New Modern Warfare each month please... 60$ each, of course.Develop 2011: "Gamers are losing patience" with 10-hour-plus games, say developers, while casual games have lowered gamers' expectations.
Who Was There: The session was made up of a five-person panel of designers and story writers: Charles Cecil, famous for his work on Broken Sword; Adrian Hon, chief creative officer of story developer Six to Start; Alexis Kennedy, chief narrative officer at Fail Better games; Patrick O'Luanaigh, CEO of indie developer nDreams; and writer David Varela.
What They Talked About: The panel discussed the relevance of narrative-based gameplay in today's world of casual and social games. Looking at recent AAA releases L.A. Noire and Heavy Rain--both heavily story-led--they debated whether their long length was still enticing for today's gamer. "Gamers are losing patience," said Kennedy, when asked about his own experiences with Heavy Rain, "so many people don't reach the end and lose the full impact of the story." He wasn't complimentary of its narrative either, questioning the benefit of basing a game on long-form narrative such as film, resulting in a "bastardised" storyline that doesn't quite work.
The panel was positive about other aspects of the game, though, praising its unique take on the adventure genre and not relying on traditional twitch- and skill-based gameplay mechanics. As to why gamers might not want a skill-based experience, Cecil weighed in, using examples from the adventure genre to show that "the way people play games has changed dramatically." Rather than the difficult or "contrived" puzzles of games like Broken Sword, the likes of Professor Layton showed that gamers wanted straightforward puzzles with a clear route of progression.
The panel also discussed how developers can incorporate narrative into casual and social games. The consensus was on implementing micro-narratives; that is, smaller bite-size storylines that can be consumed in the five-minute chunks that casual and social gamers play. While the point that social games might not necessarily have a definite end point was raised, the panel cited soap operas as an example of how ongoing storylines could work within a game environment. This could be aided by utilising social media to directly influence narrative and by implementing role-playing elements to further engage the player.
Quote: "There are people who role-play zero percent; they're dull f***ers. The people who role-play 100 percent; they're mental." Alexis Kennedy on how role-playing can influence a player's experience of narrative.
Takeaway: The likes of social and casual games, particularly the cheap games available on mobile, have changed the expectations of gamers, the panel concluded. By gamers are paying less money, there's less need to create 10-hour-plus gaming experiences, because consumers no longer feel shortchanged. This could be particularly beneficial for self-publishing indie developers, they said, who could charge less but gain a larger percentage of sales. As for the role of storylines, the panel was less conclusive, but all agreed that there's room for more in-depth narratives than the current crop of social and casual games are currently providing.
No see, i was kinda going for something that hasn't happened yet...No, one Modern Warfare each year...
--Patrick
Ah. The Sims good time. (bought the expansion)It depends. I loved Portal 2 and beat the single player in aroud 7-8 hours, maybe 4-5 for the co-op.
On the other hand, I've played through Mass Effect 2 (about 35-40 hours total) three times now.
And tallying up the time I've spent in open-ended games like WoW or The Sims would probably make me cry.
heh. My wife got it early (collector's edition and all) I got all mine from Steam sales. So did my wife again so we don't have to dig for all the CDs for it.I've got all the goddamned expansion for the Sims 3. It would also make me cry if I stopped to count up how much money I've spent on this game.
I see what you mean. I don't like the trend that it is leading. I understand that the demographic is larger (people who want shorter games) but coming from playing games that takes weeks to finish if not months, I like my value of my money.You see, you guys are all looking at it from the perspective of someone who grew up on big games. This panel is looking at it from the perspective of newer entries into the gaming market.
Just the other day, my stepson was bitching about how Total War:Shogun 2 pissed him off because he'd been playing it for 3 or 4 straight days and hadn't beaten the main storyline with his first clan yet.
From where I can see, these guys are spot on: The market's trending toward more casual games.
I assumed everyone understood i was raging against that...From where I can see, these guys are spot on: The market's trending toward more casual games.
The funny thing is that those games probably make them play more then 10 hours a week (hell, i play Angry Birds an hour a day just going to and coming from work - gods, public transport is the worst, hell is other people indeed) while doing the same few things over and over...People want Angry Birds and Farmville!
. We need to cater to the casual gamer! They don't want big sprawling strategy games.
Wasn't there a thread that game like Civ is dyingBy this logic we should not have games like Fallout, any of the Ultima games, Elder Scrolls, etc. Hell, might as well scrap Skyrim! MMOs? Fuck 'em! People want Angry Birds and Farmville!
Civilization? Nope. We need to cater to the casual gamer! They don't want big sprawling strategy games.
Can I be done with sarcasm now?
Coming soon to a platform near you...the Hanoi simulator!We need to cater to the casual gamer! They don't want big sprawling strategy games.
Yeah, Clerks.My first thought was: Maybe it's not the length but the pacing of your game. Ever been to a 90 minute movie that drags on and on? That might be your game.
*writes down phil's name...I can kind of see what they're saying. If I go back and think of all the games I tend to play and replay it's probably shorter ones or at least mission based ones. I can go into Goldeneye or Call of duty and play a mission or two in under an hour. Sometimes that's all the time I really have to put into a game. That's harder to do in other games like, let's say, final fantasy.
I'm playing oblivion right now, for the first time, and honestly the thought of going back and having to do the first dungeon again but this time focusing more on being a Mage is a little unappealing.
To me the best solution is to instead focus more on content that can appeal to both the casual gamer and the "hardcore" by providing games that are still long but broken up into easier to swallow segments.
WRONG!!!You know how many copies of Angry Birds have been sold? Over 12 million.
That is how I see it. If it is too expensive (IMO) then I'll wait for a sale. I got tons of game to play in the mean time.I see this more as "We're saying this to excuse selling short games for $60."
They can see my middle finger as an invitation to fuck themselves.
I buy shorter games... when they hit $20 resale at Gamestop. It amazes me that a 55-hour game like Dragon Age: Origins can go for the same price as 8-hour God of War 3.
I don't know the budget to DA:O but I know the budget for GoW3 was 44 million. It may not be as long, but should game length be the only factor in determining what a game is worth?I see this more as "We're saying this to excuse selling short games for $60."
They can see my middle finger as an invitation to fuck themselves.
I buy shorter games... when they hit $20 resale at Gamestop. It amazes me that a 55-hour game like Dragon Age: Origins can go for the same price as 8-hour God of War 3.
The consumer should not give a rats ass how much something costs to make, just how much enjoyment he/she gets out of the product... otherwise the whole price balancing system capitalism uses (sorry, i don't remember the english term) won't work as well as it should...I don't know the budget to DA:O but I know the budget for GoW3 was 44 million. It may not be as long, but should game length be the only factor in determining what a game is worth?
But would you enjoy one that's 45 minutes? Coz that's more accurate of an analogy.I sure as shit would rather watch a well paced enjoyable film of 100 minutes in length than say, something like Titanic.
I really don't think the market is turning that way aside from "it's cheaper to make a shorter game." I doubt anyone is saying they want less for their money.Look at all these old folks bitter that the ADD youg 'uns are defining game developer trends.
You mad bro?
But yeah I don't think there's any real argument that ventures like Popcap are more profitable than Bethesda. But that doesn't mean there's not a place for both.
And they're feeling so threatened by Redbox's new game rental service smashing their profits - they would go and do EXACTLY the wrong thing? Eh - this means more security keys on most games to prevent that. They do it for used game sales, they'll just make it standard practice."I want games worth spending $60 for."
"Pretty colors."
"So I won't be done with it after 5 hours."
"We're shortening the games."
"But--"
"Another word and they'll be even shorter."
You know what this is a great promotion for?
Game rental.
If you enjoy the core game, couldn't you just play that, and not buy the expansions that you don't like?I'd say "Hooray for indie games!" except I'm kind of pissed that Magicka is trying to nickel & dime their customers with really crappy expansions.
Well, see, I loved the game so much I bought the Vietnam expansion as soon as it came out, before realizing it's "campaign" was a small fraction of the original, while still costing 50% of what the full game did, with no indication that it was mainly meant to be a couple of challenge maps.If you enjoy the core game, couldn't you just play that, and not buy the expansions that you don't like?
Pretty sure giving stuff away for free has always been known to boost the number of people that acquire said stuff... so it makes no sense to compare it to something that actually costs money...Hell, even if every single version was free, it in no way invalidates my point.
D&D Online is mediocre as a game at best.By that argument, Dungeons and Dragons Online (free) should have way more subscribers than World of Warcraft. Interestingly, it doesn't. there are lots of free games and apps for the android that I have no interest in acquiring.
No, by that argument becoming free made DDO be played by more people...and that's exactly what happened.By that argument, Dungeons and Dragons Online (free) should have way more subscribers than World of Warcraft. Interestingly, it doesn't. there are lots of free games and apps for the android that I have no interest in acquiring.
Dude, you're a business man aren't you? What's the bigger market? Casual gamers or hardcore ones?By this logic we should not have games like Fallout, any of the Ultima games, Elder Scrolls, etc. Hell, might as well scrap Skyrim! MMOs? Fuck 'em! People want Angry Birds and Farmville!
Civilization? Nope. We need to cater to the casual gamer! They don't want big sprawling strategy games.
Can I be done with sarcasm now?
That's due to separate issues, though. Nintendo really stopped supporting it properly, and without any good 1st party games the sales dropped. The financial value of the casual market remains as high as ever.Wii isn't anymore. In fact, Wii software sales have become downright abysmal for Nintendo.
http://www.vg247.com/2011/07/29/nintendo-stock-plummets-21-percent/
But the question is, are you a business man that wants to be in business 20 years from now or not?Dude, you're a business man aren't you? What's the bigger market? Casual gamers or hardcore ones?
There's a reason why Nintendo Wii and Angry Birds are kicking ass.