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"Secret to the Casual", another one by Malstrom.

Azelover

Titanic was called the Ship of Dreams, and it was. It really was.
I've highlighted the more interesting parts, the original article is slightly longer, I didn't post the whole thing. May be a little controversial if you're a hardcore gamer, rather than just Core, which is more broad:

http://seanmalstrom.wordpress.com/2008/07/06/secret-to-the-casual/

“Casual” gamers have been referred to in a way as if they are ‘retarded’ gamers. While they are the ‘downmarket’, this also doesn’t sufficiently explain what is going on with these new gamers. Demographic stereotypes also won’t solve the issue. What is the secret to the so-called ‘casual gamer’?

On another unrelated paper, someone, with great authority, said to me, “You are writing it for casuals.”

“WHAT did you say?” I demanded.

“You wrote it for casuals…” he repeated. “Instead of using a formal tone, you novelized it. You inserted dialogue. This helps people learn the content.”

But let us take this idea further. With books, we know there are tons of ‘literature’ and elitist type books where the author is attempting to create ‘art’. However, the best sellers are made for ‘casuals’ and lack ’serious’ literary writing. From the elitist view, these best sellers are ‘dumbed down’ for people. From the consumer’s point of view, they just want a good story to perform a job such as something to occupy them while riding a plane or on a beach. They have nothing against the ‘literary’ books except the prose is so thick, and so many obstacles of the author trying to use countless ’symbols’, that the story is difficult to get at.

A better analogy exists for college students. You find there are two types of professors: those who focus on the students learning and others who are interested in enthroning themselves. In other words, those who are focused on users and those who are focused on themselves. This creates two wildly different teaching styles.

The user centric teacher will use games, dialogue, riddles, anything that engages the users and answer their issues correctly. This teacher gets rated highly by the students.

The teacher focused on himself/herself will teach in a boring, drawn out lecture. Such a teacher will begin the class by telling how smart he or she is, all their degrees and accomplishments, and other qualifications. This teacher is focused on how everyone else thinks of him/her. This teacher also might act, superficially, like the user centric teacher by doing dialogue, riddles, and all but it is not because he/she is focused on the user. The teacher is doing it because it was required of him/her.

What is funny is that teachers, focused on themselves, end up with worse student evaluations than the user-centric teacher. It is funny because these teachers who are focused on themselves believe they are way smarter than these idiotic user-centric teachers. And it is true that they are. But being smarter is not the same as teaching better. And for book writers, writing better is not the same as telling a better story. Publishers everywhere are choking on ever-flowing slush piles where wannabe writers display their ‘brilliance’.

Ironically, you can combine the two. Academics write many, many books. None of them are read. Why? They are so steeped in academic style as the masses don’t want to slog through that. Their content is also not what people care to know. After their ‘brilliance’ fails to create a best-selling book, they just declare that the masses are ‘idiots’ and that those best-selling books are written in a ‘casual’ style (written in a retarded way, dumbed down, for the masses).

Let’s apply this gaming. Disruption does divide the consumers in numerous parts (Undershot, Overshot, Non-Consumer), but everyone in the industry only talks about two ‘groups’: casual games versus hardcore games.

Take a standard ‘hardcore’ game. Here, we find the focus of the game was made to focus on the developer/publisher. It is the “Look at me! I am so cool!” We begin seeing long, drawn out cinematics. We see an ‘epic story’ with a overly long introduction (and these ‘epic stories’ are really garbage, but every developer thinks he/she is a creative genius). And there is a long tutorial to ‘teach’ the ’stupid’ user of the amazement that will come from the game. With these ‘hardcore’ games, the developers strut like peacocks as if they were rockstars or movie directors. “Look at me! Look how cool our game is!” A big red flag is when the designer attempts to make the game into ‘art’. Instead of making a fun product for the consumer, they are focused on making ‘art’ which is another way of saying they want to display their ‘brilliance’.

The user focused game is very different. Since the game doesn’t attempt to be ‘art’, the industry snarls and calls them ‘non-games’. The entire game revolves not around the ‘design’ or ’story’ but around the user and the user’s reactions. Miyamoto tests games by watching users’ faces. “I try to make people smile,” he says. Many companies do the same, but the difference is that there is a feeling that the game is the developers’ baby and everyone believes their baby is the most beautiful. They are unwilling to hack it to bits, to take it apart or take it back to the drawing board. Publishers are unwilling to do so because they have financial quarters to meet. Only a devoted user-centric company, such as Nintendo or Blizzard, are willing to delay a game significantly ‘until its done’ or even destroy the project entirely. Other companies say, “They can do that because they have the money to delay.” But both weren’t always big. In order to delay games until they are properly finished, perhaps these companies need to focus on smaller games, ones that they can financially afford to finish correctly.

The 8-bit Era is very useful as most of today’s current franchises began there and the era was a ‘Shift’ just as this cycle is. ‘Super Mario Brothers’ was not made so Miyamoto could make himself famous. It was to make a fun game that even children could play. ‘Legend of Zelda’ was not made to create high art. It was made to make Yamauchi money. And this is done by creating a different gameplay experience.

The so-called “Hardcore” games are broken games. They are obsessed about enthroning the developer/publisher. Sophisticated gamers, just like sophisticated readers, like this because they are on the same mission as the developer/publishers: the desire to make gaming more ’sophisticated’. ‘Sophistication’ means the same as it would in the ‘literary’ sense: to make gaming into ‘high art’ (whatever ‘high art’ is. People just want to play a freaking game).

This is why the industry has gotten the concept of motion controllers all wrong. They see motion controllers as a way to make their gaming even more sophisticated. That is not how Nintendo is using it, and if Sony and Microsoft say, “Aha! Nintendo is not using motion controls ‘properly’ to create a more sophisticated game! We will show them!”, they are going to be in a for a world of hurt.

But time has a funny way of generating art. The pixel-ated ‘Super Mario Brothers’ is now considered to be highly ‘artistic’ yet it wasn’t seen that way when it came out. Even blocky ‘Tetris’ is considered to be ‘artistic’ and that game has no real ‘art’ in it! In order to make ‘artistic’ games, one needs to make classics. And to make a classic is make a user-centric game. Gaming’s libraries are full of ‘high art’ games, all of them forgotten. Every now and then, one appears on the Virtual Console where the future, of today’s users, complains about them and want the ‘non-art’ games, the user centric games, the classics, to appear.

Instead of seeing it via ‘hardcore’ and ‘casual’, a better way to look at it is ‘focused on making the creator look good’ type games and ‘focused on making the users look good’ type games. People love Wii Sports because they feel as if they have become good at tennis, bowling, and baseball even if they are in a retirement home. This is why ‘hardcore’ games end up ‘broken’ in the long run while the so-called ‘casual’ games end up being seen as ‘fixed’. Mario Kart Wii is a great example of this. While reviewers growled that the game has been ‘casualized’, many Mario Kart fans realized that it had been ‘fixed’ (with, perhaps, exception to the Battle Mode) because the stupid issues have been fixed. However, not all of them. If the ‘Blue Shell’ was fixed, reviewers would probably complain the game has been dumbed down further for ‘casual’ users while players would realize it is being ‘fixed’.

Here are red flags to know that your game is broken:

Does it have a tutorial? If yes, then your game is broken. The best games don’t have tutorials. ‘Super Mario Brothers’ and ‘Legend of Zelda’ had no tutorial and no tutorial ’stage’. Mega Man did not have a ‘tutorial’ until a tutorial stage appearing in Mega Man 7 (and they wonder why the series went downhill). Tetris had no tutorial. People want to play the game, not be forced to act out a manual. If your game *has* to have a tutorial because it is too complicated, then your game is the problem. Simplify it until you don’t need a tutorial. Wii Sports doesn’t even have a tutorial. It will simply give a ‘reminder’ of how to do stuff only if you mess up.

Does it have long cinematics? If yes, then your game is likely broken. The problem with cinematics is that it takes control away from the player, and is just an excuse for the developer to show how ‘awesome’ he/she is, how ‘artistic’, how ‘creative’, and how he really should be ‘directing movies instead of making stupid video games’. Cinematics are more about “Let’s strut our stuff” than being about the game. “But Malstrom! They add to the immersion!” In the beginning, they were a fun novelty. Now, they are a nuisance. It is better to hold ‘events’ rather than ‘cinematics’ to advance a story. An ‘event’ would be using the gameplay engine to show the changes.

Too much damn text. Video games are a visual medium. Even the wordy adventure game yielded to imagery. Role playing and adventure games get away with having text but not too much. Even they are primarily driven by images. So many games today have way too much damn text in them, especially at the beginning and is outside the already stupid tutorial and ‘cinematic intro’. If gamers want to read brilliance, they would read a book. What is interesting is that established writers, when asked to make a video game, rely much on interaction because they know that is the differentiating factor between gaming and books.

If your game isn’t fun in one minute, it is broken. No one cares about your later stages, the ’story’, or how wonderful you think you are. Imagine reading a novel where the author spends page after agonizing page glossing over how wonderful the setting is, how descriptive the characters are, and other garbage. The reader will likely throw the book out and say the author doesn’t know how to tell a story. The same is true of game players. They will turn off your game and think you don’t know how to make games. And they won’t even care what reviews your game got. It is not unlike the original Rad Racer NES game where you have a minute to get to a ‘post’ and, if you arrive in time, you are granted another minute. Consumers will only grant you a minute or two for you to show your game is fun. If you waste that on tutorials, cinematics, wordy introductions, or on some stupid ‘build up’, the player will shut off your game. Games need to be consistently fun as well. Most players, even hardcore ones, abandon games in the middle of them despite a fun early part.

The exceptions to the above are when games are the first to do it. When cinematics, huge intros, and all were ‘brand new’, games could get away with them because they were ’surprising’. Most of these ‘features’ are now included so the developer/publisher can ’show off’.

What is more amazing is that while user-focused is acknowledged about being the ‘right way’, many companies who attempt that route end up back where they started, back to the “creater-focused” mindset. The ‘tutorial’ is a good example. The ‘tutorial’ is put in to ‘help’ players, to ‘ease’ them into the game, to clear up ‘misunderstandings’, to get their toes ‘wet’. Publishers think including tutorials means they are being user-focused. Actually, they are still creator-focused because the measurement of success is the user, not the creator. Users don’t demand these boring ‘tutorials’, but they are thrown in because publishers feel they are awesome if they do so, they feel like they ARE special. Again, it is creator-focused.

Birdmen, those who mistake superficial elements of the disruptor to be disruptive, really do believe they are user-focused by ‘dumbing down’ the games, but they are actually ‘creator-focused’. “Look at me! I am making ‘casual’ games! I am sooooo special!” the birdmen cluck. Yet, the companies who do have major traction with this new audience, Nintendo, Blizzard, among others, never say they are making ‘casual games’.

Iwata explained all of this in a parable of the king and the slave.

Iwata: It makes me remember the story you told us before, when you came to HAL Laboratory. The story of “the King and the Slave”.

Itoi: The story that it’s the King who needs to be educated, right?

Iwata: Yes.

Itoi: (to the staffs)
This is a good one.

All: (laugh)

Iwata: Seriously, it’s a good story. It’s about the relation between the creator and the customer. The king isn’t the creator. He’s the customer. The king is free to say anything about what is given to him, that it’s boring, or that he doesn’t understand it, or even decline the offer. He has the privilege of being super selfish. The slave has to think how to satisfy the king, how to make him happy.
Mr.Itoi’s point was to understand that the job of the slave is intellectual and interesting.

Itoi: The same can be said about relationships, the one who makes the approach, and the other.

Iwata: The initiative lies in the other.

Itoi: Exactly. The one who takes action can never take the initiative. For example, when you ask someone to perform a task for you, you have to think about whether you’ll take it if it was offered to you. When you work for someone, it usually involves hard work. People work hard because you think it’s worth it, and that’s the only way people will put in their full energy into it. So you always have to think, “will I accept this job if it was offered to me?” You need that point of view.
If the creator’s not aware of that point of view, he starts to misconceive that he is the king. If the consumers don’t act as king, the creator is deprived of the opportunity to improve. When the creators don’t improve, the customers will get easily bored of what they get. And that’s the end of it.
It seems that this malignant cycle seems to be increasing. The consumers get bored very easily.

Iwata: The speed of things getting out of date has become extremely fast.

Itoi: If you just keep on responding to the customer’s requests, you’re not going to come up with something with quality.
What Nintendo has been doing since they came out with DS is to keep bringing something new to the kings, who were tired of games that were a mere extension of traditional and conventional ones. Plus, Nintendo made it so that the kings understood it.
It’s just amazing, what you did.

Iwata: Thank you.



It is not that the user is king, it is the non-user who is really king. Malstrom is king. Other non-gamers and former-gamers are kings. The companies are the slaves. Many think it is the other way around. They think the companies are the kings and we, the consumers, are the slaves. That whatever they make, we should buy because of their ‘brilliance’. This is why I strongly dislike when gamers say, “We must buy this game to show our support.” Well, it’s not my fault someone’s game doesn’t sell

Western game developers are notorious for thinking they are the ‘king’ when their role is actually that of the ’slave’. From Epic’s Mark Rein declaring “Next Generation doesn’t start until we say so,” to the insane budget of Grand Theft Auto 4, western developers have become ego-maniacs. And this what Next-Generation to them is all about, having an ego trip. Developers and publishers think it is “so cool!” to make a big, high budget hardcore HD game. They can get away with this for now. However, investors will come knocking. When the Wii exploded out during the launch, many, many investors called the publishers demanding, “What are you doing about the Wii!???” You can be certain that such calls forced EA to bring Wii development from Canada to more in the major studios. While they are showing the outward signs to investors that they are ‘doing something about the Wii’ (and yet making excuses that ‘core games don’t sell on the system!’), eventually investors will realize that western developers heart and passions are intertwined about their HD high budget hardcore games. Then, I suspect the hammer to fall once more on them.

It just shows how history is repeating. NES also didn’t get western developer support outside of the licensed and shovelware ‘kids games’ type junk. But the NES install base grew, and grew, and grew, until investors were so fed up with these publishers ignoring the phenomenon that they began threatening to remove company presidents. And yes, western publishers kept insisting the NES was a fad then. (So if the reader happens to be a game journalist, realize it is not so much what the developer or publisher ‘wants’ to work on, you must consider the investors’ wrath as well.)

The secret to the “Casual” is a change of mindset from being “look how awesome I am” to “look how awesome the new customer is”. Thinking that these new customers are ‘retards’, that they are ‘beneath you’, is really thinking that ‘I am so awesome’. But how can a company who thinks ‘new customers are retards’ compete with a company that thinks ‘look how awesome these new customers are’? The latter will always run rings around the former. Also, the publisher/developer does not have any control whether his/her game is ‘high art’ or a ‘classic’. Time determines that.

Let me tell you about the greatest “Casual” Writer of all time. To be ‘high art’ was to demand plays to take place in three days in play-time (because that is what the Greeks did). Tragedy and Comedy were separate, distinct, different forms. There could be no cross-over. Robert Greene, the esteemed, most professional, and most ‘artistic’ writer of his time, complained about this casual writer being… Well, I will let him speak for himself:

“…there is an upstart Crow, beautified with our feathers, that with his Tiger’s heart wrapped in a Player’s hide, supposes he is as well able to bombast out a blank verse as the best of you…

This ‘casual’ writer broke the Greek traditions because they didn’t make sense to the viewers, wrote to make money, and combined Tragedy and Comedy in the same play. This meant tragic plays were full of comedic moments and comedy plays were full of tragic moments. Who was this ‘casual’ writer who ‘destroyed’ his industry?

Shakespeare.

Today’s ‘casuals’ are tomorrow’s classics.
 

KTallguy

Banned
Only one type of game needs to exist.
If your game isn't XXX, it's shit.
You heard it here first!

And cutscenes aren't anything but a developer showing off! Exposition? Fuck that!

The above article is just another brand of elitism and self importance.
 
He's right on the money about user interaction.

Games are not meant to be a statement from the developers to the players about their artistic skill. (Though he is wrong that the developer is showing off, since they are in fact designing the game). They are supposed to be interactive; so that the player is able to glean information in the act of playing the game, rather than wading though cinematics, text boxes, or tutorials. Look at Super Mario Galaxy, which makes the tutorial a game. Obviously Miyamoto is experienced enough to distill down to the base aspects of game production. All "epic stories" are pretty much the same mass-market hero tale. What really differentiates a game is, first and foremost, gameplay.

Also, casual games aren't as "user centric" as he makes them out to be.
 

SRG01

Member
KTallguy said:
The above article is just another brand of elitism and self importance.

And perhaps the strongest irony of the entire article. :lol

People play games for fun. People have different definitions of fun.

Death_Born said:
Games are not meant to be a statement from the developers to the players about their artistic skill. (Though he is wrong that the developer is showing off, since they are in fact designing the game). They are supposed to be interactive; so that the player is able to glean information in the act of playing the game, rather than wading though cinematics, text boxes, or tutorials. Look at Super Mario Galaxy, which makes the tutorial a game. Obviously Miyamoto is experienced enough to distill down to the base aspects of game production. All "epic stories" are pretty much the same mass-market hero tale. What really differentiates a game is, first and foremost, gameplay.

I disagree with that. RPGs -- especially jRPGs -- successfully utilized dialog, textboxes (because voiceovers weren't available), and cutscenes to create highly appealing games. The problem with this arguement is that it attemps to apply the same set of mechanics and standards for all genres.
 
KTallguy said:
Only one type of game needs to exist.
If your game isn't XXX, it's shit.
You heard it here first!

And cutscenes aren't anything but a developer showing off! Exposition? Fuck that!

The above article is just another brand of elitism and self importance.

Yeah, pretty much what I was gonna say.
 
Also, casual games are just......simplfied games. Hardcore or casual are merely labels, but the truth of the matter is that "hardcore" games usually have deeper plots and more difficult gameplay. If casual games are tomorrow's classics then there is something seriously wrong with the industry.

I disagree with that. RPGs -- especially jRPGs -- successfully utilized dialog, textboxes (because voiceovers weren't available), and cutscenes to create highly appealing games. The problem with this arguement is that it attemps to apply the same set of mechanics and standards for all genres.

In my opinion, the length of text in the game should differ depending on the quality of writing. However, I don't see how "in-game cutscenes" should differ from "cinematic cutscenes" as he describes it in the articlce.
 
KTallguy said:
Only one type of game needs to exist.
If your game isn't XXX, it's shit.
You heard it here first!

And cutscenes aren't anything but a developer showing off! Exposition? Fuck that!

The above article is just another brand of elitism and self importance.
I was going to respond to it myself, but your post is close enough to my sentiment. Self-inflated over-important blathering.
 

Yaweee

Member
"Does it have a tutorial? If yes, then your game is broken. The best games don’t have tutorials. ‘Super Mario Brothers’ and ‘Legend of Zelda’ had no tutorial and no tutorial ’stage’. Mega Man did not have a ‘tutorial’ until a tutorial stage appearing in Mega Man 7 (and they wonder why the series went downhill). Tetris had no tutorial. People want to play the game, not be forced to act out a manual. If your game *has* to have a tutorial because it is too complicated, then your game is the problem. Simplify it until you don’t need a tutorial. Wii Sports doesn’t even have a tutorial. It will simply give a ‘reminder’ of how to do stuff only if you mess up."

For fuck's sake, why is he bringing up Legend of Zelda? That game is 99% absolutely impossible unless you use a guide.

The author, while bringing up a lot of interesting and correct points, completely, and I mean completely misunderstands what people like about the game. I like having to learn something new, something interesting, something hard, something that just might require an ounce of outside explanation. You don't see people bitching about having to go out of their way to learn how to play Risk or Poker.
 
KTallguy said:
Only one type of game needs to exist.
If your game isn't XXX, it's shit.
You heard it here first!

And cutscenes aren't anything but a developer showing off! Exposition? Fuck that!

The above article is just another brand of elitism and self importance.

First reply covers everything that needs to be said. Excellent job good sir.
 

Stinkles

Clothed, sober, cooperative
So, in short, if your game is neither an old nor recent Nintendo title, then it is "broken." I see. I am glad he is out there to explain all this.
 

Yaweee

Member
"If the ‘Blue Shell’ was fixed, reviewers would probably complain the game has been dumbed down further for ‘casual’ users while players would realize it is being ‘fixed’."

That just doesn't make any damn sense whatsoever.

The guy brings up tons of examples and uses nearly every single one incorrectly, or in a manner contradictory to one of his other points.

Yes, there's nothing wrong with casuals, yes, they receive too much shit, but he misses the boat otherwise.
 

Stinkles

Clothed, sober, cooperative
NinjaFromTheFuture said:
For someone who doesn't have a raging hard-on for Nintendo, that is one cringe-inducing read.

I just went and saw the rest of his body of work. Why was this meandering fanboy love letter even posted?
 

CPS2

Member
Yaweee said:
You don't see people bitching about having to go out of their way to learn how to play Risk or Poker.

Something I always have in the back of my mind is "do these comments apply to Chess?" It kinda does require a tutorial, and I wouldn't say it's fun after one minute. Starting to wonder if the article is a thinly veiled Super Mario Bros > Metal Gear Solid rant. Because outside of that context, it doesn't make a whole lot of sense.
 

border

Member
This guy has no sense of irony. All his dull, dry-ass articles are going completely un-read and mostly un-noticed outside of a few circles. He's exactly the type of absorbed, self-congratulatory college professor that he rails against. Except that I doubt he has a Phd, or much of anything beyond an AA or Bachelor's. Someone who thinks there's only those two types of professors hasn't spent much time in college.
 

gabe90

Member
I found the King/Slave part of this article very interesting. Epic's comments really pissed me off all that time ago, and I think this guy hit it on the head about why I was so pissed.

I think malstrom does a good ob with these articles and should be applauded for thinking about the industry in an advanced and critical way. I agree with his critics that he seems to be dictating where he thinks the industry should be going and that is very hypocritical.

No cutscenes? I like cutscenes as long as they're not excessive and they're well constructed.

No tutorials? Super Mario World even had a tutorial. The first few stages had all those boxes that you hit to explain things that weren't immediately clear.

Less text? I like a good story and I don't see any problem with the videogame and movie industry meeting in the middle to deliver a solid story driven game.

There may be enough flaws in his arguments to piss off most of GAF, but I think the author deserves credit for writing analytical pieces on the industry. He just needs to stick to the high level criticisms, and avoid trying to be an actual game designer. His games would likely all be the same boring experience.
 

Neo C.

Member
His former articles are better. While I agree several points to some extent, there are some huge flaws:

1. Not every game needs to sell millions. If you want to make a hardcore game (niche game) and it only sells 200k worldwide, it's perfectly fine when the budget is reasonable. The investors are still happy when the rate of profit is reasonable.
2. For a console maker to be very successful, you need all sorts of game. Unfortunately Malstrom only concentrates on one kind of game, the most profitable and successful ones. But even in a perfect market, you can't always deliver huge hits like Wii Sports, even Nintendo brings dozens of games which can reach a decent success at best (Fire Emblem). Still these sorts of games are needed.
3. While I agree lots of games need to be more polished and more accessible, I don't agree that trying to create artistic games is egoistic. As I said before, it's perfectly fine if these sorts of games have reasonable budgets and therefore relative success. I know Malstrom adresses to the big budget games, but there are dozens of small games which are artistic too.
 

Threi

notag
I don't like this guy's slant.

Therefore all arguments in this article are invalid and i won't waste any breath trying to counter any of them.
 

JBuccCP

Member
That was a pretty shitty article. Cutscenes=game broken? Tutorial=game broken? This guy has such a horribly narrow view of what games should be. Some of his articles about business strategy are ok, but this is pure fanboy rantisms.
 

border

Member
JBuccCP said:
his guy has such a horribly narrow view of what games should be.
He is obsessed with very narrow, binary oppositions. You're either an awesome teacher who plays games with students, or you're a boring teacher that lectures endlessly (oh and while we're at it, let's judge these teachers not by how much their students learned, but by student evaluations). There's big flaws with trying to draw the world in nothing but binary oppositions, but that's the kind of thing you only learn about form those awful, boring teachers who try to teach you rather than entertain you.

Similarly....there's only two types of games. Super-easy casual stuff that immediately rewards users, and "broken" games that are apparently made just for the vanity of their creators. Nope, no in-between. You can't have an accessible game that also has a deep narrative. Too many cutscenes or tutorials and everything is "broken".

But hey, what can you expect from someone who considers extensive descriptions of characters and settings in a novel to be "other garbage"?

The Shakespeare namedropping is hilariously Dyack-esque as well. Funny how he the playwright in such esteem when Shakespeare is guilty of almost all the narrative techniques that Malstrom considers to be garbage (long-winded poeticism, extensive descriptions, etc).
 
just to touch upon his "tutorial" rant. there was little variety in games back in the 8bit era. alot of games back then fell into the scrolling platformer, scrolling shooter, top-down RPG. all you needed back then was a genre standard and its controls/mechanics were basically copied across other games....hence the minimal need for tutorials.
 

Dachande

Member
What an anger and vomit-inducing article. Complex, 'hardcore' games may take it too far sometimes, but over-simplified, 'casual' games should be judged just as harshly. Everything he says about "art" either makes no sense ("TETRIS CONTAINS NO ART" er what) or is entirely disagreeable.

Who the hell is this guy? Is he a journalist, games designer, what? What publications/companies is he involved in so I can promptly ignore them?
 
Dachande said:
Who the hell is this guy? Is he a journalist, games designer, what? What publications/companies is he involved in so I can promptly ignore them?

just clicked on the ABOUT section of his blog

This is the News page for Malstrom’s Articles. It is glorious.
 
Take Metal Gear Solid 4. The game is directed towards long-time fans of the Metal Gear -series, and is not as 'casual-friendly' as, say, Super Mario Galaxy. Only the fans will get everything out of the game, and can really appreciate the high production values, long, exposition-laden cutscenes and refined gameplay. But is the game broken and 'elitist' because of this? Is it Kojima's "LOOK AT HOW GENIUS I AM" -swan song? No. According to Malstrom's definitions, it is, but I disagree with him completely.

There were a couple of good points in the article, but overall it was way too aggressive and self-important. Didn't like it at all.
 

Mamesj

Banned
Demographic stereotypes also won’t solve the issue.

You find there are two types of professors:


...

but I really should have stopped reading at the first sentence, 'cause I really don't care about this guy's quest to be the Karl Marx of the game industry.
 

Easy_G

Member
Regardless of what was in that article, this guy should spend more time refining his writing. So many word usage mistakes, repetitive sentences, and incomplete or drawn out arguments with completely pointless examples (as pointed out previously). Felt like I was a highschool teacher grading some student's argumentative essay.

And jesus christ, why does he put every other word in quotes?
The so-called “Hardcore” games are broken games. They are obsessed about enthroning the developer/publisher. Sophisticated gamers, just like sophisticated readers, like this because they are on the same mission as the developer/publishers: the desire to make gaming more ’sophisticated’. ‘Sophistication’ means the same as it would in the ‘literary’ sense: to make gaming into ‘high art’ (whatever ‘high art’ is. People just want to play a freaking game).

As far as the article goes, it is pretty useless. Nintendo games are amazing yes. For the most part they are pure fun. More hardcore or narrative driven games may not be as immediately accessible and fun, but they are still entertaining and deep, which is what the consumer wants. Claiming that publishers are just looking to get famous by putting a cutscene in their game makes absolutely no sense at all. They put the cutscene in to further the story and to provide some controlled excitement.

EDIT: quotations bolded again just for kicks
The secret to the “Casual” is a change of mindset from being “look how awesome I am” to “look how awesome the new customer is”. Thinking that these new customers are ‘retards’, that they are ‘beneath you’, is really thinking that ‘I am so awesome’. But how can a company who thinks ‘new customers are retards’ compete with a company that thinks ‘look how awesome these new customers are’? The latter will always run rings around the former. Also, the publisher/developer does not have any control whether his/her game is ‘high art’ or a ‘classic’. Time determines that.

And who is he even talking about here? He keeps saying all publishers say that the consumers are retards. Where did he get this? And which publisher is obsessed with their own fame? All publishers, Nintendo included, are trying to make money. They all have the same goals. And I sure as hell hope that a publisher/developer has some control over whether their game is artistic. Since you know they are the ones making the goddamn thing. It's like saying a brilliant painter has no control over whether or not his paintings are artistic. Hell yeah he does, and so do the developers.
 

MGrant

Member
Even as a pretty strident Nintendo supporter, this article is shit. His professor analogy is complete nonsense.
 

Mamesj

Banned
Whenever I see all those quotes, it reminds me of an "old person" complaining about "the hippies" and "the drug users" and "the rock and roll"
 

border

Member
monchi-kun said:
just to touch upon his "tutorial" rant. there was little variety in games back in the 8bit era. alot of games back then fell into the scrolling platformer, scrolling shooter, top-down RPG. all you needed back then was a genre standard and its controls/mechanics were basically copied across other games....hence the minimal need for tutorials.
Legend of Zelda and Mario are pretty awful examples as well. They don't have tutorials, but if you think that the moms and grandads buying Wii games would have a chance in hell of playing and completing those games, you are joking yourself.
 

Teasel

Member
so much hate in this thread but if you look it trough the denis dyack fiasco it doesn't sounds that off doesn't it?
 
games that made you fail quickly rarely needed tutorials. the act of failing is in and of itself a tutorial.

i died a lot in Mario, Megaman, Zelda, Metroid...but i kept playing because i loved this new entertainment medium. The key word here is LOVE. By definition, do you think casual gamers LOVE their games? Or is this just a passing fling for them? Between one the two people who LOVES games or LIKES them, which one is more likely to be a game developer?

this guy's long rant can be summed up as an overly simplified view of the industry and its audience

Teasel said:
so much hate in this thread but if you look it trough the denis dyack fiasco it doesn't sounds that off doesn't it?

to quote the awesome band LOCAL H:

All the kids, they hold a grudge
Their minds are logged onto the net
And all the kids, they hold a grudge
You fail them and they wont forget it
All the kids, they're tired and turn away
They saw what you did
You're all wrong and all the kids are right

the song is 10 years old...but it's relevance is so much more now than when it was originally released

:lol
 
Ironically, you can combine the two. Academics write many, many books. None of them are read. Why? They are so steeped in academic style as the masses don’t want to slog through that. Their content is also not what people care to know. After their ‘brilliance’ fails to create a best-selling book, they just declare that the masses are ‘idiots’ and that those best-selling books are written in a ‘casual’ style (written in a retarded way, dumbed down, for the masses).

Twits like this guy will be the death of human intelligence. The academic style exists for a reason, and it's not to make the most money possible or entertain people or tell them "what they care to know."

The guy who wrote this article is the worst of all possible worlds - he's an elitist in favour of stupidity.
 

Kilrogg

paid requisite penance
Mamesj said:
Whenever I see all those quotes, it reminds me of an "old person" complaining about "the hippies" and "the drug users" and "the rock and roll"

Which makes absolutely no sense, because what he criticizes is the OLD ways, what was known as the industry standard.

Anyway, it's not the best of his articles (well, technically, it's not an article, it's a news item), but you've got to give him the last part with Robert Greene and Shakespeare. Genius :D.

Why the OP chose to post this particular news item, I don't know, since Malstrom has already written TONS of them, a lot of which are more interesting and spot on than this one.

Also, I must say there's something I don't get. Although the guy got banned, every time he posted, there was at least one or two people praising him. Now, the backlash seems unanimous. What's going on? I must say that I like what he says, and for all his wackiness, he does have his fair share of good industry analysis. Far better than the overwhelming majority of GAF's armchair analyst, so why all the hate?
 

border

Member
Kilrogg said:
Which makes absolutely no sense, because what he criticizes is the OLD ways, what was known as the industry standard.
What makes him sound like grandad is the lamentation that things were so much better in the old days. Imagine Andy Rooney as a rabid Nintendo fanboy, and you kind of have his tone:

"Why, in my day we didn't need tutorials or stories or voice acting! We learned how to play the game just by playing it! And if we got to a screen that said "Congratulation - Thanks For Playing!', that was a great ending! And what's with all these buttons on the controllers? blah blah blah"
 

Dachande

Member
Kilrogg said:
but you've got to give him the last part with Robert Greene and Shakespeare. Genius :D.

Or pretentious.

There's such a unified cry against him because he appears to be vehemently against the notion of "art" in games, which is a movement I think most people here (with some exceptions) would like to see make some progress.

His other site that he links to on the blog makes me angry as well - there are entire sections dedicated to how Nintendo and the Wii will "wash clean those filthy hardcore gamers". He sounds like a Nintendo fanboy who has been crouched down for years going, "you'll see, you'll all see," and now they're finally raking in the cash he's jumping up and down on the sofa like a mad mountain monkey with his dry, humourless articles that drone on about how casual games will take over the world.
 
how are games gonna get made if hardcore gamers die out? yeah that's right...who else is crazy enough to work long hours for disproportionate pay compared to other software industries?

my personal definition of hardcore gamer is one who loves games. he seems to have a narrow view of this audience segment...all i see him mention is hardcore gamer = spec whore. how can you argue for or against if you have such a myopic view?
 

Chairman Yang

if he talks about books, you better damn well listen
I have to admit that I stopped reading about halfway through, after he railed against tutorials, long cinematics, and lots of text, then claimed that the "best games" didn't have those. Deus Ex, Planescape: Torment, Baldur's Gate 2, Earthbound, and many other classics must actually suck, I guess.

Or more plausibly, this Malstrom guy is a hack who tries to manufacture controversy with lots of false dichotomies and half-assed theories. OP, why did you think this was worth starting a thread over? Not trying to be rude, I'm just genuinely baffled.
 

Aeris130

Member
Did anyone spot that he was writing from a casual perspective? And casuals are, as far as I can tell, notorius for not liking:

-Having to sit through tutorials before playing
-Watching long cinematics
-Reading tons of text
-Having to "wait" for the fun to begin

Saying "but I* like cinematics and tutorials, so this article is WRONG (also I hate the Wii and Nintendo)" kinda misses the point. He's extreme, but still makes valid points (though no one is particulary happy about it).

*Being the hyper-core gamer-gaffist that I am
 

avatar299

Banned
Overall I think the article was on point. It's kinda hard to argue that some developers aren't egomaniacs when we just had 40 page threads about Denis Dyack.

Maybe I'm off kilter right now, after watching gametrailer embarrassing E3 preview, but I think the guy is onto something. Especially with the art argument. Not every fucking game is a magnum opus
 

Kilrogg

paid requisite penance
border said:
What makes him sound like grandad is the lamentation that things were so much better in the old days. Imagine Andy Rooney as a rabid Nintendo fanboy, and you kind of have his tone:

"Why, in my day we didn't need tutorials or stories or voice acting! We learned how to play the game just by playing it! And if we got a "Congratulations - Thanks For Playing!', that was a great ending! And what's with all these buttons on the controllers? blah blah blah"

Way to caricature. In his opinion, it's not about "things were better before", but rather "things were off to a start, but then, Nintendo gave in to direct competition with SEGA, losing marketshare ever since". If you ignore Malstrom's wackiness, and some of his examples which are not always clever, his analyses are far deeper than those of your average GAFfer, methinks, and his knowledge of the history of the industry is profound.

Now, I must agree that, especially at the time when he was on GAF, he sounded like a broken record, though. Plus, he rarely replied to those quoting him, so I guess I know why he was banned. But hey, now, he's on his blog, so he can say whatever he wants. AND he actually responds to the comments. SHOCK!
 

Chairman Yang

if he talks about books, you better damn well listen
Aeris130 said:
Did anyone spot that he was writing from a casual perspective? And casuals are, as far as I can tell, notorius for not liking:

-Having to sit through tutorials before playing
-Watching long cinematics
-Reading tons of text
-Having to "wait" for the fun to begin

Saying "but I like cinematics and tutorials, so this article is WRONG (also I hate the Wii and Nintendo so they will nevar get the entire market)" kinda misses the point. He's extreme, but still makes valid points (even though no one is particulary happy about it).
Yeah, casuals sure hate games like Halo, World of Warcraft, Final Fantasy, etc...all of which contain some or all of the things you claim casuals supposedly dislike.
 

Haunted

Member
eeh, not as nice as his other articles.

monchi-kun said:
What's the difference between Pat Robertson and Jesus?

Same message....except one ends up sounding like a douche every time
And Pat Robertson can be annoying, too.

someone had to
 

Aeris130

Member
Chairman Yang said:
Yeah, casuals sure hate games like Halo, World of Warcraft, Final Fantasy, etc...all of which contain some or all of the things you claim casuals supposedly dislike.

Those are now hard-core. I'm talking now-gen casuals, in the derogatory Wii-Sports; tetris; playing-solitaire-on-my-lunchbreak crowd.
 
Aeris130 said:
Did anyone spot that he was writing from a casual perspective? And casuals are, as far as I can tell, notorius for not liking:

-Having to sit through tutorials before playing
-Watching long cinematics
-Reading tons of text
-Having to "wait" for the fun to begin


even you are guilty of oversimplification. hardcore gamers hate the same things you mention...if they are done POORLY.

Diner Dash had tutorials that showed you how to play but they spread it out...only popping up when a new mechanic or challenge needs to be learned.
 

avatar299

Banned
monchi-kun said:
how are games gonna get made if hardcore gamers die out?
:lol :lol

Also It's apparent a lot of people here didn't read it. It's not written in the context of a hardcore gamer, but someone criticizing the attempt from publishers to court casual gamers and make successful mainstream games.

Desu Ex relying heavily text doesn't prove him wrong, It shows however that Deus Ex isn't going to be a successful hit if marketed as a casual game, and i think history has shown that is a more than a fair argument.

Look at the megahits in this industry? How many of them require a steep tutorial, long cutscenes or don't provide relatively instant gratification?
 
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