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The debate existed under different names such as "N00bz vs 1337"
"Casual vs Core" "Button Mashers vs Advanced" players. The ongoing
dilemma between designing games for casual or core audiences with each
side adamant games must be designed and developed for a particular
group to be successful.. Trying to design for the casual market and you
"dumb down" games too much and alienate the core market. Trying to
design for the core audience and you alienate the larger casual market
by devising mechanics too complex. Casuals may constitute the larger
purchasing market, but it's through the reputation of a game from the
hardcore that lays the reputation of a franchise and foundation
contributes to profitable squeals. The bottom line is you want the game
in as many consumer's hands as possible. So why not design and develop
for both?
The 3rd pillar of the fundamental truths of
game development is Games are for Players. The principle that developed
from this understanding is:
- Build for the masses design depth for the advanced
Depth should be done in such a way that it's not necessary, but
is ideal for maximizing performance. Thus the masses don't have to, but
can still "accidentally" access more functionality. Advanced players
can apply their skills and purposely access deeper game play mechanics
or tactics due to their higher level of understanding or superior hand
dexterity. Gears of War and Bayonetta have game play mechanics that are
devised for both the casual and core audience.
Gears of War 2: Reload Mechanic:
Each
weapon can chamber "X" amounts of ammunition. Once the chamber is empty
the weapon needs to be reloaded before being able to fire. Reloading
weapons was developed in two ways:
- Masses - Fire until ammo is drained from weapon. Automatic reloads. Don't need to worry reloading.
- Advanced - Manually reload with a risk reward system.
Properly time a button press to stop the moving bar to land on the
sweet spot and you reload faster and get a damage boost. Failing by
pressing too early or too late and your gun jams and takes even longer
to reload.
Picture taken from Gears of War Gears 2 gamers blog
Bayonetta: Very Easy Automatic Mode
The reverse of the principle. The combat design is intended
to be complex and difficult for the hardcore market. Platinum Games
developed an automatic mode for the players that lacks the desire,
skill or time to master the hardcore game play mechanics. The depth of
controller interface and decision making is available for the Core
player, yet it's not necessary for the casual player in order to
advance through the game.
- Masses - In Hideki Kamiya, director of Bayonetta, words from his blog "This is the power of Automatic. Automatic can be used on Easy and Very Easy difficulties, and leaves the most complex controls up to the CPU." Play one-handed.
- Advance - In another blog
Hideki Kamiya implies the intent for the hardcore audience with "For
instance, with Bayonetta, we would hate for someone to think it is a
heartwarming tale and then buy the game to discover it is really a
sadistically hard game (I hope…) where you play as a witch who laughs
as she destroys angelic enemies."
Most decisions will be made with the target audience
in mind. Designing mechanics so that the game is enjoyable to as
many people as possible is common sense. Design the core mechanics so that the casual
has accessibility in game play but design depth that the hardcore can
take advantage of and improve performance. Who cares how the player
plays the game, as long as they had fun and bought it new ;)
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Preach it, Mark! I've long thought that there should be room in games for both wicked tough difficulties alongside near-automatic levels. Some people relish the challenge, while others may want a simpler experience, or might just want to get to see all of the content they've paid for.