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Excellent post, Chris. Simply excellent.

Corvus is right, this is a wonderful summary of your current thoughts on the matter. I'll be pointing people to this post as an entry point to the world of OAG :)

Nice post. I've written a bit on the subject as well (second post has more content, first is an introduction):

Hardcore vs. Casual
More on Gamer Literacy

I think that, if I use your (excellent) terminology, my entire round table post can be summed up in one sentence:

Bridging the gap between "hardcore" and "casual" gamers means designing a game that makes genre conventions readily available to gamers who are not "game literate."

Oh, how my thoughts seem small. Great post.

Hi Chris

Some very good points.

I wonder if those who fit into the game literate category are the same ones who when you go down to the beach they say "Hey, why don't we see if we can... " and they create games out of thin air. Or the people who are playing games and say "Why don't we make it that you can't..." and their suggestion makes the game much cooler. People who just have a very intuitive feel for the way games should go.

Does being game literate better enable you to find games in any situation?

And thanks for posting over at the Kryptonite Cafe.

Cheers!

Thanks for the kind words, everyone! I didn't feel I was doing much in this post, but it's always nice to write something that's appreciated. :)

Darius: thanks for the links! The first of those is incredibly short! I never manage to get my posts so short... what's your secret?

Jason: why should your thoughts feel small because they can be delivered concisely? I will take concise over verbose given the chance! ;)

James: I don't believe game literacy correlates with game design skills, which is what you are alluding to here. The inveterate game designer, such as myself, can make a game out of anything. Such people in my experience have a very specific psychological make up - principally INTP or INTJ in Myers-Briggs (Rational temperament in general), although not all INTP's and INTJ's are game designers. There's something else required - possibly some childhood event that awakens the mind to the possibilities of play.

Best wishes!

Really good post, indeed. The best thing I found about it is that it puts videogame market analysis on much more similar terms with other art / entertainment fields. And that is quite a big deal, actually.

Nice post. Very clear. And optimistic.

I'm not sure, though, if I agree with your mapping of hobbyist-mass market onto the Long Tail graph. As far as I understand it, the Long Tail represents the opposite: the mass market is situated in the slim peak (where the hits are made) and the hobbyists are scattered over the long tail (each with his or her own little fetish or preference).

Perhaps you are predicting the seemingly inevitable future where hardcore FPS and RPG games become niche products that only appeal a small groups of dedicated players. But at the moment with blockbusters like Gears/God of War and the like, hardcore still seems to equal mass market when it comes to games.

"Thus a successful Casual game draws from experiences familiar to people from outside of videogames"

I must note a point I haven't seen you (or other developer/designers) bring up - though this likely bespeaks my insufficient reading. The quote above is so true - people need a degree of familiarity in their experiences in order connect with a new experience. The cognitive (and neurologically proven) reasons abound, and are quite clear intuitively.
So here's the point - games can transcend their genre conventions within the marketplace by speaking to socially relevant experience. This is GTA. Not many people of my acquaintance have carjacked anyone (tho I do live in Norn Ireland, so I can't be certain) - but as we toured San Francisco last June, everyone was constantly saying - "OMG, we're in San Andreas!". I drove on to Death Valley, and even there I saw bit of that game in the landscape. Its uncanny how much that connects you with the rather non-visceral experience of playing a computer game.
So maybe more games should be set in our backyards? (to use the americanism). Toy shops are full of plastic cows and tractors. Maybe the games industry could use less fantasy?

Michael: you bring attention to something that I hoped to brush under the carpet, but since it's out here's the commentary... :)

In other industries, the mass market channel makes the centre spike, and the niche markets cascade from this central channel. In videogames at the moment, this isn't quite what happens.

The central channel of the games industry is a bizarre crossover between game hobbyists and part of the mass market (predominantly male and young) - it's games primarily concerned with cars, guns and sports, frankly. But we're still dealing with a relatively narrow audience in terms of their numbers. 5 million units seems to be the cap for a game targeting the centre of the channel, and 3 million is more common - games just like the two you mention Gears/God of War. (The audience as a whole is perhaps closer to 100 million, so we're talking about a small number of people buying these games we claim are "big hits").

Ah, but then you step outside of this paradigm and you find the big sellers... The Sims with its 10 million plus; GTA San Andreas with its 16 million; or even Tetris with its 33 million... These sales come slowly, not rapidly like the head of the retail channel - but they come and they come steadily. They belong in the tail, but in a tail that by its sheer size and volume can outstrip the sales at the head of the market.

(Like other industries, the sales from the head happen quite rapidly; gamer hobbyist games that sell quickly may chart highly for 1-2 weeks. Mass market games like, for instance, Simpsons Hit & Run, sell steadily and are in the charts for the better part of a year!)

In other words, the videogames industry is not quite like other industries, as the hobbyists still control the head of the market. This is not surprising, as the people who make games - the game developers and publishers - are also gamer hobbyists. So they develop a market that serves them.

I think I'm correct in saying the head of the market for videogames is primarily composed of gamer hobbyists and those Casual players with sufficient game literacy to tag along for the ride (and make up the numbers). But out in that tail lie untold markets with great potential.

Perhaps in the future the mass market can move in and take over the spike, and then we will become like other industries. This, perhaps, is what the hardcore players fear is happening now. But for now, the sheer expenditure of the hobbyist is what allows all those obvious games to thrive - because they buy many games a year, and they buy all the big and obvious titles.

The mass market player, on the other hand, waits for just the right game to come along.

There's more I could say on this - like how certain genres (say, Adventure Games) used to be the head of the market, but as 3D came in they lost the head to the FPS games, and therefore fell back into the long tail.

So there are niche markets in the long tail - they are the remnants of previous markets that once lived at the head of the market.

We are still a young industry. We have a long way to go.

Thanks for forcing this into the open, and best wishes!


zenBen: "Maybe the games industry could use less fantasy"

Certainly, if your target is the mass market, less fantasy is the way to go. I mentioned in this piece how Intuitive by Myers-Briggs was a trait that correlated with Hardcore self-identification; well those with an Intuitive bias are those who enjoy sci fi and fantasy settings. Those with the converse Sensing bias may watch the odd sci fi and fantasy film, say, but they have little interest in it. Real life is where it's at for such people.

So if we are going to transition to a mature industry, we need to be making less fantastical games.

This is unfortunate for me personally, as I have a strong Intuitive bias and love sci fi and fantasy. But then, I am not in doubt that games of this kind will always be made, as the makers of games are also the players of games. But in terms of new games targeting a wider audience, we do indeed need to look to the more familiar.

Best wishes!

Chris, as usual, your post for the BotRT is fantastic. I love the idea of conceptualizing the market space in terms of literacy. One of the big beef's I have with Hardcore/Casual is that the definitions don't allow any room to bring people over the line. Looking at it as a literacy, or education/understanding, issue opens up doors for educating the market place and expanding that long tail you mentioned.

On a completely side note: the more I think about it, the more I find the idea of complex games being less fun. Game Hobbiests love complex games, as do developers. We seem to have trapped ourselves in a headspace that equates complexity with fun...

Anyhow, random though, awesome post.

Marcus: thanks for the comment! Complexity in games leads to a certain kind of enjoyment for those who enjoy working out how to optimally employ complex systems. In terms of Temperament theory, this is the application of Strategic skills - not coincidentally, the skills essential to the job of game designer. Small wonder the industry has been hung up on complex games!

These kind of games will always be made by some people, but if we want the games industry to grow up, we have to be willing to acknowledge a need for games which generate play from simple elements. I believe this is already happening. It helps that as gamer hobbyists grow up, they find they have neither the time nor the inclination for the complex games that used to rivet them in their use. This, perhaps, is the backdoor to more playful games.

Best wishes!

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