Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 9, 2012
 
DICE 2012: How social and mobile are creating the 'new arcade'
 
Road to the IGF: Alexander Bruce's Antichamber
 
What Nintendo's 2011 sales mean for Wii U, third parties [9]
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder [9]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [34]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Airtight Games
Senior Environment Artist
 
Airtight Games
Software Engineeer
 
Tencent Boston
Senior Server Programmer
 
Zindagi Games
Associate Producer
 
Spooky Cool Labs
Software Developer - Games - Front End (Unity 3D)
 
Spooky Cool Labs
Marketing Director
spacer
Blogs

  Gamer Archetypes and Lack of Authorial Control
by Steve Mallory on 12/21/09 12:13:00 pm   Expert Blogs   Featured Blogs
9 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 12/21/09 12:13:00 pm
 

As a Game Designer, the use of narrative in games always intrigues me, as illustrated by my first two posts.  So, let me start with an admission: I don't really have a problem with a forced narrative structure and story that creates a memorable experience for the player.  These games become a very important bridge between the three very important groups that plays games: the hardcore gamer, the hip gamer, and the casual gamer.

Now, let me quantify those terms:

The Hardcore Gamer: If you're reading Gamasutra, you are a hardcore gamer. These are the men, women, and children who are early adopters of technology, who want the cutting edge graphics, and who demand a lot out of their entertainment dollar. They read all of the reviews, and tell all of their friends which games are fun, and which are not. The vast majority of game developers are Hardcore Gamers.

The Hip Gamer: Unfortunately, this is a pretty nebulous segment of the market, because it tends to ebb and flow based on what games are hot.  They read the reviews, but tend to be more circumspect about what they purchase, relying on friends, blogs, reviews, and the like to drive their game purchases.

The Casual Gamer: This is, by far, the largest game market segment.  Casual Gamers play everything from simple card games that come preloaded on PCs (Solitaire anyone?), to party games.  Casual Gamers explain the Wii-fixation;  the Wii system is targetting, perhaps too successfully, the Casual Gaming Market, much to its derision by both Hip and Hardcore gamers. The Casual Gamer market is the most difficult to target a game toward, and not just because it is the largest, most diverse market. Casual Gamers don't purchase many games per year, and really don't keep up with the industry unless it makes mainstream news outlets, yet represent the largest potential market in gaming.  As a result, publishers make a concerted effort to target this market.  Getting your game heard amongst all of the noise of casual games can be a challenge unto itself, even if the game is awesome.

Don't get me wrong based on my previous posts, where I advocate designers abdicating authorial control in favor of player-crafted experiences. I don't believe that completely abdicating authorial control to the player is a positive thing, and that memorable moments in games can be highly scripted, narrow, focused and give the player zero authorial control because tightly scripted experiences appeal more to Casual and Hip gamers.

A narrow, tightly focused experience - a great example being Call of Duty 4: Modern Warfare 1 (The convoluted story of MW2 is worthy of a post on its own) or Half Life 2 (along with its episodic content) - may be passe for Narrative Design Theorists, but it these games have successfully bridged the gap between the Hardcore, the Hip and the Casual gamers. These focused games, the very antithesis of open-worlds and letting the player create their own moments rather than sharing in self-authored moments, give one very important tool to those that don't always play games: direction.

Hip Gamers and Casual Gamers, those that maybe purchase one or two games per month, look for a guided experience and crave direction so they can come close to finishing the game. My Wife, the antithesis of a gamer, loved Half Life and Half Life 2 because of their level structure and episodic feel of the story and, more importantly, always knew that there was a path - somewhere - leading her to the next encounter. The game was a line, from A to B, and she knew that if she worked hard enough, that she could reach the end and get to the next crafted experience.   

Conversely, when she watched my play GTA IV, she kept asking me: "Where are you going?"  And no matter my answer, she followed up with "Why?"

That exchange is something very important that I think a lot of developers need to understand:

We need to make games for the Hip and the Casual Gamers as much, if not more, than we make games for us. We need to understand that Hip and Casual Gamers appreciate when games share many of the tropes used by classic media - the familiarity of these tropes is more engaging for them than player-authored experiences.  We, as developers, are more likely to be self-directed than the average gamer.

What has made game narrative so bad, by and large, is as much a function of the game development process as it is who has been entrusted to write the games.  Game Designers have largely been entrusted with this role, alongside having to perform system design, content design, and game tuning. The more a Game Designer has to spend working on everything but the story, the weaker and less engaging the story becomes.

If we want games to be treated as an art form, we should continue finding our own unique narrative voice (as unique as film, drama and literature), but we should do so without alienating a vast portion of gamers simply in the name of "art".  Even film, drama and literature understands this, creating forms of their art that is for mass consumption while others are for more rareified tastes.  There will continue to be a market for directed games while we, at the same time, attempt to expand the narrative voice of games.  

 
 
Comments

Adam Bishop
profile image
Do non-hardcore gamers really purchase that many games? 1-2 per month? I've never seen any statistics, but I would find that to be incredible - most hardcore gamers I know barely purchase a game a month. I think sales of Wii games (and probably DS games too) shows that a lot of people buy a console and then only ever buy a small handful of games for it. I also think there are probably quite a few people who only bought, say, Resident Evil 5, Madden 10, and Modern Warfare 2, and that's all they'll play all year. I mean, the attach rate for the 360 is what, 8? 10? There's no way most people buy anywhere near 1-2 games a month.

Sorry for taking this off-topic a bit. About your general point, I do agree that authored narratives are very important and useful, particularly for drawing in an audience for whom gaming isn't their primary hobby.

Steve Mallory
profile image
@Adam:

Well, looking at the sales via the NPD and ESA in 2008, 45% of games sold are rated E for Everyone, and 11 of the top 25 games sold in 2008 were E rated. So, someone is buying games out there, and the numbers seem to say that the best selling games will be E rated. Even taking Wii Sports out of it, 10 of the top 25 games in 2008 were E rated. That is a pretty solid block of games right there that trends to children and casual gamers.

That said, I think the Wii attach rate might be skewed by its widespread acceptance. I'd be curious to see their attach rate of the installation base was adjusted downward toward the 360 and PS3 installation base.

keith nemitz
profile image
Casual gamers are also the largest purchasers of The Sims. So maybe authored narratives aren't required to entertain them. Zero narrative games seem eternally popular. But the rise of HOGs is a strong argument in your favor. I'm currently working on a game that may show how to put thematic message/voice into emergent narrative.

Joshua Sterns
profile image
My 2cents:

I would change "buy" to "plays a new game." I have bought four games this year, but have managed to get my hands on about a dozen new titles. I do, however, have a great network of friends who are gamers. I'm also thinking about Gamefly. So there is no need to buy every game I'm interested in playing. Also if the hardcore gamer is buying two games a month, then how can they honestly be demanding the most out of their entertainment money. The most bang for you buck come from games with significant length and replay value.

I'm also starting to get the feeling that I don't want to be labeled a hardcore gamer. I don't demand the most cutting edge graphics. I demand hours of fun. I also don't mind direction or linear gameplay. I enjoy games like Ninja Gaiden, Force Unleashed, Afro Samurai, God of War, etc. as much as I enjoy Brutal Legend, Batman: AA, and Dragon Age.

I do agree with the idea, "We need to make games for the Hip and the Casual Gamers as much, if not more, than we make games for us." That reminds me of cartoons that can be entertaining to kids as well as adults. Animaniacs, Simpsons, Shrek, etc. This comparison is a bit of a stretch, but I think it works.

Alfonso Gonzalez
profile image
As the farthest thing from an expert as one can be, I have to agree with the main point of catering to the more casual audience through tight, structured narrative. Especially with the current generation of consoles, narrative seems to have taken a seat in the back of the gaming bus as more companies seem to be doing two things: 1. Making quick, simple to play game collections with no narrative or 2. making "hardcore" open world and FPS games with terrible narrative or no narrative. (the most recent offender for me being Borderlands)
These games all have the same thing in common, they feel empty and without purpose. They are toys. They have no soul, no feeling and nothing to say. They are easily forgotten without all of the advertising plastering every website and billboard marketing can get their hands on. They may be technically awesome and fun to play, but nothing really separates them from the plethora of similar games aside from a different artistic paint job. This is fine for the bottom line, but games will never be considered an art form at this point.
I think if games want to be elevated to the same level as film, books and theater, narrative is where it needs to happen. The main difference between art and business is that art has something to say. Art tries to deliver a message and change the way you think about whatever you are looking at. For the most part, modern games don't make you do that. If the industry is worried about alienating potential buyers by making their games "too linear", I'm pretty sure that the average gamer will forgive you for not giving them a sandbox if you give them characters, stories and worlds worth caring about.

David Delanty
profile image
Outside of narrative, game designers are also limited by other factors which prevent their title from reaching every demographic. Games require two traits that film does not demand of its audience: coordination and critical thinking. Films can be enjoyed by anybody who can plop a DVD into a disc drive and press 'play.' But games demand so much more. For instance, my own mother can play Guitar Hero just fine, but I cannot possibly imagine her training her fingers to navigate the campaign of Call of Duty (Lord knows I've tried to help her). She's found her coordination limit in Guitar Hero at medium difficulty, and if she can't push herself to hit that fiddly orange fret button, no way she'll remember the button layout for crouch, throw grenade, throw other grenade, throw other other grenade, switch grenade, switch other grenade, prime grenade, prime other grenade, eat grenade, etc...

Film has a luxury in being a very straightforward linear medium of entertainment. It's a luxury in being able to be experienced by all audiences, allowing various narrative styles to be delivered to various demographics. Gaming cannot unfortunately reach all demographics, as not all demographics can navigate the gaming peripherals, unfortunately. And this drawback is unfortunately well outside of the control of narrative.

Bart Stewart
profile image
"These focused games, the very antithesis of open-worlds and letting the player create their own moments rather than sharing in self-authored moments, give one very important tool to those that don't always play games: direction."

I'd like to suggest that a middle way is possible: I believe it's possible to architect a gameworld to be open, with numerous opportunities for players to create their own stories, while at the same time providing a strongly directed (but optional) narrative through the core content of the gameworld.

In fact, I'd argue that Fallout 3 came pretty close to that ideal. At any time there was always the major plot of the game available as direction -- the next step in the core story was always visibly marked for the player who prefers clear direction. But unlike a game "on rails" (such as the excellent Half-Life games), in Fallout 3 the player is free at any time to go off the rails and enjoy one of the many sub-plots, or even to abandon the main plot entirely and simply explore the entire world at will. To a lesser extent, I'd say that games like GTA IV, Far Cry 2, and Dragon Age: Origins also fit this model. The under-appreciated Two Worlds also offered this kind of open-with-a-marked-path gameplay, though in a slightly less polished form.

So rather than games needing to be either extremely freeform (The Sims), or to have only one unavoidable but highly refined path (Half-Life), an open-world game that offers a highly polished and easy-to-follow central narrative would seem to have the best chance of satisfying Hardcore, Hip and Casual gamers.

Of course it's also the most expensive to create, but hey, TANSTAAFL. :)

Taure Anthony
profile image
@Joshua you made my day mentioning Afro Samurai.....its such a slept on gem.

Glenn Storm
profile image
This is an interesting series of posts you're building up, Steve. Thank you. I'd wonder if the "hip gamer" label might be better defined by the setting in which they play. As opposed to casual gamer, who would most like seem to play alone, or the hard-core gamer, who doesn't care if they play alone or not, just as long as they're involved in the cutting edge of the art; the hip gamer may be more inclined to be interested in the social aspects of video games. As you described the hip gamer, I kept thinking about the stereotypical college dorm room full of guys playing Madden or the group of co-workers who take time out after hours, or at lunch, to play Halo. These gamers don't seem to be as concerned with the latest and greatest of what the industry has to offer, unless it serves this social goal; as evidenced by the recent MW2 release or any recent release of the WoW franchise. Perhaps the hip gamer is not exclusively a social player or even a multiplayer ... player, but it seems more than likely that this elusive gap between casual and hard-core is made up primarily of this style of play. Looking forward to your next post. :)

@Bart: I'd agree with that. All or nothing, in terms of authorial control, seems to be a decision based on budget. It's been said before; the indies will likely be the pioneers of narrative game design.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.