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8. Episodic Play
Whilst episodic gameplay is all the rage these days, our gamers were looking for episodes of 15 minutes rather than 15 hours. "When the kids ask to play one more level before lunch, I want to know how long it will take -- if I am going to avoid minor explosions in the living room and refusal to eat."
The games with more predictable play times were more popular for parents with younger kids. This was also helpful when siblings needed to take turns on a game, as they could more easily agree a fair changeover time.
Our players also attested to generally having less free time to play games. What time they did have was often only available in smaller chunks. They all agreed the quick pick-up-and-play games were a much better fit.
9. Performance Feedback
Our lab techs (the Robertson family at large) were often called upon to explain the majority of games. Particularly where they required specific controls, the games often provided only minimal feedback of what the player had done wrong (or right).
"Well, why didn't they tell me I was swinging too early?" was one young girl's reaction after finally getting a hammer throw right -- some words of advice from us proving critical to her success.
The games that provided details not just on the outcome, but on the timeliness of the different presses and triggers of the previous effort were much more popular. It not only enabled our players to improve but made the whole experience more understandable and ultimately enjoyable.
10. Cost Critical
Towards the end of the session we had a few discussions with parents who had enjoyed their time so much they were considering getting a system for themselves. "You're joking -- that's more than my car cost," was one dad's response to the cost of getting set up with a PS3.
It seems for these lifestyle gamers, consoles have to fit in with other competing products such as gym membership, playgroups and after school clubs. Price is a much bigger issue for these family gamers. To that end the Wii was more acceptable, even though paying £40 [or $50] for a game still seemed shocking to many parents. Paul, one of our more enthusiastic dads, commented, "That's the same price as 13 movie rentals! I'd have to get at least 25 hours play out of that!"
As we closed down the various consoles and cleared up the snack wrappers, drink cans and coffee cups, we reflected on the day's discoveries. Whilst some of the issues could have been predicted beforehand, there were quite a few unexpected comments and ideas that arose.
It seems that games still have a long way to go before they are really ready to break into the mainstream. Nintendo's Wii has shown that the market is there for the taking.
But it won't be until we have age or ability specific controllers, and games that are really casual-gamer centered, that the masses will be able to easily opt for some gaming rather than picking up the latest movie.
Quick start times, automatic saving, friendly controllers (and control options), cross-ability multiplayer, deeper localization, simple handicapping, short episodes, performance advice and low cost will all play their part in opening up our favorite pastime -- and vocation -- to a wider audience. This may sound like a tough list, but build it right and they will come.
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Controllers is another interesting issue. Much of the complexity we see today is unnecessary for most games. They're designed for the most complex games, when a lot of great games barely use half of the buttons. Not to mention that controllers cost $30 each! Games would be much more party-friendly if controllers were cheaper, so everyone can play at the same time. With our huge HD TVs these days, we should be making games for at least 8 players at a time on the same screen.
The dynamic multiplayer handicapping is definitely an interesting idea. It just goes to show, often times people outside the industry come up with surprisingly good ideas. Of course, you'd have to be careful when implementing something like this - it could potentially be frustrating if done poorly.
But as you say, "...build it RIGHT and they will come."
What kind of crazy English is th... oh wait.
Great article!
Yep, the dynamic difficulty has been around in the industry since the dawn of time. Its known as rubber-banding. Though it has to be done very carefully or you can upset the game-play balance.
Although the weaker players feel great that they can then win. The skilled players can feel cheated, that despite their best (better) efforts, they still lose.
Done well, the rubber-banding must be transparent to the players.
I really think it's a stretch to cater to a market that clearly does not have a strong interest in games. While the wii is selling lots of systems, I want to see the sales #'s for the games that cater to these so-called needs of the family.
The wii's main selling point is Wii sports / Wii play, we have yet to see the attach rate of these so called 'casual gamers' who are willing to buy said games designed with features to cater to those audiences.
The comment by the dad about the PS3 costing more then his car is a sure sign that you mind as well be advertising to hillbillies.
Games have been dumbed down enough as it is with gamings increasing massification and many games becoming 'hands off' and gameplay has been increasingly automatted for the user the user.
I call it the "passification of gaming" where games get more and more passive and people basically turn on a robot that plays the game for them, at that point, why bother gaming?