well, what makes a hardcore gamer so differint to a casual gamer? i know loads of hardcore gamers who play for gamerscore, not for the actual game.
I'm a hardcore gamer. I love complex systems, I love having to read the manual, I love games that have high barriers to entry and enormously high skill ceilings, games that require more than determination to master- they actually require a level of aptitude you either have, or don't have. Achievements are meaningless, gamerscore is meaningless, Dinging isn't even a reward- MMOs are worse than useless (until GW2 and TERA anyway, then we'll see).maxibonito said:well, what makes a hardcore gamer so differint to a casual gamer? i know loads of hardcore gamers who play for gamerscore, not for the actual game.
Depends on the genre.boholikeu said:Honestly, the industry might be making less challenging games, but I think it's still proportionate to the number of people that actually like challenging games. Only 3% of players completed a L4D2 campaign on the hardest difficulty. Only 1% completed Mass Effect 2 on it's hardest difficulty.veloper said:It's not wrong to enjoy casual games.The Sandvich said:I would rather video games be noticed as a competent mediumveloper said:Are you really so insecure you need acceptance from non-gamers, to play games?
Wouldn't you rather play better games?
"Better" is your opinion. I happen to like casual games. Do I think they're better than hardcore games? No, but they're not any worse either. They're just games marketed towards a difference audience. Not better or worse
What is a shame is that the industry is making fewer challenging or deep games than before.
The core audience hasn't suddenly fallen of the face of the earth and yet almost everything gets simplified for a different audience.
One size fits all. It doesn't have to be this way.
Most games these days I breeze through wihtin a couple evenings. Fast food is nice once in a while, but sometimes you want something more solid. Envy my free time.Can you honestly say you are short on really difficult games to play? If so, I envy the amount of free time you have because it seems to me that there are plenty of challenging games out there to keep one interested, even if you limit yourself to just one genre.
Occasionally it seems the cheap/indie stuff marketed as casual, is actually deeper than the mainstream stuff.Also, I don't really think there are less deep games than there were before. As I mentioned above, it's perfectly possible for a game to be both casual and deep at the same time.
maxibonito said:thats just it. there is no set term for casual or hardcore gamer, and an example is the community of gamers within the small city i live in, where we consider a hardcore gamer to be unsociable, rude and all around not fun to be around. and thats one of the reasons why i would happily say im a casual gamer, for fear of being shunned. thats also why we need a new term for a gamer. one that includes element of all gamer catagories
How would it be any different from recording yourself playing Mass Effect for 2 hours? Most people revert into a blank "gamer face" when they are playing something.Unspeakable said:Anyone who is an advocate of casual gaming, try this neat little trick: Set up your webcam to record your face while you're playing a "casual game." Then do it, for as long as you like. Come back the next day, and watch the recording of your face while you were playing your casual game. If you played JewelQuest for two hours, try and force yourself to watch the whole thing. The further in you go, the better it gets.
The problem is there is no clear line. In this thread alone you can see a number of different definitions for what is "casual".Candidus said:I'm sorry, but trying to pretend there is no line here is like trying to pretend that people don't actually come in different colours.maxibonito said:okay, here's where i'm confused. What makes a casual gamer? someone who doesn't have a 'hardcore' console, like PS3 or xbox360? someone who plays farmville or another kind of facebook game? someone who plays the Wii more often than anyother console?
Because from my experience as a young gamer growing up i have experienced many differint meanings of it, and thus think that there should be no line seperating a 'casual' gamer and a 'hardcore' gamer.
Of the above, two could apply to "hardcore" players just as easily.Candidus said:I'll try to give you some examples of casual behaviours, preferences and game types:
A Casual will abandon a game which excludes those who cannot grasp complex mechanics (Supcom)
A Casual prefers to already know the controls of a brand new game; ideally, all games control alike. Perky annual IPs and most indy games are a good example.
A Casual plays for achievements, for gamerscore, for the DING-YAY rush. Not specifically to achieve a high standard of ability.
Sorry, but you are simply wrong here. WoW employs the GCD because otherwise every move would spammable. Such a system wouldn't be based on "skill", it'd be based on who has the lowest latency.Candidus said:EDIT: this often means there's a low skill ceiling; maximum aptitude is controlled in some way or another- WoW is a great example, as a game which controls the maximum contribution of individuals to fights using time (GCD), automatic targetting and so on as equalizing measures.
Having a high barrier for entry is just bad design. You can have a totally complex, deep game without requiring a player to read a 300 page manual first.Candidus said:I'm a hardcore gamer. I love complex systems, I love having to read the manual, I love games that have high barriers to entry and enormously high skill ceilings, games that require more than determination to master- they actually require a level of aptitude you either have, or don't have. Achievements are meaningless, gamerscore is meaningless, Dinging isn't even a reward- MMOs are worse than useless (until GW2 and TERA anyway, then we'll see).
I wouldn't say the genre has been dumbed down so much as the focus just went from SRPGs to ARPGs. They are simply different subgenres. I admit a SRPG fan probably has it pretty hard right now, but well, so do fans of adventure games, economy/city building sims, etc.veloper said:Depends on the genre.boholikeu said:Honestly, the industry might be making less challenging games, but I think it's still proportionate to the number of people that actually like challenging games. Only 3% of players completed a L4D2 campaign on the hardest difficulty. Only 1% completed Mass Effect 2 on it's hardest difficulty.veloper said:It's not wrong to enjoy casual games.The Sandvich said:I would rather video games be noticed as a competent mediumveloper said:Are you really so insecure you need acceptance from non-gamers, to play games?
Wouldn't you rather play better games?
"Better" is your opinion. I happen to like casual games. Do I think they're better than hardcore games? No, but they're not any worse either. They're just games marketed towards a difference audience. Not better or worse
What is a shame is that the industry is making fewer challenging or deep games than before.
The core audience hasn't suddenly fallen of the face of the earth and yet almost everything gets simplified for a different audience.
One size fits all. It doesn't have to be this way.
The FPS genre is for the most part left intact.
Sure on consoles you get auto-aiming crap, but on the PC, shooters are still mostly good, if that is your prefered genre. Compare the original Doom was actually pretty easy on the death incarnate setting. So no issues with L4D or TF2, etc.
Mass effect 2 now... CRPGs used to involve number crunching and tactical positioning, now it's nearly all action-rpgs everywhere.
Only some small indies and some japanese devs still do true original thinking man's game. Knights of the Chalice on the PC for example, or the tactics ogre remake for the psp.
The RPG genre is probably the best example of dumbing down you can give me.
ME2 is basicly just a cover shooter with a slightly interactive story, marketed as an RPG. Good for what it is, but still nothing like old school.
There is definitely a big appeal for oldschool as the mediocre Dragon Age proved: sold more copies than ME2. Old BG2 fans were so desperate for something new and remotely like BG2, they bought it anyway.
There's nothing wrong with ARPGs per se, but there is a demand for SRPGs that is going mostly unnoticed.
Depends what "old school" you are talking about. ME2 has more in common with pen and paper RPGs than most tactical RPGs do.ME2 is basicly just a cover shooter with a slightly interactive story, marketed as an RPG. Good for what it is, but still nothing like old school.
I do. Heck, if I had that much free time I'd probably make my own hardcore SRPG to play. =)Most games these days I breeze through wihtin a couple evenings. Fast food is nice once in a while, but sometimes you want something more solid. Envy my free time.
Part of my whole point is that it's not casual games that's the problem, it's poorly made casual games (aka shovelware). There are good and bad casual games just like there are good and bad hardcore games, and just because a game is accessible or has simple mechanics doesn't mean it can't also be very deep.Occasionally it seems the cheap/indie stuff marketed as casual, is actually deeper than the mainstream stuff.Also, I don't really think there are less deep games than there were before. As I mentioned above, it's perfectly possible for a game to be both casual and deep at the same time.
Plants vs Zombies is a pretty decent game, even if the campaign mode is easy.
Fable3 now is a mindless fart that happens to have been made with a big budget. Puzzle quest has more depth than such newfag turds as Arcania and Fable3 and PQ is basicly bejeweled with shortcuts.
Casual games means to me games that are easy to master. I prefer the opposite.
X3:TC called, it would like a word with you. Streamline anything about this game, do something to make the manual less important, and you'll take something away from this nigh perfect game.boholikeu said:Having a high barrier for entry is just bad design. You can have a totally complex, deep game without requiring a player to read a 300 page manual first.
X3:TC still isn't designed as well as it could have been. They could have included a real tutorial campaign that slowly unlocks features as the player progresses. Forcing players to read a manual nowadays is just lazy design. It's much more interesting to learn about something in game than reading about it through some dry instructions.Candidus said:X3:TC called, it would like a word with you. Streamline anything about this game, do something to make the manual less important, and you'll take something away from this nigh perfect game.boholikeu said:Having a high barrier for entry is just bad design. You can have a totally complex, deep game without requiring a player to read a 300 page manual first.
A game can be too complex for the average scrub and still be brilliantly designed.
Supcom: Forged Alliance to Supcom 2: Babby's First Economy is another example of eroding a high barrier to entry and making the game absolutely rubbish in the process.
You know, the word tutorial just wasn't being connected with the word 'design' in my head. You're quite right about that, I suppose a comprehensive tutorial would have been a harmless improvement to X3's design.boholikeu said:X3:TC still isn't designed as well as it could have been. They could have included a real tutorial campaign that slowly unlocks features as the player progresses.
O really, corporations as an entity make controls what they are without any human intervention? No programmers, artists or developers work on games to make them what they are? I thought actual people had a hand in that. (my mistake)veloper said:M$ and Nintendo did that.JourneyMan88 said:No, lazy programmers do that.veloper said:Casual gaming has brought us slow, inaccurate and inconvenient game controls.
Honestly, I think you missed what casual gaming is by a fairly large margin. It's this.Candidus said:You know, the word tutorial just wasn't being connected with the word 'design' in my head. You're quite right about that, I suppose a comprehensive tutorial would have been a harmless improvement to X3's design.
I retain my stance on Supcom though. Going back to something I said earlier, about playing to achieve a standard and for no other reason... In Supcom FA, balancing your economy with your military efforts, while leaving enough spare to upgrade a mass extractor at a time and *gradually* escalate was the mark of a competent player, but the intensity and volatility of that process meant that competent players numbered about 15% of the player base. And yet, the design was absolutely flawless.
Supcom 2 is, in my opinion, a game for not-very-gifted-gamers who like to smash toy cars against each other without being fettered by additional concerns. The ceiling of skill is catastrophically low. Achieving a high standard of play there is just meaningless; I look at my friends list as I write this, and I see a lot of people who'd laugh if I used the name Supcom2 and the phrase 'high standard of play' in the same paragraph.
The game was pillaged of everything that was good about its predecessor for the sake of "accessibility", which is the byword for casuals.
On the topic here, "why is casual bad", it's bad because *that lesson has been learned* now. Any developer in the foreseeable future will avoid creating another Supcom FA because the casual majority responded a little better to the much simplified sequel. It's happening across all genres. The featureless grey paste that gets barfed out as 'appealing to core players' these days is a sick, sick *joke*. It's just more casual fodder.
I don't blame the casuals, as I've said before, you can't play what you don't like. I just wish there were a lot fewer of them, so that developers would forget about them and start catering to me and my lot again (it'd be ideal if we could morph casuals into core gamers until we had a 50/50 ratio). I'm understandably disappointed that I'm always backtracking through my collection for things to play, and rarely looking forward to something.
industrial designers =/= programmersJourneyMan88 said:O really, corporations as an entity make controls what they are without any human intervention? No programmers, artists or developers work on games to make them what they are? I thought actual people had a hand in that. (my mistake)veloper said:M$ and Nintendo did that.JourneyMan88 said:No, lazy programmers do that.veloper said:Casual gaming has brought us slow, inaccurate and inconvenient game controls.
I disagree on your latter point- actually, I'd say it depends.Chibz said:Honestly, I think you missed what casual gaming is by a fairly large margin.
Also, I'd be a casual gamer according to your rant due to being a (primarily) retro gamer.
I haven't played either of the Supcom games, but if it's as you describe then I would agree with you that the second game was poorly designed too even if it did sell better. Rather than cutting out features that fans of the previous game loved they should have focused on streamlining the UI and presenting the more advanced features in a way that all audiences could understand them (IE through an optional tutorial like what I mentioned above). Had they done that they could have appealed to both the casual audience and core gamers like you.Candidus said:You know, the word tutorial just wasn't being connected with the word 'design' in my head. You're quite right about that, I suppose a comprehensive tutorial would have been a harmless improvement to X3's design.boholikeu said:X3:TC still isn't designed as well as it could have been. They could have included a real tutorial campaign that slowly unlocks features as the player progresses.
I retain my stance on Supcom though. Going back to something I said earlier, about playing to achieve a standard and for no other reason... In Supcom FA, balancing your economy with your military efforts, while leaving enough spare to upgrade a mass extractor at a time and *gradually* escalate was the mark of a competent player, but the intensity and volatility of that process meant that competent players numbered about 15% of the player base. And yet, the design was absolutely flawless.
Supcom 2 is, in my opinion, a game for not-very-gifted-gamers who like to smash toy cars against each other without being fettered by additional concerns. The ceiling of skill is catastrophically low. Achieving a high standard of play there is just meaningless; I look at my friends list as I write this, and I see a lot of people who'd laugh if I used the name Supcom2 and the phrase 'high standard of play' in the same paragraph.
The game was pillaged of everything that was good about its predecessor for the sake of "accessibility", which is the byword for casuals.
On the topic here, "why is casual bad", it's bad because *that lesson has been learned* now. Any developer in the foreseeable future will avoid creating another Supcom FA because the casual majority responded a little better to the much simplified sequel. It's happening across all genres. The featureless grey paste that gets barfed out as 'appealing to core players' these days is a sick, sick *joke*. It's just more casual fodder.
I don't blame the casuals, as I've said before, you can't play what you don't like. I just wish there were a lot fewer of them, so that developers would forget about them and start catering to me and my lot again (it'd be ideal if we could morph casuals into core gamers until we had a 50/50 ratio). I'm understandably disappointed that I'm always backtracking through my collection for things to play, and rarely looking forward to something.