Tuesday, December 18, 2007

2007: The Year The Wall Fell?

You can now listen to internet radio on your PSP. How cool is that?

Speaking of accessibility, that was a big trend this year. It can mean a lot of things -- we've heard the word accessible a lot to refer to casual gaming, in that it has a much lower barrier to entry for non-gamers. My crowning achievement this year was getting my mother to play Wii Bowling. Now, I know the stories of parents gleefully flailing Wii remotes are manifold, but my mother has been historically particularly console-averse. Childhood memories abound of her vacuuming heedlessly over my controller cords while I fussed and tried to see around her. She does, however, love Snood. Like, she has Snood merchandise, a Snood coffee mug and a Snood T-shirt. My mother is crazy about freaking Snood.

A game like that, then, could be called accessible, because it's easy for just about anyone to find, play and become acclimated to; it's really just aim and click. This year's also seen the rise of the phrase "casual MMO," which would seem to be an impossible contradiction in terms. One of the year's biggest multimillion-dollar deals this year was Disney's acquisition of Club Penguin, which one could call a "casual MMO" -- for children, no less. Now there's something we probably wouldn't have anticipated just a few years ago. And kids aren't the only ones getting on board -- a veritable boom in smaller, free-to-play MMOs with much less time engagement and ruthless obligation than certain market-domineering titles with a couple of W's in them.

There's another meaning for accessibility in games, though, factoring in players' increasing desire to tailor their engagement. Some people don't mind diving into the console or PC experience for a few hours, and they don't mind if it's 20, 30 minutes at least before they can accomplish anything and save their progress. I know fewer and fewer such people, though, and am aware of a lot more who want to be able to play in small bites, when that's what they want. When they've got all night to hang with the guild, that's great -- but when they haven't, they don't want to be left out.

We increasingly demand persistence in our worlds -- game worlds that go on and evolve whether we're there or not -- but that can also mean you can feel left behind if you don't keep up, and that can make it feel more like a job than play. So one big trend to watch for 2008 is being able to port various aspects of your game experience to mobile -- maybe you can't camp using your cell phone on the commute to work, but you will be able, say, to log in and check the index of the in-world economy, maybe see if the item you put up for auction has been sold, see who's on top of the leaderboards. Maybe, for example, the next Final Fantasy will let you play gil slots on your mobile phone and chocobo-race against your buddies on your PSP -- and centralize it all back to the main PS3 title. Well, okay, perhaps all of that accessibility is a little too forward-looking to anticipate next year, but the key theme is this: lots of ways to get in, up to you how deep you dive.

All of this accessibility talk comes down to reducing barriers -- to entry, to engagement, blurring the line that separates gamers from non-gamers, the 'core from the casual. The goal is to make a game that both the 60-hour-per-week grind maniac and the bite-size session gamer can enjoy, with neither missing out; to bring gaming a little closer to mainstream entertainment -- and vice versa. It strikes me today that I'm using my PSP to listen to music, and I could be using my iPod to play games from major developers like Sega (it's true! Sonic for iPod!) and Harmonix (checked out Phase yet?) Sony would very much like you to use your PS3 to play Blu-ray movies, and Warner Bros. hopes you check out the I Am Legend: Survival multiplayer game it built in Second Life to get you excited for the film. Which is based on a book -- what a world!

One thing's clear about this year, though -- the era wherein the majority of games are being made for and marketed only to gamers is ending. I think we'll always have our 'core, our Crysis, our Call of Duty -- but Crysis, for example, saw underwhelming sales thanks to targeting solely that original-gangsta type of PC gamer who'd have the cutting-edge hardware needed to run it. The Wii's been a gateway drug for many -- my sister, for example -- who now have a resurgence of interest, or a new interest entirely, in not-so-casual titles like BioShock and Half Life 2. We are no longer able to divvy the world so tidily into "gamers" and "not gamers," as more and more people are finding themselves somewhere on a much more graduated spectrum of interest -- and developers are going to need games that can straddle as broad a segment of this spectrum as possible at any given time.

Granted, there's no possibility that Contra 4 on the DS, or Dracula X Chronicles on the PSP is targeting anyone but dyed-in-the-wool gamers. And indeed, this dissolution of barriers might be good for all of us, as there are always niches, and games strictly for punishment-loving, skill-driven, nostalgic gamers may actually become more prevalent as a counter-balance. What do you think -- was 2007 The Year The Wall Fell, for games?

13 comments:

leetdood said...

It also doesn't help that Crysis was essentially just a tech demo to show off the pretty graphics and physics engine.

Daniel Purvis said...

Actually, I believe that the 2007 was more the year the Wii came from nowhere to blitz the competition but that 2008 doesn't really have that much exciting for it. Really, is the Wii going to last a whole nother year? Not if 3rd party developers continue to screw things up that's for sure. Actually, disregard that, I'm biased. The Wii really annoys me a lot but I'm glad it's made more people understand gaming isn't simply a pass time for the socially inept.

I spoke to Brian Allgeier from Insomniac earlier this year and he said something that made me "hmmm" and scratch my head.

"Soon, we won't be calling gamers gamers because we'll all be gamers. Just like everyone watches television or listens to music. We don't call them TV watchers or Music listeners, we just accept that people do it."

Leigh and Brian, I think you're right. What I'd like to see is those people that have taken an interest in the more casual games found on the Wii and PC eventually move across to purchase consoles such as the 360 or PS3.

For Christmas this year, my little brother is getting SingStar for PS3 and a pile of the PS2 versions and my parents are getting a DS with both Brain Trainer titles.

Actually, I believe that Sony's party game range, SingStar and Buzz! have gone a long way to encouraging people to play games too that otherwise would not. After all, the PS2 has still been selling and is still supported in all games shops, yet it doesn't get much of a mention.

kadosho said...

Was wondering if there would be a "year wrap-up" note.

Let's see, here's a few that caught my eye.

1) A plumber & a hedgehog. This was a moment alot of gamers wanted to see a long time ago. Finally this crazy little prayer is answered. But Brawl will leave alot of questions (whenever it comes out).

2) Being shared. Seems lately "exclusive" is a loose term. Awhile ago, it meant the title was only playable on that system. Now its run through a cycle of 2-4 months, and then its shared with another playable console.

3) Its time for "Good Idea & Bad Idea". Where to begin..
Seeing various series take a shot at another genre. (examples: Soul Calibur & Guilty Gear)

Its a notion that some developers are getting a bit desperate to try something else. Maybe its best to leave it alone.

4) The year of delays! This alone set apart alot of "wishlists" for a long while. Which is a shame. But it also leaves a huge window open, and fans wailing.

5) Sequel-itis! During the summer, blockbuster movies, there were hits & misses (one too many). Major one to take note of, Spider-man 3. Rushed, pushed, and just glitchy in certain areas. Playable, but missed the enjoyment of the first two games (make it more fun, and have some diversity, not take a step back).

6) Orange Box finally makes it. Sometime ago the dev team behind Half-Life said it would arrive to other systems. Curious what might have taken so long. But its just a gem.

7) Original titles break the fourth wall. BioShock. Enough said.
An amazing trip to an underwater city retro-fit with 40's style. Taking place in a nightmarish setting (not an apoctalyptic future for a change). Plus getting to rough it with a "Big Daddy", and a choice of saving, or taking the lives away from "little sisters".

SVGL said...

Kadosho - I'm so glad you share my flipped-out-ness over Sonic and Mario.

del said...

Disturbingly, someone in my office made a sexual comment while I was reading through this post, making it almost impossible to read onwards without double entendres flowing like...actually, lets just say that I encountered lots of double entendres as any similie involving stuff flowing is probably going to end up with yet more innuendo attached.

"but the key theme is this: lots of ways to get in, up to you how deep you dive."

"All of this accessibility talk comes down to reducing barriers -- to entry, to engagement,"

"The goal is to make a game that both the 60-hour-per-week grind maniac and the bite-size session gamer can enjoy"


AAAAAAAnyway, I think this year will be remembered as the start of the big Sony push, the first year where full mass-media integration took hold and, as you rightly pointed out, accessibilty within games becoming paramount for success in today's market.

But really, boiling it down for gamers, this year will probably be remembered as the year when the 'casual' gamer truly emerged and became accepted by the world at large.

SVGL said...

Del -- reading sexual entendres into everything? You're at the right blog, that's for sure. Though, you might like Heroine Sheik even more.

del said...

.........aaaaaaaaaaaaaand bookmarked it right now! :)

Thanks!

Though now I really am going to read into everything that's written here! ;)

nectarine said...

To me gamer means someone who understands how to play games. So how to be an extension of the machine. It makes sense that one day everyone will just do it naturally, the way everyone doesn't even think about using ATM's anymore or browsing the web. It will become a part of how we live.

nectarine said...

So, yeah I hope it's the year the wall fell, but I think there's a way to go before people really 'get' it yet. Walled gardens suck.

Super Dodge Ball said...

"Casual gaming" is a welcome development for someone like myself, who played as much Nintendo as any kid on the block but began to lose interest as I grew older and it became harder and more time-consuming to keep up with all the latest games. I'm still interested in games, but only play for maybe three of five hours a week, tops. Games that are easy to pick up and play for short periods of time are therefore very attractive to me, but I still want games that are move substantial then Wii Sports. Is great, immersive gameplay and accessibility mutually exclusive? For games to further become mainstream do they need to be watered down?

OneSwitch.org.uk said...

Salient thoughts, but please don't seek to redefine "Accessible Gaming" with no mention to removing barriers for otherwise disabled gamers...

http://en.wikipedia.org/wiki/Game_accessibility

http://www.igda.org/wiki/Game_Accessibility_SIG

Aglet said...

Great post! Best I've read for quite some time.

Some thoughts on the whole "wall" thinking:

Firstly, I don't believe this was the year when the wall "fell". People has been hammering on the wall for ages now, and trying to bring it down. This year though, someone (Nintendo? PopCap?) brought dynamite. And that really sped things up.

The wall can't be down yet though, because as daniel purvis stated, when the word "gamer" isn't used anymore, the wall will have been torn down.

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