The effects of the rise of casual gaming on core gaming

Hi guys,

Recently I did a small informal research project investigating the effects of the rise of casual and social games on the core games industry. I created a blog to publish my findings in a series of posts. I intend to target game developers with my writings and was wondering if people here would be interested in commenting or discussing the topic.

The reason for this research was because of my game design course, in which I voiced the suspicion that core games were getting neglected a bit, in favor of the new casual/mobile and social games that are on the rise right now. This feeling might have partly been caused by my school’s focus on development of these games, while I personally am more of a core gamer. I investigated what negative effects this trend would have on core gaming. My conclusion was that my hypothesis was wrong, and that the two markets are so different and seperate, targeting different audiences, that they don’t really have significant effects on each other. Both are currently growing at about the same rate.

My blog can be found here: sanderman0.wordpress.com

I apologise if this seems like a shameless plug. I’m normally more of a forum lurker than a poster. My main intent with this post here is to start a discussion on this subject.

So do any of you feel core games are neglected in favor of the new casual games on the mobile and social networking games? If you felt this, do you still feel this way after reading my research?

The only thing neglected with ‘core’ gaming (which is actually niche gaming now days) are the developers and their options to monetise them. The main channels for releasing hardcore games is through retail, PSN, XBox Live and Steam. All of which are styfled by content approval processes unlike android, iOS and facebook.

Also these platforms offer little interms of payment methods, no ad support and very little discovery opportunity as things like PSN are dreadful to navigate.

The final barrier that has to be overcome to start a flood of casual gamers into hardcore games is the time investment. In 3 seconds I can bootup and start playing pretty much every game on my iPhone. When I boot my PS3 it takes 20 minutes to update the firmware and then 20 more minutes to update the game i want to play and then 5 minutes to load it and finally after 45 minutes I’m able to play… only to realise I have to be somewhere in about 10 minutes and it’s time to turn off the PS3.

Exactly…that’s why I hardly ever use my PS3 to play games anymore, because of the dumb firmware updates that happen almost every time I plan to watch a movie or play a game on it. It’s reasons like this that makes the need for hardcore gaming behind the keyboard and mouse much more needed now than ever before. At least with Steam, it’s just buy and download the game, if it needs updated, Steam won’t bug you as much, afaik, Steam will do all the updating in the background when you’re not playing a game…and it doesn’t take Steam 20 minutes for that to happen, usually, depending on how fast your internet speed is.

I don’t mind the casual games that much really. It’s when the ‘core’ games start to become more like the casual games for money related reasons, or in order to accommodate the masses.

It seems so far I’ve heard a number of sentiments in this thread.

From the dev perspective:

  • Core gaming platforms are hard to monetise because of limited payment options and content approval processes.

From the gamer perspective

  • Core gaming is often a hassle, with updates and stuff. This problem seems less present on Steam.
  • Core games adopting casual gaming aspects for money or a bigger audience are seen as a bad thing.

Good. Keep em coming!

Personally I agree with most of these, though I think some nuance is in order.

It is indeed well known that all major channels require content approval to be listed in a store, either online or retail. But this is also the case for iOS and to a lesser extend the Android market no? I suspect the same is true for facebook. You are right that developing for consoles and handhelds is indeed very difficult as those require expensive dev kits and licences. How about Steam on the pc? I have seen a LOT of nice indie games on there lately, which leads me to think it is probably not that difficult to get on there.

Usually I play games on the pc so I can’t really comment on the hassle with game consoles. I do think it is ironic that what used to be an argument for console gaming has now reversed in favour of the pc because of the Steam’s ease of use. High-end machines are also no longer required for the vast majority of games.

I have not seen many casual elements in core games yet, though this is just anecdotal. However I can relate to it, because recently I have seen quite a few strategy games stuffed with crap like facebook and twitter integration, so the social thing seems very much infectious, which might also be the case for casual.

The problem really lies within the mind of the users. With technology growing quicker then ever before, and the fact 10 years ago cell phones were just cell phones, we see a influx in all ages using more devices. When i grew up a computer or gaming system was bought for one purpose, and it was expensive thus very few people had them, so they were used for their intended purposes. Now that tech has seeped into every home in some fashion be it a smart phone or computer, which i would gather 90% of people have both. It has opened up the avenue of ease of access. Core vs Casual really no longer exists. This use to be core IE computer or Nintendo at home, vs a handheld gaming device, which was a simpliar version of its counter part. These were expensive and you had to have disks or cartridges to use them. Thus you expected a longer game, not a bite size game. Now with the inclusion of smart phones small enough to put in your pocket, with the power of a computer, we see more people wanting games on them. Yet they want smaller bites of a game, for small time frames. Part of this is due to people in my opinion wanting to remain secluded from those around them. Yet being human they desire some kind of stimulation other then talking to a stranger while waiting for the doctor.

To me core gaming really started to die, when we went from computer based gaming to system based gaming, and the systems began having updates to their games. You use to only obtain updates to computer games, because older systems used cartridges mainly and had no memory to save updates to. I believe the only system to remain a core system is Nintendo with its WII. The produce a great game with very minimal bugs which is what most updates addresse. And people in general have changed from enjoying games for their actual enjoyment to time waisters in some cases. They play for acheivments rather then for high scores and general enjoyment. This to me is when core gaming started its larger decline.

As far as casual gaming goes, i believe this has grown thanks to the WII and its aim at older people. And with the older (grandma and grandpa) Generations being more computer savy, there has been a new market for them to target. A age range that normally did not use much technology, and today with them using it more and more, it has helped to spur on casual games like farmville. Where its simple to learn, visually friendly, and fun for those not into hardcore gaming.

With that kind of explosion it is safe to say, that older people playing these games with their grandkids, who are yet to reach a hard core want in their gaming, are also joining in on casual gaming. And as such you will see a market shift. While there is no peer presure to play certain types of games, there is defenitly a flow to them. Back in the nintendo days, hardcore gaming came in the form of those who played UO, EQ, and Asherons call, all online. So MMOs were the main stream game of choice. And as things change so do the tastes of gamers as a culture its own. From MMOs game Halo, Quack and many other FPS games that shifted the culture of core gaming all over again. Yet then another shift back to MMOs thanks to DAOC and WOW. And now again a slow shift to Casual gaming.

In essence its not that core gaming has changed, it is the demographics have changed to suit the growing age range of gamers. When it use to be 20 or 30 new games a year relased by all companys making them, we now see like 10 or 20 a month from small bite sized games to larger more in depth games. But with that comes what is the game really aimed at? Hardcore or Simple? Does this mean a 60 year old man will opt for a farmville game over a MMO? Probably not, because it comes down to the individual and what they want, i once played PVP every night with a guy who was 62 years old in DAOC and dam he was good. The emergence and expansion of casual gaming has come about mainly do to the technology available, and the wide spread of such tech, as well as great people like those who deisnged Unity to broaden then abilitys of those who are not professional designers. As tech grows, the demographic grows, as it grows the need for innovation grows, but i also think the attention span of players is shrinking. They want what they want now, and tech gives them what they want. So we see the mental shift of users shifting the choice of games from core to casual. Due to its quickness and simpleness of use.

One of the downsides I would say of casual gaming is that (and this is just a personal observation), it has led to a drop in challenge in the average “hardcore” game. Games are being made easier to appeal to people who aren’t “hardcore” gamers.

Take for example, Super Mario Galaxy and Twilight Princess. Both games are fun and very well-made but the challenge simply isn’t there like in previous games. They were made much easier, and this was no doubt to appeal more to the average Wii user. And no, this isn’t me simply out-growing Nintendo or any of that nonsense for the simple reason that if you go back and play the previous games of the same series, the older ones are much more challenging.
I’m not even talking about games that are that old (relative to the series). Compare Super Mario Galaxy vs Super Mario Sunshine, Windwaker vs Twilight Princess. Heck even Metroid Prime 3 vs Metroid Prime 1 and 2. If you’ve played them all, you’ll notice a sharp drop in challenge.

I expect things will eventually level out and there will be a resurgence in challenging hardcore games but it is extremely irritating in the meantime. Then again, maybe it also has to do with the mentality that plagues this generation; the whole holding your hand, everything you do is good, everybody is a winner, you’re special, etc.

I think society has changed over the years and the core games, or old school games, have been largely drowned in a swamp of technological progress as well as the tremendous effect of trying to target games at ever-larger audiences. I guess it was natural that when companies tried to get more people to buy that would inevitably lead to make it appeal to more people and hence the net cast by game’s appeal has greatly widened. Now you have your granny and grampa playing games casually and people on facebook playing games, whereas 10/20 years ago that was unheard of for games to be played by those kinds of people. It was a boy thing, for enthusiasts, in a limited market with a limited specialized audience. Not that those kind of people aren’t still out there, and they probably are, but they’ve probably been so used to the impact of all these other kinds of friendly games and social games that they’ve eased up on their tastes. That’s why people are now talking more about mid core games, and why most people would agree that there is a lot of risk in putting out an old-school shootemup or platform game.

“Core” gaming doesn’t even exist anymore. Its already been /heavily/ casualized.

Can’t play a damn game without it telling me how much of a special angel I am within the first 2 minutes of play.

Every now and then you’ll get games with actually sophisticated game mechanics and a challenging AI which reward planning and forethought. Any concept of a challenge, for most games, is relegated to online play.

Mind you, I think this is a pretty good business move by the industry; unfortunately, I still lose :frowning:

Personally I can remember playing my first Zynga/Facebook game and wondering who had stolen the gameplay/fun! To me at least it was not a game more like a themed colourful database system where you had to wait for ages in a queue for your update to take effect.

What fascinates me is the lengths Zynga went to using psychology and A/B testing to milk the players for all they were worth.

Now gambling is outlawed in a lot of places but with some social games where the player will never win only speed up the time it takes them to get/grow/build/cast/loot… their next item I think we should be careful.

I’m hoping that this is just a phase and people will grow tired of the more manipulative games and move onto games that just provide more fun and enjoyment.

On the hardcore / casual divide I think there is no longer a great divide as a lot of games from AAA FPS, Stratergy and Match 3 are now combining the best features from both sides.

Yep. I wish there were at least some amount of niche ‘hardcore’ companies. I’ve really seen a drop in challenge, which is one of the biggest changes from years ago. Maybe Indies can deliver?

Nice way to monopolize the term “core gaming”. The core moved, you can market games for target audiences or you can chase the lottery of casual games, it’s your choice.

Unless it slipped your attention totally, core games ARE casual games on mobile and social networks. They’ve completely taken over. Everything that used to be core, is now niche.

Can’t believe how wrong that is. The only game that’s still core that’s come out in recent years is Dark Souls. Everything else has been socialised, made casual and dumbed down year after year til the point that it is very difficult to tell “core” apart from social now.

Compare levelling in wow:

0-60 in 2004 - 6 months avg
0-60 in 2012 - 3 day avg

I should clarify. It’s not “wrong” but the question asked doesn’t make any sense because core is social now. Nearly every “core” game you can buy in the shops will have social content, or an easy casual way to play it.

Anyway if this upsets anyone… get Dark Souls: http://www.preparetodie.com

Just looked up Dark Souls…

Bought Dark Souls…

Hopefully this is the game I’ve been waiting for! All reviews have said that this game has unspeakable difficulty! :megusta:
I also like the fact how the character is not some godly hero or some muscle man. In fact, he is pretty much despised and the world is completely desperate. Off I go into my cave, real world!

I think a lot of this can be attributed to the general evolution of Game Design theory.

Remember, video games did not, despite most people thinking otherwise, grow out of the PC market. They grew out of the Coin-Op Arcade market. You know, where you had a single life then you had to feed the machine more money to continue - those games were all very specifically designed to give the average player about 2 or 3 mins of play time before more money was needed. It was never designed so people could become expert gamers and get 1 or 2 hours out of a single quarter.

However, that era is more or less dead. There’s very little reason to design games with that kind of thinking in the modern world of game development. This old trend filtered into early home console machines and even some PC games where the trend turned into you having 3-to-5 lives to start with and maybe some continue credits or the game edited to add in more 1up’s. However, over the past decades game designers have realised we don’t really need to do that any more. The rules changed, the goals of what a game should do have shifted.

People who grew up playing coin-op design era games, either in the arcades on with early home consoles most likely see the current generation of games as easy or casual but it’s really more of a shift in the goals of the designer, a change in the kind of experience they’re presenting. Give it another 20 years and the design needle for games will have shifted again, and another whole generation of players will probably be having this same argument but using different metrics of measurement.

That’s not to say there isn’t room for games that use similar designs to those older era games but they’re probably doing it for different reasons today. For example, in Dark Souls I’m guessing the designers made it difficult to highlight the ultimate fragility of the experience as opposed to a system to measure your play time by monetary investment. Similar outcome, but totally different design goals.

If you crave a game so difficult it makes you die a lot, perhaps you need to re-examine your childhood and ask yourself - do you really like difficult and frustrating games or are you just pining for a similar psychosocial experience due to years of conditioning by evil coin-op game designers of old?

:o

Previous paragraph was a joke… mostly.

Consider a game like Assassins Creed, which I think of as having a fairly modern design for an action game, lets examine a common scenario using current and (made up) old designs.

New: I try to jump from a roof to assassinate a guard, if I fail (and I do, a lot) I can usually run away, hide, try again later.

Old: I try to jump from a roof to assassinate a guard, if I fail (and I do, a lot) which results in bloody gory death, or I’d make it out with but a sliver of health which would prevent me from getting much further in the game after which I’d re-load and try again - this almost sounds a bit like Dark Souls doesn’t it?

The former seems easier and more casual, and I guess it is, it’s more approachable, more forgiving, but ultimately the result is going to be more or less the same as the old style design minus the potential frustration.

No doubt there are countless examples people will post to illustrate otherwise but I’m not saying this is a fixed law that describes the change in all games, just a general theory to explain some of the changes to game design in general over the last decade. Nor am I saying one approach is better than the other, both provide different yet perfectly valid experiences for different types of players (even if some of them may be suffering from evil childhood conditioning j/k).

I find this to be a bit of an ignorant comment. I get that you’re half-joking but still. You’re assuming that difficult games = frustrating. You’re completely ignoring the difference between poorly designed “hard” games, and well designed “hard” games. Those games you’re referring to were often made hard on purpose just to make the game last longer. A lazy way of boosting the difficulty.
More enemies, less ammo, less ammo, etc. isn’t what most people are talking about when they say games used to be harder. Developers still do that today; it’s pretty much the hard mode of just about every FPS game.

If you want examples of well designed games that are challenging, pick up just about any of those games considered to be the greatest games of all time. For example, Ocarina of Time, Super Mario 64, heck even Half-life 2 and Portal. Those games are much more challenging than a lot of the games that come out today. Yet they’re widely considered to be some of the best. They’re hardly games where you die over and over again…

I think that games need to not rely on faults in games to make it challenging eg.In skyward sword you have to rush along a wall, in the center there is a gap that should be simpily jumped by flicking the wii remote but it only works around 1/10 times making so frustrating, it would be much better if it actualy worked and then the speed that you have to go is alot more.

I never said difficult always = frustrating for every player. But let’s face it, a difficult classic like the original WonderBoy is going to be frustrating for a lot of people, but therein lies a lot of the fulfilment in getting really far in that game, once you do finally get in a good run it’s like pure euphoria. You don’t get that without suffering though some frustration first (pain makes victory sweeter). That doesn’t make it in any way badly designed. Also, let’s not drag this into a discussion of what is good/bad design - it’s too subjective and probably isn’t going to help this discussion any. Best just avoid it I reckon. Also, I’m taking about actual classics such as WonderBoy, Alex Kid, the original Donkey Kong, Frogger ect. HL2, Portal, all 360/PS3/DS/Wii games and even most PS2 era games are still considered very modern.

:wink:

Also, this is the gossip forum, shouldn’t it be encouraged to post ideas that go against the grain a little?

Actually there are a number of effects.

One of them is that most core games don’t dare to ship without polished tutorials which introduce the gamer in babysteps to a game. There once was a time when games were more kind of a mystery and it needed some interest and motivation from the player to find out what the game was about first. If you got a game as a pirate version this was even more true. This made the games more interesting and a.o. breed gamers which were able to solve puzzles like in real adventure games, not the brainless wannabe movie crap TTG is doing these days. A game had the chance to grow on you. Nowadays they often fear that if they can’t get you enjoyed within the first minutes, that you’re gone. Which again influences the difficulty of the games, how fast you can level up, fool-proof narration through the games, presentation is everything and so on.

It’s interesting to see how much money is invested in dull experiences like Knights of the old Republic. I wonder if this is some sort of climax or the worst is yet to come.

PC gaming is dying, so are the masses, it’s up to the indie gamers to revive that platform, hopefully.

It’s not the question whether a game is difficult, but rather if a game is fair (even when the game is brutal) and challenging (when you only survived a level using your head.) The difference is that whether the player is given a fair chance of knowing the danger ahead that is brutal and difficult is a better choice than a difficult slap on your face.

Games like Call of Dooty offers the player difficulty elements based on the laws of the game, not the game itself. You could play as a Veteran in this case, but every step you make requires fast reflexes to take out any enemy who has a pin on you, because you have a miniscule health bar, and enemies have installed aim-bots on their guns, which in a fast-paced environment, only your survival depends on how fast you hammer that controller, which isn’t fun (unless you’re a masochist) and certainly fustrating (you can’t even use intelligence to beat them)

A brutal game is a fair game when the environment gives you a fair chance to analyze the situation before allowing you to engage a difficult enemy. Usually many games in the past accomplished by giving player warning signs like how a gigantic dinosaur is charging through that room with a roar, or a loud charging sound when a boss character has a rocket launcher aimed at you. Others give the player abilities and items to avoid such mishaps when they slip up, giving them dodge skills or medikits, unfortunately, Regenerative health has been abused in so many modern games that it is pointless to have a power exchange between the player and the enemy.

Speaking of power exchange however, is solely in most modern games these days. When was the last time that you fear a singular armed grunt that could end your life if you’re never careful? Or when sneaking around a base with armed turrets would mean certain death? THis is not to say that games should be this difficult however, but when accomplishing something, like striking down a difficult enemy in succession based on careful planning. However, most modern games remedied their lack of difficulty an option to force the player to use reflexes to win the levels, which seeps out the purpose of fear, but fustration, because you do not see the enemy as a powerful foe that can be defeated, but rather a robot that just predicts your every move.

Games like Rainbow Six 3, Stalker, Thief are a much different case because of the methods you can utilize when playing a level (multi-choice approach), the more diffiult the game, the more cautious the player has to be and plan his approach to achieve the safest result. Other games innovative with the change of game environments, like the scarcity of ammunition in the game level, enemy placement or player abilities.

That being said however, the masses should learn some humility when playing a game. Most devs tend to believe that the masses wont give gruelling games a second chance when all it takes is a bit of learning and reflecting mistakes. However, considering the flow of technology today, being forgiving is probably out of the question.