Monday, August 23, 2010

The Casual Business

There was a time not so long ago that video game difficulty did not run on an “easy” to “hard” spectrum. We did not even use the words “easy” or “hard” at all; we said “the game moderately dislikes me” or “the game hates me”.

Developers did not treat the player as an audience to be appeased, but rather an opponent who had to be crushed at every turn. You didn’t buy a new cartridge with the expectation of reaching the credits sequence- that privilege was reserved for only a few fanatical souls. The modern player might be befuddled by this notion. Why should a game so actively try to discourage you when the developer has already taken your money? Did these developers act out of spite? Was it out of a pure, visceral hatred for the player who imposed himself upon their creation? No. They knew something that we as players did not. They knew that challenge, hopelessness, and frustration built character.

All of that seems poised to change. With the video game playing demographic expanding further and further, games have moved towards “accessibility” and shied away from all that is pointless and irritating. They want you to buy more games and to do that they make sure you can jump right in, win, and quickly move on to a new conquest. These designers actually want you to experience all of the content they spent so much time designing. But I know the truth- and it is a truth that few can accept: you may have paid for that content, but you did nothing to earn it.

As a result, a significant portion of gamers are now being denied “character” in exchange for an inflated sense of self worth and a lifetime of healthier confidence. Something has to be done about this.

I harbor no resentment towards either the developers or the gamers. After all, the games of old are not dead; they are still being crafted by artisans who cling to the old ways. But “difficult” has become a niche market, and so the gaming world itself has been rent asunder. Those we call gamers now fall into two camps under the somewhat inappropriate, self-deprecating monikers “casual” and “hardcore”.

What disturbs me is not the existence of separate identities, but rather the rigidity of it all. A lowly casual gamer can never hope to move up in society and become a hardcore gamer. And of course a hardcore gamer could never be seen fraternizing with casual filth.

My hope is not to make difficult gaming more elitist, but rather to bridge the gap and bring over those poor lost casual souls. Johnny Outlaw aspires to this. And to do it, we will introduce two different gameplay modes: Man and Boy mode.

This is not simply “easy” and “hard” with different names. Difficulty levels miss the point. It’s never been about being hard for the sake of hardness. It’s about making the player a better person and building that character. To do that, you can’t alienate the casual gamer. You want to offer him the casual things he desires, but make them come at a price. Take away the ego boost that comes with winning on easy mode. Take away that sense of self worth. Don’t call him a man. Call him what he is: a boy. A “casual” player is a hardcore loser, and he should be always reminded of this.

Perhaps you all remember a little game called God of War. God of War always asked the hard mode players if they would like to switch to easy when they died. It is this kind of heartless ridicule that builds the most character of all. They pioneered this great mission. Where God of War went wrong is that while the hard mode player should be mocked relentlessly for failure, the easy mode player is a failure by default. Give him the scorn he deserves!

But the most important part of Boy mode is not the ridicule. It’s not about breaking people down. It’s not even about building them up. It’s about letting them build themselves up. See, what’s important is the subtle implication that a boy can hope to become a man. And even more important than that is the implication that becoming a man doesn’t make you special or good. Every boy is expected to become a man. All it means is that you weren’t a disappointment. And that is the experience I want to give every gamer. I want them to know that at the end of the day, as long as they completed Johnny Outlaw’s Man mode, they were not a disappointment.

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