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Games Are Supposed To Be Fun, Right?

The Game Chair has up an editorial examining the increasing complexity and learning curve that pervade todays games. He examines the reality that, for many people, games are becoming simply unfun. From the article: "As a Gamer, I am amazed and delighted that games have advanced as far as they have. I'm still blown away everytime a new Final Fantasy or Legend of Zelda game comes out, and I look forward to spending hundreds of hours with them exploring all of their intricacies. That being said, the same things that attract me to these games might repel others who are casual gamers or non-Gamers. The importance of the 'pick-up and play' style of games, for me, lies not only in the nostalgia that I feel for them, but also in the importance of having games that are accessible to everyone."

10 of 122 comments (clear)

  1. In other news... by rogabean · · Score: 3, Insightful

    Math has become increasingly more *unfun* stated one high school student...

    seriously though... gamers have evolved... games have to evolve with them... what once held a challenge to the average gamer... no longer holds tru for today's gamer. Those kids are getting alot smarter...

    I once thought Super Mario Bros. was *too hard*...

    There are still plenty of *easier titles* available out there for the casual or non gamer. What you will notice however is those games tend to be cheaper... Most gamers who are the ones willing to spend the money today's games command... are the ones who want a challenge... ...not Pac-Man.

    Of course I could be waaaaaaay off base here...

    --
    "why don't you just slip into something more comfortable...like a coma!"
  2. Games should be easy to start by CrazyJim1 · · Score: 5, Insightful

    As a rule, games should be easy to learn, but difficult to master. This is accomplished by making the basic game play not require many various button presses at the start. Hense the easy levels. But as the player goes on in levels, more special equipment is picked up, and the game play becomes more challenging.

  3. Board games by Godeke · · Score: 5, Insightful

    There is a similar dichotomy in board games at the moment. The casual board gamers (i.e., the typical American family) continue to buy "classic" games (Monopoly, Risk, Yahtzee, etc). Anyone can put these things on the table and play them (albeit, frequently not as the rules actually are spelled out...)

    Meanwhile, there are several "hard core" gaming communities (Eurogamers, Grognards, etc) that demand games that fail to generate any interest at the Toys 'R Us level. The *interesting* thing is that (at least in America) the mass market controls board games (i.e., war-games are not sold at toy stores, nor are eurogames). In the computer game community, the Hard Core gamers seem to still control the gaming direction. Which seems a little weird to me, but enjoy it while you can, because once the development houses figure out they can sell 50 million "generic-easy-to-play" vs 5 million (if you are lucky) hard core games, the game industry will be nothing but forgettable tripe like the American board games available in the average store. I guess the only thing that keeps this unusual situation possible is the larger free time pool that the "hard core" can expend and the fact that $50 x 5 million looks acceptible compared to $10 x 50 million (especially with cost of shelf space, etc). If casual gamers continue to gain marketshare, expect that calculation to change.

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    Sig under construction since 1998.
    1. Re:Board games by Godeke · · Score: 4, Insightful

      Having a collection of over 400 board games, I'm well aware of Settlers. I'm also aware that it isn't available in major toy stores to this day, *despite* selling millions. I would consider it a fluke more than a trend.

      My point was that board games are dominated by games that don't *have* to be taught at all, because families play the game by memory and hand the games down through generations (thus Free Parking causing Monopoly to last even longer than the design merits). Soon, computer games will be dominated the same way. Not that there are not good casual games (TFA uses several Nintendo games as examples of that).

      However, as an example, Grognards (war-gamers) have been reduced to *promising to buy games ahead of time* to convince publishers to expend the resources on a game. The publisher says "if we can get 500 orders, we will finish the game". The Grognards pledge to purchase those games (by submitting credit card info via a website) in the hopes that they can scrape together *499* other orders. That borders on the pathetic.

      Now, why is it that the Hard Core gamers manage to convince companies to produce product that only they will buy while in the more mature board game world they have to pledge money up front to publishers to make something they might enjoy? I think it is because the mass market appeal of games is a fairly recent event and things haven't matured to the same point. Which means, as you say, the Hard Core "had better get over themselves quickly". Because once the suits realize they can make more serving the general public, you will see a similar stagnation that has produced 75 Monopoly editions, 10 Risk editions and one Settlers of Catan (which isn't even available to the "mainstream"... you might be a closet Eurogamer :) )

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      Sig under construction since 1998.
  4. Kind of a complex issue actually... by Anonymous Coward · · Score: 5, Insightful

    As an amateur/hobbyist game developer and game student, I spend a lot of time examining interfaces and trying to put myself in the shoes of a non-gamer. I think the poster is both correct and quite wrong. Some thoughts:

    1 - Games, as a whole, take too much time to learn how to play and enjoy, ESPECIALLY for non-gamers. Too often, "learning how to play" means learning how to avoid pitfalls and problems that are due to sloppy execution or short-sighted production, rather than genuine "rules" of the game.

    2 - Counterpoint: All games should not be Katamari Damacy. All games should not be Steel Battalion either. It is OK to have complex games, simple games, long games, short games, etc. VARIETY IS GOOD. IF we demand that the industry make everything accessible, that is just as bad as making every game inaccessible. Choice is king! (is that a burger king thing?)

    3 - TFA uses the Zelda and FF series as examples of nice, easy to learn games. I don't think the author is stepping back quite far enough; these games, to non-gamers, are incomprehensible and confusing. Do your parents play Zelda? Do your parents play FF7? Games like Bejeweled or Rocket Mania are much closer to the point.

    4 - In response to many of the posts that have already been put up, Pick Up And Play does not mean Simple and Boring. Super Smash Bros (both iterations) was a pick up and play title that offered successively deeper levels of gameplay and strategy the more you played. It required zero to little instruction and was instantly fun. I admit that most current Pick Up And Play titles ARE simplistic and get boring more quickly than complex games. However, I hope that the example of Super Smash Bros sheds a little light on the possibility of avoiding those problems in the future.

    5 - I think that fixing this problem is easier in multiplayer games than in single player. Most of the examples listed previously (starcraft, etc) are still interesting not because of their complexity (or at least not wholly) but because they are a way of competing with friends or strangers, something people love to do anyways. Multiplayer gaming has a chance to really "lead the charge" here, as it were. Super Smash Bros is an almost invisible interface that allows you to fight your friends; Starcraft is the same, though with a steeper learning curve.

    6 - Here are some things non-gamers don't understand:
    A - If there is a blue key, then there is a blue door.
    B - The big key is the boss key.
    C - Red bad guys are harder than blue bad guys.
    D - In all likelihood, your avatar is nearly invincible by real world standards.
    E - Invisible walls are commonplace and accepted.
    F - Animation isn't a real reflection of your interaction with the game world (is changing though - compare Prince of Persia: Sands of Time to Onimusha: Moonwalking In Place).

    7 - I call at that stuff in #6 "game grammar." It's something that everyone who reads Slashdot has schema for, its hardwired in after 1000s of hours of Nintendo and Sega Genesis. It is a much larger stumbling block for non-gamers than many people realize. That's why the Sims was such a HUGE hit (and also a good candidate for pick up and play with complexity).

    This is a lot of unorganized crap. But I hope it speaks to some of the concerns related to the topic at hand.

  5. Tedium is also a factor by DoctaWatson · · Score: 4, Insightful

    Steep learning curves and complexity add a richness to many games, maybe at the price of "pick up and play" qualities.

    Tedium, however, sucks the fun out of games and adds no great stimulation to make up for it. Sometimes it's unintentional tedium, like bad inventory management systems or lack of non-repetitive content.

    Oftentimes though, the tedium is artificially added. The best examples of this are in MMORPG's where "timesinks" can literally account for DAYS of gameplay over a long enough period. In WoW, for example, you can expect 15-20% of your gaming time being spent travelling.

    If you want to make games fun, don't bother with the learning curve- just get rid of the tedium.

  6. Ok ok ok, this is what I want... by malejko · · Score: 3, Insightful

    So you have casual gamers, hardcore gamers and non-gamers all playing games. The hardcores want the latest and greatest stuff and are generally satisfied. The casual gamers can usually pick up a console game and most PC games and be happy. The non-gamers that use their PC for solitaire or bejeweled -- why aren't these games on a console?

    I personally have had enough of fixing people's PC's that are used for online games like Bejeweled. These are the people that mess up their PC's with spyware and adware quite a bit. So where the heck is the relatively cheap console that plays Bejeweled for $20 and Solitaire for $10 ? It doesn't exist as far as I know... Knoppix or some bootable distro with a bunch of games you say? Well I either haven't found the right distro or I'm just looking in the wrong place. Someone please - do enlighten. I want to put something together, or find something that my Uncle or Mom can sit down and play with for 45 minutes or 2 hours before the kids get home.

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    -Adam
  7. Better Tutorials! by Headcase88 · · Score: 3, Insightful

    As said before, it's good to have a mix of simple games and complex games.

    But if you're going to make you're game complex, then teach people how to play. Most games will attempt to teach you controls in the first level of play (or training mode), but most of them suck at doing so.

    Example: Timesplitters Future Perfect. When you play the first level, it will tell you really basic stuff like how to move move, shoot, switch weapons, etc, but it neglects to teach you a lot of important controls, and gives you zero information on what kind of tactics you should use. In other words, people used to FPSs made this game, and the obviously don't understand what it's like to not be an FPS player.

    In short, companies really don't spend enough time on tutorial modes, especially when the game is of a common genre.

    (Personally, I love playing tutorials, even when I'm familiar with the game).

    --
    "When the atomic bomb goes off there's devastation...but when the atomic bong goes off there's celebraaaaation!"
  8. It's NOT about length by Moraelin · · Score: 4, Insightful

    The problem isn't the length of the game, but about interface complexity and learning curve. If you put it in terms of time, it's the length of the time needed to learn even the basic controls or interface, i.e., time _not_ actually spent enjoying the game.

    I figure I might count as a die-hard gamer, having played computer games since 1983 and currently totalling some 60+ hours of gaming a week. (Ok, so I don't have a life.) But even for me a lot of games are basically non-fun because they expect me to devote a few days just learning what my options are, wtf I can do and how.

    I can think of games that were long and yet had a gentle learning curve, and which basically you could play right away. E.g., Diablo is the classic example.

    E.g., I once nagged mom into trying Tropico. The game isn't short and isn't simplistic. For that time it was IMHO _the_ most complex city-building simulation. And yet lemme tell you after the tutorial and a few hits from me, mom was playing like a pro and enjoying it. Sure, didn't yet know _all_ the options and subtleties, but knew enough to build a city and learn more gently along the way.

    E.g., I decided to one-up that experiment by introducing grandma to Sierra's "Emperor: Rise of the Middle Kingdom". We're talking an 80 year old woman who is completely computer-illiterate and doesn't even own a computer. Ok, so it took a bit more tutoring, and every once in a while she'd hold her fingers wrong and use the left mouse button instead of right or viceversa. (Ok, Apple fans can feel vindicated.) Well, it was the first time she ever held a mouse, so can't blame her. But still, she did get the general idea, was doing an adequate job of building farms and roads, and most importantly was having fun with it.

    That's basically the point: a game can be complex and it can be long (mom got about 2 months of playing out of Tropico) without having a vertical learning curve. It just takes good design, you know.

    The trick Sierra's city building games did, for example, was to flatten the learning curve along the whole campaign. You start with just needing to build a well and houses in the first mission, and every subsequent mission gives you just a little more complexity, and a little bit more to learn. You can start to enjoy your game long before you know half the possibilities.

    --
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  9. Re:No, gamers are not evolving by KDR_11k · · Score: 3, Insightful

    You forgot about the arcade games where harder games meant more profit. Back in the 2d console days many games were arcade ports. Of course these ports were just as difficult as the arcade games themselves despite no longer making a profit from more credits used. Since so many games were arcade ports or of comparable difficulty you needed more skill to play those games. Nowadays games are much easier because credits no longer mean profit, winning makes the user happier than losing and a finished game makes way for a new game. The gamers adapted. Harder games don't sell as much today not because the casuals are new and lack experience but because they have been trained to a lower skill level and a hard game would stand out as too hard whereas back then it was just another game.

    I.e. now that they have a choice they choose the easier games.

    --
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