I also deeply loath peggle/bejeweled and farmville. Don't see why people put money into them.Freakout456 said:That's not what is meant by casual. Casual meaning more like Peggle, Bejeweled, and Farmville. Games that are played by millions of people casually and cost like $5.
Excuse me, good sir, but where do we retro gamers fit into your ... nifty little theory? Retro games don't tend to have very complicated stories, but many of us play them just as "hardcore" as non-retro gamers play their games of choice.Gralian said:I think it might be related to why there's a rip on the wave of so-called 'anti-intellectualism' lately. Let me break it down for you.
You don't see fine art being celebrated on the television. You don't see weird, Lynchian-inspired auteur films hitting mainstream cinema and scoring big at the box office. You don't see people recite Shakespeare and poetry by Miur on the nine o' clock news.
You see 'backwards' shows like Two and a Half Men and My Name is Earl. You see another sensationalist news story about something that probably didn't deserve to be reported on in the first place. You see films like The Expendables and The A-Team. One dimensional comedy shows appealing to stereotypes (the promiscuous male, the lovable rednecks, the trailer-trash ex-wife) and brainless action flicks. You see a story about an autistic kid who got labeled a cheater by microsoft(i read somewhere it had been reported on Fox news, i think that's the American news network), rather than the next great poem by our generation's young Tennyson or Keats.
Casual games versus 'core' games is, essentially, the same. We're losing our Wuthering Heights and our Charge of the Light Brigade for, dare i say, the video game equivalent of the Twilight franchise. As games become less about story, characterisation, artistic design and 'auteur-ism' they end up becoming noving more than mainstream drivel, degenrating into such games as Farmville. I think a lot of core gamers fear this, and so they defend their core games to the death in the hopes our Bioshocks will never be dumbed down into the likes of Kinect Adventures. Casual gaming, is, in essence, the 'anti-intellecutalism of the gaming industry'. Simple, derivative games aimed at no particular audience except for the ones that can pick up and play within the space of five minutes, as opposed to a 40-hour epic where you learn about characters and their struggles through careful interaction and dialogue.
'Casual is bad' is simply so because of the fear that it may change the industry - indefinitely. As companies see the far more lucrative markets of housewives, children and the elderly as opposed to the niche core market, they may shift their business model to cater primarily, and eventually, solely to that demographic, the core audience will feel betrayed, hurt and confused that they have lost something that primarily belonged to 'them' as a culture that only they identified with.
Wait, what games did that?boholikeu said:They offer nothing except:
Better UI
Better in-game tutorials
Better difficulty curves
They also make developers second guess certain "traditional" game mechanics that are actually quite broken. Thanks to the casual influence, RPGs now rarely have random encounters or require level grinding to progress the game.
There wasn't one specific game that did that. It happened over time due to the casual influence on the industry. People that are quick to deride the "dumbing down" of games often forget that there is another side to that coin as well.RatRace123 said:Wait, what games did that?boholikeu said:They offer nothing except:
Better UI
Better in-game tutorials
Better difficulty curves
They also make developers second guess certain "traditional" game mechanics that are actually quite broken. Thanks to the casual influence, RPGs now rarely have random encounters or require level grinding to progress the game.
(That's not a sarcastic or snide comment, either. I get the feeling there are different definitions for "casual game".)
Retro gamers do not fit into this argument. This is simply because the division between 'casual' and 'hardcore' did not really occur until after the birth of video games into the mainstream market. There were just 'video games'. You only had the arcades, not home consoles, and thus you didn't have 40 hour epics or mini-game collections. You just had a machine in which to insert 50p every five minutes. Then came the early consoles, and they followed a similar pattern because that was what the industry knew how to do. Basic but challenging games based on a 'continue' system. Some people played these games to a 'hardcore' level, yes, but there was simply no real distinction between casual and hardcore. You could play Missile Commander for five minutes, or as long as you could survive if you really tried. It was all up to the player. The player had to decide whether to play it casually or competitively because there were no games designed for either audience specifically. As such, retro gamers today also decategorise themselves when they choose to play primarily retro games. They haven't changed, hence why they are "retro", and thus do not belong in either category because they pre-date such labels. With retro games, the gamers decide whether to play casually or hardcore. With contemporary games, the games are designed specifically whether or not to be 'casual' or 'hardcore'.Chibz said:Excuse me, good sir, but where do we retro gamers fit into your ... nifty little theory? Retro games don't tend to have very complicated stories, but many of us play them just as "hardcore" as non-retro gamers play their games of choice.
Here's the thing, though. You may get say, one in every ten "hardcore" titles producing a Bishock for every Killzone or Gears of War, but by its very nature, it is impossible for casual games to achieve this. We may have a large selection of gritty grey first person shooters in the 'hardcore' market, but if you look hard enough, you will find the odd masterpiece. This comes down to, in simple terms, production values and concept. Casual games are not ever designed to have such intricate stories or game mechanics. They're designed to be non-interlinked, non-sensical mini-games that are to be played at any time and do not tell a story. They can never develop something artistic or intellectual, because otherwise it would not be aimed at the demographic that casual games make the most money from. Now i'm not saying people who play casual games aren't intellectual, but i think most people who buy a casual game expect the game to be just that - a game. Not an artistic statement and not a story. Indie titles can be artistic and auteristic, but we are talking about the industry as a whole here. Big publishers and developers. As for the Twilight comment, i do understand where you're coming from, but i didn't mean it in the sense of pandering to fantasies. I meant it to mean that it's "playing it safe". It's dumbed down, it's not going anywhere, it's not treading new ground. It's doing what the industry knows people will respond to. You can pander to whatever demographic you wish, but it has to be done in a way that's not quite so one-dimensional. Any pandering is at least trying to tell a story. Casual games do not. There is no pandering, there is no attempt to broaden the player's horizons or engage them on more than an instructional level of "shoot ball in hoop to win", there is no emotional investment. I'd rather have someone play to my fantasies of space marines and zombies and orcs than not bother to play to them at all. While i realise you can get mindless 'hardcore' titles, that is not the focus of this topic. The topic was 'why casual games are bad', and as such that is what i am focusing my argument on.boholikeu said:Unfortunately, Gralian's argument is flawed for one simple fact: hardcore titles aren't the video game equivalent of intellectual movies or novels. You don't see hardcore gamers defending the likes of games like The Path, Braid, or Flower. In fact, more often than not they label these games as "casual", too.
If anything, your typical hardcore game has much more in common with Twilight than it does with Wuthering Heights. The stories usually pander to our geeky side in the same way that Twilight gained popularity by exploiting the interests of teenage girls.
I admit the mouse is far more accurate for aiming, but I cannot tolerate the keyboard. The keyboard kills the deal for me. It's terribad for gaming on (Because, frankly, it's not designed for that purpose).ciortas1 said:If you think they do, that's the problem people are having with you. You are probably too wilfully ignorant to see the truth. There's a reason FPS games turned away from the frantic, twitchy gameplay when they moved over to consoles, and there's a reason aim-assist systems exist.
Let me clarify myself a bit, because it seems like you aren't getting my point.Gralian said:Here's the thing, though. You may get say, one in every ten "hardcore" titles producing a Bishock for every Killzone or Gears of War, but by its very nature, it is impossible for casual games to achieve this. We may have a large selection of gritty grey first person shooters in the 'hardcore' market, but if you look hard enough, you will find the odd masterpiece. This comes down to, in simple terms, production values and concept. Casual games are not ever designed to have such intricate stories or game mechanics. They're designed to be non-interlinked, non-sensical mini-games that are to be played at any time and do not tell a story. They can never develop something artistic or intellectual, because otherwise it would not be aimed at the demographic that casual games make the most money from. Now i'm not saying people who play casual games aren't intellectual, but i think most people who buy a casual game expect the game to be just that - a game. Not an artistic statement and not a story. Indie titles can be artistic and auteristic, but we are talking about the industry as a whole here. Big publishers and developers. As for the Twilight comment, i do understand where you're coming from, but i didn't mean it in the sense of pandering to fantasies. I meant it to mean that it's "playing it safe". It's dumbed down, it's not going anywhere, it's not treading new ground. It's doing what the industry knows people will respond to. You can pander to whatever demographic you wish, but it has to be done in a way that's not quite so one-dimensional. Any pandering is at least trying to tell a story. Casual games do not. There is no pandering, there is no attempt to broaden the player's horizons or engage them on more than an instructional level of "shoot ball in hoop to win", there is no emotional investment. I'd rather have someone play to my fantasies of space marines and zombies and orcs than not bother to play to them at all. While i realise you can get mindless 'hardcore' titles, that is not the focus of this topic. The topic was 'why casual games are bad', and as such that is what i am focusing my argument on.boholikeu said:Unfortunately, Gralian's argument is flawed for one simple fact: hardcore titles aren't the video game equivalent of intellectual movies or novels. You don't see hardcore gamers defending the likes of games like The Path, Braid, or Flower. In fact, more often than not they label these games as "casual", too.
If anything, your typical hardcore game has much more in common with Twilight than it does with Wuthering Heights. The stories usually pander to our geeky side in the same way that Twilight gained popularity by exploiting the interests of teenage girls.
I hope that has helped to clarify my position somewhat.
Interesting you should mention this, since many "casual" games have their roots in the arcade games of old. Is tetris a "hardcore" or "casual" game? Is it possible to play "Bejeweled" as a hardcore game?Gralian said:With contemporary games, the games are designed specifically whether or not to be 'casual' or 'hardcore'.
Funny, I tend to find the opposite. It seems to me that hardcore gamers have a higher tolerance level for the following:ciortas1 said:On topic, casuals have a much higher tolerance level for bad gameplay, story, lack of innovation, depth and so on, and that's the reason people are up against them. Because when developers start pandering to people with low standards, everyone but those people suffers.
You make a good point here. However, i am keeping the audience in perspective. The casual audience would not be interested in games like Flower,Braid or The Path. I've had someone who would normally play something akin to Wii Sports have a go at both Braid and The Path (unfortunately, i do not own Flower and so cannot speak for it) and in both accounts, they went "what the hell, this is stupid" and didn't understand either the mechanics of the game, the purpose of the game, nor find it enjoyable. An indie game is not the same thing as a casual game. People who pick up a collection of mini-games are not going to be interested in something artistic like the games you listed. I wouldn't call artistic indie games "casual" games, even if they are to be played in short, casual bursts. While Telltale Games have acquired a bit of a cult following, they're still a quirky indie development team who aren't exactly the forefront of casual gaming. I doubt many casual gamers (not us, i'm talking housewives, elderly and children) have even heard of Telltale Games, or played any of their games.boholikeu said:There are intellectual "hardcore" titles (Bioshock), and not so intellectual ones (Gears of War). There are intellectual "casual" titles (Flower, Braid, The Path), and there are some not so intellectual ones (Farmville).
I wouldn't call either of those games 'hardcore' in any sense of the imagination. However, as i said, retro games relied on the gamer to decide whether or not to play the game casually or hardcore. The same could be said for casual games today; people could become terribly invested in the idea of beating their score on whatever casual game they're playing. But that doesn't make the game itself any less casual. To further my point that casual games are detrimental to the industry, if casual games follow the formula of 'retro arcade' gaming, surely it is stagnating the industry. By staying with what we know works, we are not moving on and trying to advance the medium as a whole. Though arguably i guess one could argue whether it needs advancing at all, but if we took that stance, we wouldn't end up with avant garde art or auteristic films because people would stick with "what they know works".Interesting you should mention this, since many "casual" games have their roots in the arcade games of old. Is tetris a "hardcore" or "casual" game? Is it possible to play "Bejeweled" as a hardcore game?Gralian said:With contemporary games, the games are designed specifically whether or not to be 'casual' or 'hardcore'.