When I was a kid,
games were hard – they were for the elite of skill and
coordination. They required dedication, commitment to excellence, and
most of all – time. As the years progressed, these areas relaxed,
and more predominantly, time became the dividing factor between the
aesthetic and technical validity of a product's gameplay. It's not
necessarily that those games weren't fun anymore, but that, they
weren't at the best they could be. Afterall, technology was (and
still is) changing, allowing for a range of incredible and
complexingly deep and immersive solutions and outcomes to the way we
play games. Though, with such a fast-paced world, time, yet again,
becomes the dividing factor, introducing the "Casual Gamer."
The player who likes to play, but not commit, who doesn't have the
time in the face of family, work, school, and community – or sees
difficulty or complexity as a turnoff to enjoyability.
They all but came
out of nowhere. With the advent of the internet as the ultimate
social-media platform, it was inevitable that "gaming on the go"
would extend from previous iterations of exclusive handheld systems,
like Game Gear, or the Game Boy. Ultimately,
you've got a transition of easier games that enrich an entire
demographical range, reaching out to areas of audiences that were
generally, never before considered. One look at games like Angry
Birds, Minecraft, Braid, and it's easy to notice the change in dynamic. In addition, "social games" - commonly played on phones or browsers on
the web, or sites like Facebook – including, Farmville,
Words with Friends, or Hidden Chronicles,
are a testament to the validity of the change in direction for games,
and their audience brands: going where the money is, while
providing simple, solutions for easy comprehensible play with
controls and game mechanics which are familiar.
The
greatest Irony of all of this, however, in the face of the, "games
are easier - you're muddying the waters of core gamers" debate,
is that in the desire to increase profit margins, stock shares, and
player-bases through this design scheme, the complexity of controls
has exploded to proposterous proportions (say that five times fast).
Michael Abbot of Brainy Gamer, and a writer at Kotaku, has a great article
regarding the increased complexity of control schemes, and their
effects on the wider audiences ability to actually play these
'accessible' games.
The
problem is a resounding one – in the late 80's/early 90's getting
through Ninja Gaiden
or Super Ghouls and Ghosts
was a monumental feat, yet the control schemes were simplistic and
easy to understand, which helped facilitate te ease by which a player
could adapt to gameplay and jump right in (even with such hard
games). Today, however, it's becoming a fast opposite – take Robert
Boyd's example: Legend of Zelda: Skyward Sword
– The game is relatively easy, simple, compherensible gameplay, and
fairly family-friendly and manageable, except nine buttons, and
multiple combinations to effectively utilize your character
abilities, and play. The article, here, clearly sums it up:
"If
your game's controls are so complicated that you feel the need to
display the controller on screen at all times for fear of players
forgetting how to play your game, YOU'RE DOING SOMETHING WRONG!"
- Robert Boyd on the
control scheme of Zelda: Skyward Sword
Of
course, there's a host of similar games with deep and rich control
schemes, often to the detriment of new players, who otherwise may be
engaged enough to participate in said product. In a sense, they're
alienating portions of the player-base they've so desperately
marketed to over the past decade. Something - it's probably fair to
say - companies like Zynga have capitalized on: if the controls of
the modern game feel to complex, there's always the quick and
straight-forward browser casual titles available at the drop of a hat
– something they excel at – with over 1 billion in revenue at the
end of 2011, and almost as many monthly users as the population of
the entire United States, laid out in detail here.
At
the end of the day, people want more, demand more, sometimes biting off more than they can chew. Case in point being the
complexity of controls – something Nintendo's Wii began to remedy,
but slowly began to fall short on, as the demand for feature rich
content and greater range of interactive options emerge. In a way
it's as if there's a 'missing link' between "easier" and
"easier-to-play" games, something which, potentially could
diminish the debate of casual/core gaming. It would certainly be a
step in the right direction for meeting the needs of everyone.
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