Musing: Casual vs Hardcore gaming

Hello,

The word “Hardcore gamer” has gotten demonized along the way to mean bad. But I think in part, this is because it is difficult to cater to a hardcore gamer. It takes more work to satisfy a hardcore gamer much like in music it is hard to appeal to Doors and Beatles fans. It is easier to churn out non-culture with yet another boy band targetting the next generation of young girls with no taste in music. Dr. Dre talked about it this phenomena and while I don’t agree with pushing gangster culture, I do agree about money vs artistic value.

If you make money repackaging cheesy garbage like Electronic Arts does these days, are you really helping the gaming culture? Sure, you’re making money, but does that mean you’re advancing the craft? After all EA is known for buying out and shutting down many gaming studios merely for the fact to destroy competition so they can get away with making money off less effort. I just wanted to draw this point before going into the meat and potatoes: Just because it makes a bunch of money, doesn’t mean you produced something of value.

So I see Master of Orion 2 as around the pinnacle of complexity in video games. Unless you got really really into it, and I mean more than 2,000 hours game play, MOO2 is a mystery in lots of respects of what stuff exactly does. You only could get glimpses of strategies and such (pre internet days).

Since peak complexity (mid-late 90s), the first movement was towards just cleaner UI. I agree, UI needs cleaned up. Even today, Google, Ebay, Windows and even Apple get UI messed up. They’re trending slowly in the right direction, but UI often gets hijacked/sabotaged by the executive/managers because they want to make it look like they did something. Long story short on UI, simplicity and casualfying UI has been a decent success story.

Where the problem lies is the gaming content. Instead of complex gaming mechanics, everything is dumbed down. Instead of Magic the Gathering with diverse rule sets, spells, counter spells, mana, that takes thought in play, we get Hearthstone where basically the game plays itself after you build a deck online. The player’s mind and engagement is almost useless, since you clone a deck online, and it plays itself. The casualifying of the game, makes the games ostensibly worse for game play. There are many many more examples, but don’t want to fortress of text you.

How did we get here? Well, in the mobile arena, and the WOW crowd, we’ve attracted basically non gamers to the culture. They call em casual gamers, but it stretches further than this… These are office workers, executives and people who might not have grown up their first 35 years of their life gaming, but they do have a job and lots of money. Contrast this with 13 year old kids at home on their console who doesn’t have an easily pryable open fat wallet. The target for where the $$ is at has moved from an actual gamer, to people playing things that seem game-like. This target actually stretches what ordinarily would be a pure hardcore gamer game into the land of casual just for money sake. This is part of it, but I get to laziness of game designers in the wake of designing for $$.

We opened this conversation about how the amount of money you make does not directly correlate with the artistic value for the gamer and the gaming community. So what happens is that many game designers get lazy and start trading their art and passion to create for mail it in designs for $$. These game designers realize,”Whether I make a good game or a bad game, as long as I follow some tropes, guidelines and formula, the $$ comes in from the casuals. Why should I cater to the hardcore? After all, hardcore demand a lot of extra work and effort.” No one wants to talk about this. No one wants to look in the mirror and go,”Hey I could be doing better, but who cares as long as checks are coming in. My revenue is the judge of my game design, lets not think about this issue.”

It’s tough to reflect and consider,”Could I be making better games if I tried harder to cater to hardcore?” It’s easier to just bash hardcore gamers with deep culture,”They’ll never be satisfied anyway. They’re rooted in nostalgia. They have too much skill to make something challenging for them and an average player.” The excuses for bashing the true fans of video games goes on and on. I see this in other art forms. Above we talked about how musicians who do boy bands trash Doors fans, Beatles fans and even Metalheads. Boy band regurgitation ain’t having Nsync compete against Offspring or Smashing Pumpkins. Disney has an entire PR wing dedicated to trashing their fans on Facebook,”Why don’t you just enjoy the drivel we slap together nowadays. It’s supposed to be made for kids, and you’re grown adults. Get over it.” In every artistic industry, there’s a group of profiteers, who’s job is to insult die hard fans in order to push re-wrapped garbage for nothing more than stupid cash.

TL:DR Not all casualification of games is good and the put downs on hardcore cultured video gamers should stop too, since these dis tracks often come from game designers not skilled enough to cater to hardcore gamers.

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#1 IN THE WORLD at Starcraft/Broodwar/Warcraft3/Diablo2 Hardcore/Command and Conquer3/Starcraft2 2v2. GOAT.
Before Pinky and The Brain, The Parapalegic Mice Team existed, and I told everyone in my school for weeks in hopes someone knew someone at WB/Disney/HB to make a tv show of two mice taking over the world. Next Year Pinky and The Brain was out.

1) 10-1000x things rendered with new DOTS/ECS UNITY tech that unlocks more than just one core that most video games use: Parallel Processing done right.

2) Networking that pushes the envelope where no networking has gone before. People laugh at this like it is impossible to innovate, but I marketed it to Midway in 2003, and they laughed too. Meanwhile it was working in house as a Tekken style(3d fighter) MMO with part of what today is known as rollback code. Midway’s manager was mocking what is today’s standard thinking rollback and such was impossible. Infinite action players same zone, limit only by video card and other hardware, networking ain’t a limiting thing anymore.

3) Lore/Game Mechanics based on a custom TTRPG (Intergalactic Bounty Hunter) that most everyone liked more than any RPG. RPG rules are based on Wasteland from the Commodore 64 set in space. The space flight is the spiritual successor of 90s DOS Xwing vs Tiefighter hits that everyone was disappointed ended. I had to make my own RPG, Dungeons and Dragons armor not reducing damage did not sit well.

4) First MMO designed for late game. Everyone enjoys mmos until power capped and then get bored.
There is no power cap to begin with(just a log log logarithmic progression), but there are many many many other end game design elements to make it so want to keep playing end game! The grind is there, but better and more fun things are around too! You can build up a super big fleet and it get destroyed to pieces and you start over again. You have a power floor level that you can’t go below so you’re always building permanent power, but temporary spikes of power surges and galactic dominance for fleeting moments give a rush. The larger the fleet, the larger the fleeting moment.

5) Easter Eggs: Will contain literal Easter Eggs. You find an Easter Egg in a quest. Then you hide somewhere in space. Every day it isn’t found by another player, you get a daily reward that increases. When they find it, they get an instant reward! Then the egg comes back to you. Enjoy. Go find some place obscure in the game, space is big.

6) Space Dungeons: Competitive zones with different rules, find em, dominate em, and can you find the clues around space to find the one which will be dropping special event rewards?

7) Resource Trading like Elite, but also factory building like Factorio and Satisfactory. Your economy and drones can build stuff up, but make sure no pirate, NPC or player tries to sabotage your supply chain. There will be illegal substances like fictitious drugs and contraband weapons which you can profit from greatly, but you risk your cargo being scanned by a random and getting a bounty on your head.

8) PVP bounty system. Everyone can PVP at all times. Stakes are low if your ship explodes. If you get attacked without declaring aggressive mode or an opponent to duel, the aggressor gets a bounty on their head in accordance with the damage dealt to you. If this bounty gets high enough, and they get caught, they will be put in jail. When they log on for the next few hours or days, their character can play only in jail, and visitors come see him and such. Enjoy roleplaying being a prison inmate, or just use a different crew member on your account. Developing many crew members is a thing for when you fly capital ships.

9) Grand Space Opera-> 4x emperors around you trying to conquer the galaxy like Master of Orion on a 500 billionish system scale! They ain’t even players at first, just NPCs waging war. Who’s side will you choose? Will it be based on morality or space bucks? Ok soldier of fortune, what it will be? Do it for the money, until you realize money doesn’t mean anything living under a totalitarian empire.

10) Omnipotent roleplay: Earn your right into a a movie anime by great roleplay! Live game masters in about 6-12 months after the content updates roll through. We bias people with Founder’s RP tokens some and good manner role players who stay in character(we have chat logs and even game logs). This promotes good role play even when not live GMing. Who doesn’t want to bring their friends to a movie and surprise em with their own character in it? So stay in character for a better game! https://www.starfightergeneral.com/live-role-play/

Punky-Pulpy action, Levels, stats, skills, talents, items, fleet amassing, and great apocalyptic space plots, trippy Lewis Carrol level Mad Hatter humor along the way. It’s really weird to see how this synergizes from a game design standpoint. Players naturally want to level up and power up… That’s the twink min maxer in all of us. So when humor, plots, intrigue, or NPCs getting your blood boiling to action vs them happens, you get stoked, rewarded, happy and tossed off your axis. Then when resolved, you look back and get serious about powering up. The core of a RPG gamer is always powering up, it is something we can’t get rid of, but the core of a game designer is to get you out of a spreadsheet mindset temporarily… And then you appreciate both more. So tacky humor, along serious pulp action and serious leveling up game mechanics… It is like a symphony of fun.

Game made by a soul gamer out for the player’s best interest. 150,000 hours experience #1 in many online ladders world. I don’t care about money. I just want to play games and help the poor and sick. I want you to have faith in the spirit of love.

Are you down? Cuz I need help, like crowd source and pray for me to get this out faster. If you don’t help me, it’s still coming out.

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Get and Play Starfighter General for Free (type of morally good free that doesn’t exploit or abuse players and gives all the content available).


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