Quote from: GarageGothic on Fri 09/07/2010 14:07:27
My problem with your argument, M. OUXX, is that you seem to perceive casual games as some sort of homogeneous entity designed by marketing people and molded into its most commercially viable form through focus group testing.
Yes, that's the definition I chose. It was a choice. I assumed from the beginning that we were talking about the kind of "casual gaming" that's accepted by the very same people who invented that term (communicants and marketers of the video-games industry).
As a reminder, a "standard" casual game (as understood by those people) is based on very few golden rules :
1/ Attractive immediately (no learning curve and an appealing feel),
2/ Addictive (there's a whole theory about that: a) Small, easily reachable goals, b) Apparently increasing rewards, c) Unreachable, distant goals)
3/ Can be interrupted any time (players should be able to easily switch in and out of the game's context - both the plot and the actual application).
Quote from: GarageGothic on Fri 09/07/2010 14:07:27There are small games that don't require a huge investment or a large team, in fact you'll have a lot better chance as an indie developer to compete in the casual market than against "hardcore" games
Yes, but there you broaden your scope. You're talking about Indie games in general. And then, inside Indie games, there are those that are casual and those that are not. Most of them have a strong casual factor, though:
They're "attractive immediately" (golden rule #1 above). How? For 2 reasons:
1/ Because they appear on a catalog. You see a picture and a description, and you buy it, like you'd buy a cheap gadget.
2/ Because, very often, they're light and it'll be very quick to download and run them.
Allow me to repeat that I'm not saying that all Indie Games are casual. Quite the opposite. The concepts must not be confused.
Quote from: GarageGothic on Fri 09/07/2010 14:07:27A lot of developers DO take pride in their games, and DO have standards that they won't compromise. Maybe they won't move quite as many units, but at least their games will be out there for people to buy, on Steam or through the App Store or whatever.
Exactly. And for that, they have to fit in an industry standard: light games, hosted on a standardized platform, that appear on an endless catalog.
It seems like an opportunity to innovate. My opinion is that it's indeed like a Renaissance of the creativity in the video games, but it will be a short one. Read below why.
You pointed out that commercial interest forced standards 20 years ago. I'd say it happened more recently, when video games went past the stage where a guy could create a blockbuster alone in his garage (I exclude the world of consoles, that moved at a completely different pace). Let's say it happened 10 years ago.
My point here is that this scenario always happens in 2 steps:
1/ Nexus of creativity, when everybody can create something and has a different idea of innovation
2/ the industry eventually understands the underlying mechanisms, creates a mould, and starts mass production
At the moment we are on the verge of phase 2, after what I'd call the "broadband renaissance": the industry has just understood 2 things:
1/ It's no use investing a lot of money immediately. Add downloadable contents if the game is a success (think of TellTale games)
2/ Flood the gamers with contents of averagely lower quality. For that, use Indie games makers, amongst other things. It's not by chance that Gabe Newell opened Steam to Indie games. The very existence of Steam depends on content.
The industry calls for content (whatever its quality), to sustain consumption. Not the opposite. Consumers would be better off with a slower pace and high-quality products. But they're force-fed with "games contents", like they've been force-fed with "TV contents" with the arrival of cable and satellite. Just like "casual gaming", the word "content" is a word invented by the industry for the industry.
The conclusion of what I wrote is that, once again, I'd love to see high-quality games. And I'd love to raise the intellectual challenge of games.
But I'm pointing out that the mutation that's happening now is out of control. It's good AND bad at the same time. If, like me, you think that consumerism is the plague of humanity, then you'll find it mostly bad. Casual gaming is an opportunity for a few artists to make better games BUT the very nature of what's happening will also pull the quality down (especially in the case of those games strongly relying on an immersive plot, like Adventure games -- because it obviously conflicts with casual gaming's golden rule "easily in and out").
Both will happen at the same time. And good games will be hidden by a mass of mediocre games. And they will still be adventure games -- but casualadventure games. Not necessarily Indie, but necessarily casual.