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
 
Analyst questions validity of unusual January NPD results [1]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder [14]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [37]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2012
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [4]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [6]
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot [4]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Kabam
Lead Software Engineer - Flash
 
Kabam
Lead Software Engineer-Ruby
 
Kabam
Software Engineer - PHP - Mobile
 
NetherRealm Studios
Senior Software Engineer, Network - WB Games/NetherRealm Studios - 126710BR
 
Warner Bros Games
Staff Software Engineer, Game Systems - WB Games/Monolith Productions - 125467
 
TimeGate Studios
Recruitment Coordinator
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 9, 2012
 
Web Fiesta Revolutionizes
Browser Gaming with
Full...
 
The greatest videogame
endings of all time...
 
TRION WORLDS AND CHINESE
ONLINE GIANT SHANDA
GAMES...
 
Dragons vs. Unicorns Goes
Solo
 
Spidermann named our game
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  GDC Europe: Zenimax's Firor On How 'Casual Is The New Hardcore'
by Simon Carless [PC, Console/PC]
3 comments
Share on Twitter
Share on Facebook RSS
 
 
August 17, 2010
 
GDC Europe: Zenimax's Firor On How 'Casual Is The New Hardcore'

Talking at GDC Europe on Tuesday, Zenimax Online head Matt Firor talked about the complex definitional relationships between the "casual" and "hardcore" in games, showcasing how Zynga's FarmVille "has serious hardcore gaming characteristics."

Kicking off, Firor points out that, for whatever reason, casual games are defined as being "fun," and being easy to jump in and out of and play for limited amounts of time. In addition, there's little pressure to advance, and they "don't box people into decisions" with regard to player choice.

On the other hand, "hardcore" titles such as the Call Of Duty franchise or the original EverQuest require more of a commitment to get to the good part -- and you feel powerful by dominating other players. In addition, sometimes you'll make a decision you can't back out of such as character choice, and often have cutting-edge graphics.

"But is it really that easy?", Firor asks. In fact, several of the leading "casual" games violate many of the tenets that seem to define casual games. Firor investigated Zynga's FarmVille, and discovered it has power-leveling services where you can pay people to level up your farm in the popular social game.

Referencing a leveling website called FarmVillePerfect.com, he points out that Zynga's game actually has "serious hardcore gaming characteristics." There are repetitive, time-based tasks, there's social pressure to keep up with your friends, "not too dissimilar from any big MMORPG" which has guilds that pressure you to go and play with them.

Next up, Firor references Jagex's Runescape, which was largely defined as "casual" by the press, perhaps because it's a web-browser based, free-to-play game. But really.. is it? When you die in Runescape, you lose your items. If you're player vs. player fighting and are defeated, you lose all of your items. How is this "casual," he asked? Where did these definitions start?

Going back to the beginnings of the industry, Firor points out that early, iconic titles like Donkey Kong or Super Mario Bros. weren't actually that casual -- they were, if anything, "fun but hard." But then in the 1990s, "new, dark games" like Doom changed things again.

Perhaps the gameplay of those 'darker' titles was similar in terms of losing lives easily and having powerups, although from a different perspective. But further differentiation was needed. So from a marketing and cultural perspective, it developed that, if there were bright colorful games, they were "casual."

Conversely, if games were dark and ominous, they were "hardcore," Firor suggests. So more cartoony games were considered to be easier to play and more for beginners, even though that may not have been true. And this is where the definitional problems have come in.

Firor notes that "you can play hardcore games casually," and vice versa. It "comes down to a mindset, more than a game." In fact, Firor argues that World Of Warcraft can often be played casually, depending on how relaxed your guild is and if you're largely socializing in-game, rather than grinding for new levels. Even Quake Live is easy to jump on and off as a web browser game, and "the game experience is kind of fun and casual."

And, of course, you can even play Solitaire in a hardcore fashion, and FarmVille is the ultimate example. Other titles like Tetris Friends on Facebook actually introduce hardcore mechanics, like competing high scores, which allow people to battle each other for supremacy, "a very hardcore concept." (World Of Warcraft's success may be down to the fact that it's very easy to play in a social way and in a more 'hardcore' way.)

Firor's conclusion? "Games aren't casual or hardcore... the gamers are." It's to what extent and detail and length of time that the player wants to play the game that dictates things, rather than the nature of the graphics -- so perhaps we all need to look at how we define things in the game space.
 
   
 
Comments

Jesse Billet
profile image
I'm going to be perfectly honest here, Mister Firor's opinions are wrong. After reading this, I must say it seems to me like a string of non-industry professionals trying to form an opinion with little to no facts. The Hardcore vs. Casual argument has nothing to do with the respective games motif. It's all about the level of difficulty and punishment for poor performance. Hardcore games are generally harder to just "pick up" and play. Also when a player dies or does not perform a set task, they must suffer much stiffer consequences than in a casual game. Which can include starting a level from the beginning, loss of items or equipment, and/or negative experience. Hardcore games generally will frustrate gamers if they lack the necessary set of skills to accomplish goals. Casual games on the other hand are more of a "pick up and play" affair. There is no particular set of skills needed to accomplish goals. If the player fails they can generally move on a different task or the task is altered to better suit the players skill set.

Piotr Zygadlo
profile image
I second Jesse comment. Moreover I think author too easly jump from "casual" to "social". If you look into PopCap statistic (some time back) the survey they made says, that 69% of social gamers are either casual or hardcore players. So to make both groups satisfied we (social games developers) need to make something which is partialy casual and partialy hardcore.

And this is why so many people don't like many "facebook" games anymore. Because they are too complex.

benn rice
profile image
games are comprised of a bunch of different elements, and each one of them can have a different harcore to casual spectrum rating.

for whats important to ME, i consider Quake 2 to be a hardcore game. cuz i'm rating it by the level of intensity and focus required to play competitively at a high level. constantly spinning your mouse around to see everything around you with opponents on all sides, simultaneously aiming and shooting at them while simultaneously moving in the most evasive manners possible considering all the obstacles/architecture in the environment.

but its casual as far as time commitment. you can jump in and out and get a fix in as few as 5 minutes.
this is why i'm operating under the name CazCore. 8)

an MMORPG is quite the opposite of an old school FPS. the gameplay is easy for anyone, but the time commitment to feel like you made any real progress, can be a really hardcore demand.

try my ENTIRE game PlayREALNotes.com for FREE, and Pay What You Want if you like it.


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.