Opinion: Redefining Casual For The Hardcore
April 29, 2009 8:00 AM | Simon Carless
[In this Gamasutra opinion piece, designer and Divide by Zero Games founder James Portnow looks at the definitional divides between casual and 'hardcore' gaming, asking whether there's a market gap for core games with casual-style mechanics.]
To date the ‘casual’ market has targeted the ‘casual’ gamer -- but the question arises: "Do the ‘hardcore’ need casual games as well?"
Y’all know I get uppity about definitions, but here’s one term really does need some defining: "Casual Game". Who knows what "Casual Game" means these days? Unfortunately, I’m not really qualified to make a sweeping definition of "Casual Games"(I know there are some guys at PopCap that have put a lot of thought into this, and I encourage them to share those thoughts with the rest of us!) but I’ll give you a little bit of the reasoning that led me to pen this.
This year, Braid won the Interactive Achievement Award for best casual game -- but by the definition I’ve been running with, it’s not a casual game. So I started looking at media use of the phrase "casual games." It’s all over the place, but I’ve really only seen one constant: at this point, casual games are defined in the popular media as "non-violent games," and we’ve begun to adopt this definition.
For the game designer, and for the industry as a whole, I believe this definition to be counterproductive. Non-violent games are great, and they deserve a lot more discussion then they currently get, but to me, "casual" is a play style, and "non-violent" is a descriptor of one aspect of a game’s creative IP.
As a designer, having a definition for "casual" that helps me better understand the gameplay needs of the player I’m addressing is much more useful.
On that note, trying to justify an exacting definition of a casual game could take up a whole article, but for the sake of argument, let’s define a casual game as:
1. A game that can be played in short sessions (10 minutes or less)
2. Lacks finality (there’s no definitive point when you’ve finished the game)
3. Replayable ad nauseam
What does this definition mean? It means that casual gameplay doesn’t just have to appeal to the “casual gamer" i.e. your mom -- after all, let’s be realistic. That’s what most of us think when we think of “casual gamer”, demonstrating that, at this point, that term clearly needs redefinition, too.
Let’s examine some of the games that fall under that definition: Bejeweled, Tetris, Peggle, Solitaire, Trism, Cooking Mama -- But that’s the list we expected. Now let’s dig a little deeper.
The following games also fit this definition of Casual: Galaga, Missile Command, iDracula, Tower Defense, Robotron, Everyday Shooter, Geometry Wars.
Note that half of the games on that list are old arcade games. I postulate that there is a market hole here. "Casual Gamers" aren’t the only ones without time; many hardcore gamers (especially as we, as a group, grow older and have greater responsibilities) are looking for short session experiences.
So why hasn’t this hole been addressed? Because from the death of the arcade to the end of the PS2 era. it was practically impossible to do economically. If we look at casual games as they exist right now, they’ve come to a stable price point capping at around ten dollars -- making production of such titles largely unviable in a brick-and-mortar, box product environment.
The popularization of digital distribution (Xbox Live Arcade, the PlayStation Network, WiiWare, Steam, &c.) and its ubiquity across all consoles changed all this. If you look at the best-selling games on most of those platforms, you’ll find a number of games that are considered casual under the definition given.
Another factor that has contributed to the viability of this type of title recently is the pervasive nature of handheld devices today. Be it the hundred million-selling Nintendo DS or the fact that every cellphone in the world can now run at least simple games, much more of the population now possesses a device which allows them to play games when they can’t be doing anything else.
It’s the Laundromat principle. Every Laundromat in the United States used to be equipped with one or two arcade games. Why? Because they knew that if people had nothing to do and had the means to do so (in their case, readily-available quarters) they would pay to play games.
So how do we craft great casual games for the hardcore player? Well, that’s a science to be re-learnt. So far we’ve turned to old arcade games for inspiration, and the old arcade games are certainly a good place to turn. Back then, games of this nature were created out of necessity. Replayabilty was vital not only from a technical perspective, but from a financial one as well.
Beyond that, my analysis is: limited but simple mechanics that require a great deal to master seem to be the key to making casual games for the hardcore (this may seem obvious, but it’s all I’ve got).
My purpose here isn’t to teach design principles for games of this nature. I would be a fool to try and do so. My purpose is to achieve a paradigm shift in what we consider "casual". If a person looks at "casual games" from the perspective of what mechanics make up a "casual" game rather than the aesthetics, one immediately sees that there is a vast underserved market segment.
We can confirm this supposition simply by examining the data already provided by the few casual games for a "hardcore" audience and see the market traction they’ve had.
Actually, my purpose is slightly greater than that...
Many of you reading this are better designers than I: it is my hope that reading this brief essay will spark some thought. I speak about casual games for the hardcore because that is what leaps to mind when I begin to think about the term "casual" mechanically (and I see the evidence for the need for such games), but it is my ardent hope that some of you, in thinking about the mechanics of casual games come to leaps that well exceed my own.
[James Portnow is a game designer, formerly of Activision, and now at Divide by Zero Games, where he is also the founder and CCO. He received his master's degree in Entertainment Technology from Carnegie Mellon University. He can be contacted at jportnow@gmail.com for comments on this article.]
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4 Comments
What Mr. Portnow describes as "casual" is pretty much how every single game was from 1977 to 1984 or thereabouts. Whether or not Geometry Wars is casual (and I debate whether that's true; certainly none of my friends who play Bejeweled have been able to get into it much) it certainly is a 1982-vintage arcade game, at least in terms of gameplay.
I'm fine with a comeback of early-80s arcade gameplay; I still like to play that kind of game 25 years later and they're what I know how to design. But I think Mafia Wars on Facebook is a casual game too, and it may not fit his second or third criteria. Ditto Animal Crossing. I also think Peggle is one of the quintessential "casual games", as well as being like an arcade game, and it has a well-defined end point. (Then again, so did Arkanoid and Marble Madness.)
I think a better set of criteria for "casual games" (which also fits old arcade games well) is
1. Playable in 10-minute bursts
2. Gentle learning curve
3. Gradual increase in difficulty
raindog469 | April 29, 2009 1:35 PM
Oops, hit "post" too early. Anyway, what I was getting at was that there was more than one way to define "casual" in opposition to "hardcore" without violence being part of the equation; I think "Smash TV" was a great casual game in the arcade, but it was also one of the first popular games to involve gore.
I would also argue that the kind of tuning that makes a game replayable and "easy to learn, difficult to master" is what makes a game a good game, not just a casual one. It applies to The Legend of Zelda or Halo as much as it applies to Geometry Wars or Bejeweled.
raindog469 | April 29, 2009 1:42 PM
These are all great points about a definition of casual gameplay, and really, kind of makes me wonder where we could go with this. I think by these standards, Spelunky just about fits. Which is awesome, because I'd love to have that game on my DS, ready for 10 minute sessions, heh.
Not accusing you, Simon, but I'm still annoyed by the ongoing thought that, say, a mother with her Bejeweled is a 'casual gamer' and a frat boy that has a 360, Halo, and Gears of War isn't. It only makes sense to me that a 'casual' gamer should be defined as somebody who has a 'casual,' surface interest in gaming. And there are surely thousands of gamers out there who only have a cursory knowledge of the medium, limit their play to popular titles like Halo and Zelda, and still prance around with the 'hardcore' cap on when it comes time to discuss games.
Hell, five, six years ago, I considered Harvest Moon and Animal Crossing some of the most "hardcore" titles out there. Not so much because of content, but because they were really at the time mostly reserved for experimental gamers looking forward to new venues in the hobby. You had to have more than a cursory knowledge of gaming to give these games a chance back-in-the-day.
In any case, some game dev genius give us a casual-style RPG with lots of micromanagement and cute armors to switch in and out. I demand it.
P.F. | April 29, 2009 3:07 PM
I'd have to object to the definitions posted above as regards to classic arcade games, because the increase in difficulty was anything but gradual but was in fact exponential. I had a personal interview with many of these game designers, including Ed Logg, Eugene Jarvis and Ed Rotberg, and all of them agreed that they felt significant pressure from marketing and management to make the games so difficult that the player would be forced to quit or die within 2 or 3 minutes. In fact, Defender was so expensive to produce that Jarvis coined an "unspoken rule" he called the "90-second rule" which said, in effect, that accounting figured out that for the arcade game to make a profit, someone had to put a quarter in the machine (a "coin drop" in arcade vernacular) every ninety seconds; yes, the game is specifically engineered to kill one of your ships every 30 seconds. That is anything BUT casual in design, and I think it is a mistake (no disrespect to our columnist) to lump any of the classic arcade games in with current casual games. The revenue model, publishing model and audience were completely different.
Michael Eilers | April 29, 2009 7:49 PM