential sales VS making a truly difficult game that appeals only to those ready/willing/able to invest the time and interest needed to perfect it's unique style or quirks.
So indulge me a bit as I attempt to explain my concept of "hardcore" first:
When I was a kid, there was no such label. If you played video games, you could be labeled a gamer, but the idea of a hardcore/casual gamer had yet to be proliferated. I call that the Golden Time... When men were men, girls had yet to corrupt and dominate our lives, and the golden-paved streets where cluttered with visions of the newly-invented flying car. I might be remembering that wrong, but SCREW IT! It's my memory and I'll twist it anyway I like, thank you.
Now, in the Golden Time, every game was a challenge. Each single one pushed us to the point of exhilaration with its own idea of control schemes and vaguely-recognizable humanoid objects. If you were Really good, you could astonish your friends and local politicians by beating Super Mario Bros 3 in under thirty minutes. (Also, I should note, the modern idea of the "speedrun" was obscured by the fact that time actually moved much slower back then - take THAT Dr. Wheelchairman!)
This is actually where the first notion of multiplayer being more difficult came from. Even if you mastered the challenge on your own, bringing a friend into it (2-ply-A-er, as we called it) meant that the challenge was no longer your own. I (unfortunately) remember ONCE publicly -at the time meaning "in front of 1 or more living/not undead human beings"- beating an NES game called Battletoads, only to have my soon-to-not-be-friends try to make me drag them to a victory in this unforgiving game. It didn't end well, ever, period. My childhood was a bit lonely after that. (sadface/single-tear/revenge/alcohol/women/better-times/HOLY-CRAP-I'M-IN-MY-LATE-TWENTIES-WHEN-DID-THAT-HAPPEN!/far more alcohol/today.)
Wow... I'm too young to be this grizzled...
Anywho, The Point: Since singleplayer games are getting easier and easier, one can only assume (EC) that this is because game developers and publishers want to get more people to buy their games and thus mediate the financial risk of making them. So, where can you find your hardcore fix? Multiplayer, (more-than-2-ply-A-er) and here's why:
In Singleplayer, we've become accustomed to always having a point to fall back on. In most SP PC games, there are single function keys for both saving and loading of our progress. The same is not, and frankly cannot be true with MP. TIME doesn't work like that. (damn you Dr. Wheelchairman!) So the only solution is to MAKE yourself better than those you're playing against.
Now, we've ALL played a game where the few who have put in a large amount of personal time Dominate over those who have only enjoyed the game on a small time scale. Pretty much any MP-predominate game fits into this scenario. Name your own examples, if you must. But where does that leave the rest of us, those who only like the initial challenge presented by learning a new skill-set at the behest of an omni-present devolper? Well, SP, IF DONE RIGHT!
I want to wrap this up now, but there are SO many avenues of discussion that this topic could lead to. PLEASE leave your thoughts, if you wish, so future generations can have this same debate and completely ignore them.
Still fun though!
After finally hearing the idea that gaming is being "dumbed down" and why, particularly SO well articulated by those wonderful folks at Extra Credits awhile back, I started thinking about what hardcore gaming actually meant in today's world. More to the point, the idea of appealing to a broader base to maximize potential sales VS making a truly difficult game that appeals only to those ready/willing/able to invest the time and interest needed to perfect it's unique style or quirks.
So indulge me a bit as I attempt to explain my concept of "hardcore" first:
When I was a kid, there was no such label. If you played video games, you could be labeled a gamer, but the idea of a hardcore/casual gamer had yet to be proliferated. I call that the Golden Time... When men were men, girls had yet to corrupt and dominate our lives, and the golden-paved streets where cluttered with visions of the newly-invented flying car. I might be remembering that wrong, but SCREW IT! It's my memory and I'll twist it anyway I like, thank you.
Now, in the Golden Time, every game was a challenge. Each single one pushed us to the point of exhilaration with its own idea of control schemes and vaguely-recognizable humanoid objects. If you were Really good, you could astonish your friends and local politicians by beating Super Mario Bros 3 in under thirty minutes. (Also, I should note, the modern idea of the "speedrun" was obscured by the fact that time actually moved much slower back then - take THAT Dr. Wheelchairman!)
This is actually where the first notion of multiplayer being more difficult came from. Even if you mastered the challenge on your own, bringing a friend into it (2-ply-A-er, as we called it) meant that the challenge was no longer your own. I (unfortunately) remember ONCE publicly -at the time meaning "in front of 1 or more living/not undead human beings"- beating an NES game called Battletoads, only to have my soon-to-not-be-friends try to make me drag them to a victory in this unforgiving game. It didn't end well, ever, period. My childhood was a bit lonely after that. (sadface/single-tear/revenge/alcohol/women/better-times/HOLY-CRAP-I'M-IN-MY-LATE-TWENTIES-WHEN-DID-THAT-HAPPEN!/far more alcohol/today.)
Wow... I'm too young to be this grizzled...
Anywho, The Point: Since singleplayer games are getting easier and easier, one can only assume (EC) that this is because game developers and publishers want to get more people to buy their games and thus mediate the financial risk of making them. So, where can you find your hardcore fix? Multiplayer, (more-than-2-ply-A-er) and here's why:
In Singleplayer, we've become accustomed to always having a point to fall back on. In most SP PC games, there are single function keys for both saving and loading of our progress. The same is not, and frankly cannot be true with MP. TIME doesn't work like that. (damn you Dr. Wheelchairman!) So the only solution is to MAKE yourself better than those you're playing against.
Now, we've ALL played a game where the few who have put in a large amount of personal time Dominate over those who have only enjoyed the game on a small time scale. Pretty much any MP-predominate game fits into this scenario. Name your own examples, if you must. But where does that leave the rest of us, those who only like the initial challenge presented by learning a new skill-set at the behest of an omni-present devolper? Well, SP, IF DONE RIGHT!
I want to wrap this up now, but there are SO many avenues of discussion that this topic could lead to. PLEASE leave your thoughts, if you wish, so future generations can have this same debate and completely ignore them.
Still fun though!