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Flexing
tired hands as you grip the controller, you desperately maneuver your
virtual self for cover as sniper fire seeks your vital organs. The last
save point a distant memory, you sneak past the armed guardpost for the
umpteenth time. The stakes are high - if you fail to reach that save
point several hours of gameplay will be lost, and your next attempt
will be yet another stolid trudge over the same familiar ground.
Meanwhile, your spouse systematically turns out the lights and goes to
bed. You twitch, knowing that every moment you stay up past your
"bedtime" you will be rewarded with withering silence over next
morning's cold breakfast cereal. Cursing the cruelty of some unnamed
level designer, you trudge on, feeling the crosshairs of the sniper
creeping across your shoulder blades.
This
is the world of the interstitial gamer - one who grew up on games but
then got a life, or one who gave them up to take on career and child
rearing and is now trying to return to the fold. Not quite casual but
not quite hardcore, this type of gamer is dealt a cruel hand by today's
game market, and many market trends seem set to exclude this type of
gamer even as the ranks of this demographic swell.
A
large number of "AAA" titles from 2004/2005 were extremely difficult
and aimed squarely at the "hardcore" gamer audience, from God of War and Prince of Persia: Warrior Within to Doom 3 and Splinter Cell: Pandora Tomorrow;
it was no coincidence that these titles were the "cover queens" of
2004, gracing every gaming magazine cover imaginable (sometimes more
than once). These games were brutal and unforgiving, aimed at veteran
gamers with pre-trained reflexes and preconceived notions about what
constitutes good gaming and game design.
Why
would this be a problem? Game designers, creators and testers are
hardcore gamers; game magazine writers and editors are hardcore gamers.
However, the majority of the gaming audience is not, and neither are
those who are just now discovering gaming - and these gamers are the
ones that actually pay for their games and keep the industry in the
black.
The ESRB published a survey in late 2004 which pegged the age of the average gamer at twenty-nine, and only 59% male.1
Those of us who have crossed the threshold of thirty know that past
that age, people have a far greater tendency to be married, raise
children and have a demanding career. In other words, they are
interstitial gamers - those who squeeze gaming in between their career,
marriage, housework and weekends spent shuttling urchins between soccer
practice and violin lessons. They are exactly the type of gamer who is
going to have $600 for a new video card or $400 for a new console (plus
the HDTV to run it), yet they are the ones least served by a
marketplace which seems to be veering once again towards the hardcore
gamer.
The
interstitial gamer isn't limited to post-Gen-Xers, either; today's
youth are the very definition of interstitial, their gaming time
divided between their Pocket PC, GBA, cell phone and the console Dad
just installed in the SUV. Their scheduled booked like a Hollywood
producer's, they might game with one hand while Vonaging a friend in
Ireland, programming the TiVo, and ripping DVDs on a laptop. The idea
of committing forty or more hours to a single game and doing it in
solid one- or two-hour blocks is laughable in this context.
The
next-gen consoles themselves might force even hardcore gamers to go
interstitial. As the console blends with PC, game play time will be
competing with voice chatting time, videoconferencing time, e-mail
checking and web surfing. And while most homes have more than one TV,
it is safe to say that very few have more than one HDTV - bringing a
household's gamers into direct conflict with DVD and HD-cable watchers.
In the past, when Mom wanted to watch Dr. Phil you could just
scoop up the 'Cube and head for the bedroom, but those hooked on HD
gaming are going to find themselves fighting over a single household
source for 1080 lines.
Industry leaders and pundits are also concerned about the interstitial gamer. Both J Allard and Laura Fryer2
of Microsoft have expressed concern over the complexity and difficulty
of current and future games; Nintendo president Satoru Iwata has
expressed his dismay several times at the hardcore bent of the industry
and how that might be alienating both potential new gamers and older
gamers without the time (or perhaps reflexes) to master a new skillset
with each AAA release.3
Do they have reason to be concerned? At a GDC panel discussion in 2003, former Williams programmer Eugene Jarvis (creator of Robotron and Defender)
revealed a shocking fact: many of the games we remember best from the
Classic era were crafted according to the so-called "Ninety-second
rule." According to this rubric, for an arcade game to be profitable
during those competitive times a quarter had to drop into the machine
every ninety seconds, on average; in other words, to do its "job"
properly, the game was purposefully designed to kill off the player in
under two minutes, which averages out to a mere thirty seconds per
"life."
It
was interesting to hear that this was an unspoken rule of design during
what we have termed the "Golden Age," but Jarvis wasn't finished yet -
he, along with the other members of the panel, were convinced that the
extreme difficulty of these arcade games and the focus on visual flash
over depth was exactly what snuffed out the game market itself, which
suffered a financial and cultural collapse a mere two years after the
arcade's glory days. The arcade has never fully recovered.
Modern
gamers (and game designers) pat themselves on the back for revitalizing
the game industry and broadening its reach, but many of the design
lessons (and mistakes) from that era still haunt current games. The
exponential rise in difficulty that was the hallmark of those games is
still a dominant design element. Repetition of motif (an endless horde
of identical baddies) is still common, as are "grind" mechanics that
are more endurance test than gameplay element, and unreasonable limits
on loading and saving the game or picking up where you left off.
Perhaps
the most egregious current design sin is the use of the "checkpoint
save," an anachronism which was relevant in the days when storage space
was an expensive commodity; now that we have consoles with hard drives
and/or 64MB memory cards (up to 1GB on portable devices) as well as PCs
with near-terrabyte storage levels, that argument is moot.
Game
designers (and hardcore gamers) might argue that the checkpoint save
adds drama and jeopardy to your trip through a level, but this is only
true the first or second time; by your tenth trip through a level you
are playing with extreme clairvoyance, able to anticipate every enemy
attack. When you already have the level memorized, this isn't gameplay,
it is just work.
Game
creators might go to their deathbed denying it, but pointless
limitations on saving your game (widely-spread checkpoints, limited
save-slots, special "no save" areas) are cheap ways to stretch gaming
time over that arbitrary "30+ hour" limit so praised by the hardcore
crowd. The gaming media reinforce this problem, complaining bitterly
that they (hardcore gamers, of course) were able to beat a game in
"under 5 hours," implying that it was a waste of money and time for any
worthy gamer. When the interstitial gamer might have trouble freeing up
60 hours for gaming in an entire year, a 5-hour game could seem a gift
from the gaming gods.
Other methods of adding complexity and difficulty to current games are just as egregious; the much-praised Half-Life 2
starts off with a promising storyline and lots of casual-gamer-friendly
character interaction, and then abandons the player in a series of mazy
canals with little or no direction, dozens of scripted events stacked
against the player and many parts that can only be "beaten" by first
dying and then memorizing where not to step the next time through - oh
yes, and checkpoint saves that are arbitrarily far apart. Even worse
are games that ship with a large percentage of the game content
"locked" and force the player to master a series of repetitive
challenges in order to "unlock" the cool stuff that was promised on the
back of the box.
Hardcore
gamers might sneer, but many of those who are new to gaming enter the
market through the route of web games, cell phone games and the
Nintendo portable systems as well as casual games such as The Sims 2. Confronted with a title such as Medal of Honor 2, with a complex control scheme and gameplay that rewards only those who obey a rigid series of tightly-scripted sequences, a Bejeweled 2
player will retreat to the browser. Games designed with a "weed out the
weak" mindset still dominate press coverage and previews, and yet the
weak are exactly who the game industry should be reaching out to
embrace. Those of us in the industry are entirely complicit to this
focus on hardcore gamers. When was the last time a Tycoon game made a magazine cover? What other casual gamer title besides the Sims 2 was featured recently? Did Puzzle Pirates or Diner Dash make any end-of-year "best of" or "must have" lists? Why is Halo 2 celebrated for selling 2 million copies, when many casual games have broken the 10-millon-download mark?
If
any concessions are made towards the casual-gaming crowd, the hardcore
audience cries foul, calling this "dumbing down" and "selling out." Is
it possible to make games that satisfy both the hardcore and
interstitial audiences? Many long-standing gamer favorites point
towards ways to bridge that gap. The Sims removed scoring,
levels, save checkpoints and most of these "hardcore" game mechanics
and is still beloved by many for its sense of freedom and intimacy.
Titles such as the Grand Theft Auto 3 series retain many
hardcore gameplay elements (four stars, anyone?) but balance this with
a grand sense of freedom and the ability to ignore the plot completely
and even focus on nonviolent play such as ambulance driving or pizza
delivery. Unique titles such as Puzzle Pirates point towards entirely new mechanics and genres that have yet to be realized.
Perhaps
we should focus on user-created difficulty, in which the difficulty of
the game is directly determined by the choices the player makes. If an
MMO player wants to just beat up weaker animals all day long and never
confront the dragon in the woods, this should be a valid and supported
decision. Imagine a shooter in which the player could make the choice
to stick to a silenced pistol and sneak through a level undisturbed, or
use the rocket launcher and bring every bad guy in the area down on
their head - the toughness of the level reflecting their own style of
play. Setting up a game scenario such as this might require more effort
than just scripting an event in which flaming barrels drop down the
stairs, but if we set our sights on creating drama - not just
difficulty - it might be possible to embrace this new audience rather
than drive them away. Those of us without 30 hours to spare for a
single game want desperately to remain gamers, and a new generation is
just as eager - but serving up yet another Splinter Cell or an
MMO which requires daily commitment doesn't serve the interstitial
gamer, and we need them. They are the ones who will be paying the bills
for our next decade of the game industry.
Endnotes
1"Survey: Video gamers getting older, heading online" USA Today 5/12/2004
2"Games suffer from 'geek stereotype'" BBC News
3GameSpot, January 14th 2005
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[Article illustration by
Greg Brauch.]
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