Tag: casual


Games Have An Attention Problem

March 11th, 2013 — 6:25pm

Last week I talked about how mid-core games aren’t the answer to consumer engagement issues.  This week I want to take a closer look at some of the underlying design problems with casual and hardcore thinking, and how we might better address them.


It’s been several years since I first talked about games and attention.  At the time, I noted that games compete for our attention with other games, other media, and interruptions from friends, family and work.  Despite all the advances in friction reduction over the past decade, games are hard pressed to thrive — nevermind get noticed — in this noisy media environment.

Looking ahead, the trendline is not positive.  Content creation costs keep dropping, so the amount of content available keeps rising.  Our choices are unlimited but our time is not.

Traditional solutions to the attention problem fall into two buckets:

  • Reduce friction (a.k.a. the casual solution)
  • Add depth (a.k.a. the hardcore solution)

In general, good casual design affects a player’s willingness to play, while good hardcore design affects their desire to play.

 

The Casual Solution

The friction reduction method requires games to:

  • Have few barriers to entry
  • Be commitment friendly
  • Be attention span agnostic
  • Have a short build-try-fail loop

That’s all good.  However, while these characteristics reduce friction and increase a player’s willingness to play, they don’t actually generate a desire to play (or to keep playing).  In an effort to meet the requirements above and make the game more accessible, most designers simplify the game’s mechanics and the way those mechanics combine, effectively reducing the play dynamics as well (in the MDA sense).  The result is a shallow product with a small possibility space and little long term retention.

Casual games succeed by demanding less from the consumer — they don’t ask you to sacrifice attention you might prefer to devote to other things, complementing rather than competing with other media.  The best of these products tend to have large audiences with low unit economics and short user life cycles.

 

The Hardcore Solution

The depth approach, on the other hand, means the game:

  • Has extensive and varied play dynamics
  • Has a lot of content to consume
  • Gives the player a reason to make a deep personal investment (often through persistence, identity and relationships).

Again, a good list.  Games of this type tend to create a strong desire to play.  Unfortunately, they also erect a lot of barriers to someone’s willingness to play.  To create a wide range of play dynamics, many designers simply pile on the game mechanics (i.e. they keep layering on the rules and systems).  That’s a lot for someone to learn and then remember from session to session, and with a lot of mechanics to comprehend, 100% focus is required.  The only players willing to do that are the few that will make a large personal investment in the product.   The result is a deep product with a large possibility space and great long term retention, but it bounces most consumers at the start.

Hardcore products succeed by being more compelling than other media — they ask for your undivided attention and tell you it’s better spent on them than competing options.  High quality hardcore products tend to have small audiences with high unit economics and long user life cycles.

 

Hardcore + Casual

There’s nothing inherent to these two approaches that makes them incompatible, but you can see how solving for one can easily lead to problems with the other (it doesn’t help that, as an industry, we’ve set up a false dichotomy that places casual and hardcore products at opposite ends of the same spectrum;  mid-core is the latest iteration along these lines).

Much of the problem starts with the game’s mechanics, where most casual games have simple mechanics and simple dynamics, and most hardcore games have complex mechanics and complex dynamics.  There’s a reason for that:  they’re much easier to design and balance (simple dynamics imply a small possibility space, which presents fewer outcomes to balance;  complex mechanics make it easier to isolate systems for independent tuning, particularly when dealing with the large possibility spaces associated with complex dynamics).

What we really want are games with simple mechanics and complex dynamics, because simple mechanics are easy to learn and remember, while complex dynamics are deep and engaging.  How we do that is the subject of next week’s post.

Comment » | Casual vs. Hardcore Gameplay, Emergence

Mid-Core Is Bullshit

March 6th, 2013 — 8:15pm

The game industry continues to believe that casual and hardcore players are separate monolithic audiences interested solely in games reflecting their respective play styles.  The latest entry along these lines is the mid-core game, which seeks to claim a middle ground between the two.

The underlying case for mid-core players is genuine enough:  there are many players who would like a deeper, more engaging experience without the burden of a steep learning curve or large time commitment.

But mid-core comes up short for the same reasons traditional casual and hardcore thinking does:

  • It confuses product specific engagement and commitment characteristics (where they are valid) with demographic characteristics (where they are not).  To claim there is an audience of casual players, hardcore players, and now mid-core players outside the scope of a single product is nonsensical.  These are different people for different products, and one game’s hardcore player is another’s casual player.  And remember:  everyone is hardcore about something.
  • It falsely assumes there is a spectrum of play from casual to hardcore where a given product falls, instead of treating casual and hardcore play as separate and compatible in the same game.  To make a game more casual is to make it more accessible;  to make it hardcore is to make it more engaging.  Good casual design increases a player’s willingness to play but does nothing to increase their desire to play.  Good hardcore design improves a player’s desire to play but does nothing to increase their willingness to play.
  • It takes a very narrow view of player behavior:  that an individual seeks the exact same play experience every time they sit down to play.

Of these, the last is most important.  In the busy, chaotic world we all live in, our ability to engage and commit to a product varies from day to day. When you build for mid-core, you haven’t addressed this problem any better than casual or hardcore approaches because you’re still building for a fixed level of player engagement.  Which means you’re still going to lose consumers when they want to engage more and there’s nothing interesting to do, or you require them to engage more and they don’t have the time.

It’s a lot like picking a single price point for your product — it can work, but it’s not terribly efficient compared to free-to-play models.  And it’s a poor strategy for any product hoping to build a long term relationship with the player.

We should enable high levels of casual and hardcore play in the same product, not find a happy medium between the two.  Doing so doesn’t re-align your product with a different demographic or change the level of engagement;  it expands your product’s audience to include a much greater number of players, without sacrificing one group to make room for another.

 

Comment » | Casual vs. Hardcore Gameplay

Casual Vs. Hardcore Play: Wrong Question

February 27th, 2012 — 4:02pm

I think there’s some acceptance in the industry that the terms “casual” and “hardcore” have been co-opted by historical circumstances and no longer match their functional meaning.  These days most people array casual and hardcore as two ends of an audience spectrum from large (casual) to small (hardcore).   What they’re really talking about is how niche a title is.

This would be merely a semantic debate and beside the point, except that folks in the industry also go on to attribute all kinds of other (arguably more genuine) characteristics to casual and hardcore titles.  For example, casual titles may have short play sessions, simple interfaces and fast learning curves.  Hardcore titles might have deep, complicated rule systems that encourage extended play and long life cycles.  By making the original assertion about audience, however, these characteristics falsely wind up at both ends of a spectrum.

To make something casual is to make it accessible.  There’s not much more to it than that.  Attention friendly, light on commitment, easy to understand, and so forth.  These are product characteristics not audience characteristics.

To make something hardcore is to make it more engaging.  More content to consume, more variety, more personal.

The question isn’t whether you’re making a casual or hardcore game but two separate questions:  does it enable casual play? does it enable hardcore play?  The answer can be yes to both.

Comment » | Casual vs. Hardcore Gameplay

The Culture Of Try And User Generated Content

February 20th, 2012 — 7:25pm

Last week I posted about how the acceleration of personal sharing over the past couple decades has created a “culture of try”, where consumers are much more willing to sample new things and aren’t turned off by poor experiences despite a high signal to noise ratio.

While this is significant for indie games, it’s also very important for any kind of game that depends on user generated content.  A willingness to try and fail, repeatedly, is being baked into our culture and expanding the ranks of those willing to create content in any particular product.

There’s a great blog post by Raph Koster from several years ago in which he observes that “everyone is a creator”:

“…the question is ‘of what.’ Everyone has a sphere where they feel comfortable exerting agency — maybe it’s their work, maybe it’s raising their children, maybe it’s collecting stamps. Outside of that sphere, most people are creators only within carefully limited circumstances; most people cannot draw, but anyone can color inside lines, or trace. If the games require serious commitment and challenging creation tasks equivalent to drawing from scratch, they will have smaller audiences.

This is, of course, the argument that some in the comment threads were making against complex ecologies, cool NPC AI, and so on. The logic goes that too much complexity will overwhelm the casual user. We must not forget that casual users aren’t stupid users, they’re just not adept at, or willing to invest in, that particular system. They are likely heavily invested in creativity in some other aspect of their lives.” (1)

A lot of Raph’s article is about the barriers many games (and products in general) leave in the way of consumers who want to experience it on their own terms.  I agree with his reasoning that improving accessibility enables greater creation and consumption on the part of users, but I think this masks the underlying cultural shift going on.  People have been conditioned by the internet to accept false starts, and this is helping them tolerate less accessible products.

Some rules, perhaps, to go along with this:

  • Rapid feedback is critical.  Failing is ok, so long as they know immediately.
  • Feedback needs to be obvious.  The reason for failure should be explicit so they don’t have to waste time trying to understand why it didn’t work.
  • The build-try-fail loop must be very tight.  You can’t expect a user to spend thirty minutes building something before they can try it, only to have to spend that much time again if it fails.
  • The act of creating itself should be a fun experience, not a means to an end.  Some of that will be intrinsic to the user’s desire to create that got them to the starting line, and some will simply be via the absence of barriers, but if your product is dependent on users making stuff there is no reason not to make this part engaging as well.

There are huge benefits to getting more users across even the most shallow creation line for a product, but the most obvious one is that “creators are the most voracious consumers” (2).  To extend that further:  more creators means greater consumption per user, and greater consumption per user translates to greater revenue per user.

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Footnotes:

(1)  I’d also recommend reading Dave Edery’s post on the benefits of UGC that Raph links to at the beginning.

(2)  That’s Raph again.  He’s going to think I’m stalking him pretty soon.

Comment » | Value Creation In Games

Not Casual vs. Not Hardcore

August 1st, 2008 — 4:19pm

This short essay was first posted to my original blog on August 1, 2008.

Most of the discussion on casual and hardcore games paints a mutually exclusive picture. But casual and hardcore aren’t two ends of the same spectrum: the opposite of a casual feature is not a hardcore feature.

There are, however, things that interfere or reduce a game’s ability to be played in a casual or hardcore manner. Why define what casual/hardcore aren’t instead of what they are? Because, for example, having simple controls says nothing about a game’s ability to be played casual or hardcore (it’s useful for both), but complex controls make it difficult to be played casually. This is all relative, of course, and heavily dependent on pre-existing knowledge. Driving a manual transmission is a pretty complicated UI affair, but once you know it the experience is largely transparent and becomes a non-factor.

Things that reduce casual play:

  • Complex unfamiliar controls
  • Multiple channels of audio-visual stimulus
  • Steep (but not high) learning curve
  • Long start up to start play times
  • Long minimum play sessions
  • Inability for players of different skill levels to play together or against each other

Things that reduce hardcore play:

  • Lack of product depth
  • Lack of replayability

There’s probably a few I’m missing; I was surprised I couldn’t come up with more for the hardcore list.

How a game is played over it’s life cycle likely has an impact too. A game with a steep learning curve and complex controls would prevent it from being played casually, but once past that (and assuming no other barriers) you could conceivably play it in a casual manner. That may be particularly valuable if the product no longer has the same hold on the consumer’s attention as it did when they first got it.

Comment » | Casual vs. Hardcore Gameplay