Drake_Dercon said:
But I think people can get past that. What if there was a game that was just fun, but also had some superior artistic aspect?
I believe what you are referring to is the "Indie Genre". Now people have quoted me saying you can get artistic casual games, but they are getting 'casual' confused with 'indie'. You can have 'intentional indie design', and you can have 'collateral indie design'. You can have a game like
Limbo that seems to have the polish of a big budget studio, but is still very much a brief indie title. If it was made into a full-blown AAA title, it would lose an awful lot of the flair and charm.
Limbo works for the sole fact that it is so brief and, ironically, "casual". The art works because it's impacting. It's brief and memorable. It tells a story, not through words, but through actions and the environment. It is not a casual game. The player is meant to be immersed in this forboding and dystopian world. I don't think that's something that can be achieved in the space of five minutes of play, nor would it be much fun to play it in such short bursts. You're meant to sit down two or three times and soak up the game as a whole. There is no real replayability like there is with most casual titles. It's almost like a novel, something you read once, sticks with you, but not something you're going to pick up again for a long time. By "collateral indie", i simply mean a game made by an indie developer that is indie because of monetary restraints, or that it's simply looking for a way to break into the industry. The game is brief, fun, and may happen to have artistic flair, but it's slotted into the indie category simply because it wasn't going for such outlandish production values and polish. Because of this, "collateral indie" titles that do happen to have that aspect of art will often appear to be the result of accident rather than incident. You can get low budget titles that try to appear artistic, but for the most part trying to bet all your chips on zeitgeist culture on what is and what isn't "artistic and thought-provoking" is not a very smart move when you could just make the next
Zuma and make a quick buck in the "casual indie" department to get you on your feet.
I appreciate this is overlooking the "fun" aspect of your argument, but i am trying to set apart what defines a "casual" game from an "indie" game and the difference between an indie game that goes for artistic design and commentary intentionally and an indie game that aims for the casual audience by promoting fun above art, even if said game should happen to strike a cord with what could be considered art.
Using the
Zuma example again, can you think of a game like that which is able to be at the same time "fun", "simplistic" and "artistic"? Casual games like
Peggle and
Plants vs. Zombies are as far from 'art' as one can get, simply because such high-brow sentiments need to be sacrificed for the sake of simplicity and appeal towards an extremely broad audience. They're what i would define as "casual" games. Popcap is no longer an indie developer in my eyes; they're a "casual" developer making "casual" games.
Only I'm a PC gamer. As my console of choice can never become popular in the mainstream, I have nothing to fear from developers moving to casual games. Personal security allows for a lot of idealism. Still...
This is very true; as a PC gamer, you have little to fear in terms of shovelware. It's not such a juicy market where developers can appeal to every demographic, so as a result, you end up with the artsy indie games like
The Path. Unfortunately, as the console market is so broad and diverse, it's ripe for implementing much more basic 'casual' games aimed directly at nobody in particular, so everybody will be able to pick up and play. As a higher emphasis is placed on this mindset, the focus will shift from 'core' games to the 'casual' in order to make the biggest buck. This is a side note and a personal opinion, but i predict this is a shallow pool with limited resources. Eventually, the consumer base isn't going to be interested in picking up the next reiteration of
Wii Sports or
Kinect Adventures, and the market will stagnate and dry up. I remember reading somewhere that handheld and wii sales had been declining. I know that's because people who've already bought a console aren't going to be buying another one, but it just feels like a sign of the times. There's this large focus on handheld gaming right now what with the 3DS and PSP NG(?) emerging, almost like a last-ditch attempt to save that dying market and re-entice their old audience with new gadgets and toys. I think it's a futile attempt. I also draw an amusing parallel with casual gaming as a whole and handheld gaming. Handheld games are, in my eyes, meant to be played "casually", like when sitting on the bus. The fact they're trying to focus on that particular part of the industry tells me two things. Firstly that they're more focused on marketing toward the casual demographic as a whole (this includes 'hardcore' gamers who enjoy casual games on the side) and secondly that the casual market is already starting to recede. They are, essentially, trying to flog a dead horse or milk a dry cow - and it's a worrying thought.
I'm sorry for that extremely long and relatively unrelated ramble. This is all just my own opinion, i do not claim it to be objective and i hope people don't try to attack it too harshly. Without working in the industry myself, it really is hard to judge just what exactly is going on behind closed doors and where developers and publishers are trying to guide this medium.