Zarathustran Analytics in Video Games, Part 8: The Factions of Gaming


How, then, do we define these philosophies if not by their consumers?





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Moving PixelsThe PopMatters Multimedia Blog Banana Pepper Martinis27 May 2008Zarathustran Analytics in Video Games, Part 8: The Factions of GamingL.B. Jeffries offers an analysis of the various constituencies of gamers, and how the attitudes of those groups can reflect the Zarathustran Analytics approach.
![]() ![]() How, then, do we define these philosophies if not by their consumers? ![]() ![]() ![]() ![]() I heartily agree, trying to gauge games by their ‘Fun’ or ‘Wow’ factor is extremely problematic for gamers. It’s just too subjective and it’s why the whole casual philosophy makes me leery. The big distinction I was aiming for was to isolate these groups by what they claim the purpose of a video game is. The overlap I see between a WoW player and a Gran Turismo player is that they generally think a game should be played a lot to be any good. A bad game, under the hardcore philosophy of replay value and quality design, is one that you only play once or that doesn’t do much that’s new. Which has a lot of flaws, particularly once you start debating the merit of a Third-Person game whose story only merits one or two repeat playings. I tried to skip around the ‘why’ of what makes a game replayable, because like you say that’s extremely complex. I’m not even sure industry veterans could point to any formula or logic for that. Part of what makes the hardcore so impossible to define is the very fact that we don’t really know what generates their distinct attribute: they play games a lot. I just opted for the shorter end of that logic: hardcore people think the purpose of a game is to be played a lot. Comment by L.B. Jeffries from The South — May 27, 2008 @ 12:27 pm Oh, I get it now! That’s a good point. I’ve been thinking a lot recently about the assumption that games need to “hook” the player. This claim comes up all the time in reviews, criticism, and scholarship—for example, it’s one of the main pillars of James Paul Gee’s /What Video Games Have to Teach Us/, whose Darwinian metaphor for the game marketplace maps the “survival” of a game to its sales, player interest, or both. My objection was based on indie games or art games that seem to repel players by putting them in deliberately unfair, illogical worlds. Surely that kind of gameplay doesn’t suck the player in...? But at the same time, some players (myself included) are mildly fascinated by that sort of experience, so maybe it does. And in some ways, this strategy isn’t that different from the way any other game plays hard-to-get by demanding something from the player before giving up its reward. (This all sounds so obvious and tautological as I type it out, but it seemed subtle while I was thinking about it!) In summary, I’m really not sure whether this rhetoric of games “hooking” players is actually problematic, or just oversimplified, or dependent on problematic terms, or what. What do you think? Comment by Peter — May 27, 2008 @ 1:00 pm Hmm… is there really a difference between hardcore and ex-core, as you’ve defined it? Because if Forge just doesn’t engage me, maybe it’s just because it’s nothing special. Maybe pulling ex-core out of what is essentially the “hardcore” sliver is trying to make it something it isn’t… But I guess you know that because you say it’s a game-by-game basis, and really a person-by-person basis. So really all it does is twist my brain into a pretzel. PopMatters sponsor Well, let me start this off by saying the main goal of this ZA article was to isolate 3 different mindsets for games and point out why no particular one should have a death grip on what games should do or be. Like the art lecture reference, they hash and reflect a game’s quality precisely by their conflicting goals and ideals. @ Peter Sounds like you nailed it. Why should a video game have to hook the player into playing for hours on end? Does that make the experience, particularly one that might be repellent but valid, any less important? The problem it generates is when it puts a lot of demand on a game that is trying to do something else. A great satire like Burn the Rope seems like it would’ve gotten muddled if they’d bothered with making a real game. @ Borden It was important for me to emphasize that the ex-core is just as problematic as the other two. It’s really just boiling down the game into “How do these elements resonate into an experience”. The problem being, resonate for who? You also have a good point about the two core ideas overlapping a great deal. Even the name ex-core just means a former hardcore player before that pesky 9 to 5 business got underway. It makes sense for the two to feed into one another. I hate to think there is an age limit to an ideal though. I’ll put it like this. A casual take on ‘Bully’ could be approving because it’s funny, easy to play, and there are countless things to do. A hardcore critique would be that the missions are repetitive, the game’s fairly easy, and the class structure is overly confining. An ex-core likes the game because it reminds them of high school and lets them play out the fantasy life they wish they’d led as kids. All 3 of those observations are worth bringing to the conversation. Comment by L.B. Jeffries from The South — May 27, 2008 @ 3:07 pm That ex-core view of Bully has no overlap with hardcore at all, though. I’d say could basically just be a casual viewpoint, because it’s based on the fact that it’s fun because of what you’re doing. IE, I find it’s fun to play football games because it reminds me of football in high school, too… maybe a bad example, but the same line of thinking, I think… Hmmm...I think my dog has left the fight on this one. We could keep going on about semantics, origins of fun, and so on but I can’t imagine it leading anywhere satisfying. So long as these ideas of game purpose are put out on the table and questioned a bit, I’m happy. Comment by L.B. Jeffries from The South — May 27, 2008 @ 3:47 pm I meant that in a polite, “This will never end” sense, not to be insulting. Sorry about that Ed, been reading work docs all day and my brain is getting fried. Comment by L.B. Jeffries from The South — May 27, 2008 @ 4:00 pm PopMatters sponsor I agree that the ex-core argument is mostly semantics but, if you’re thinking about taking these essays beyond this site, I would suggest finding a different was of describing that philosophy that doesnt come with so many pre-conceived notions. I suggest this not to argue semantics but because I think it would ease the understanding of the point you’re trying to get across. For example, by your description, I am an ex-core gamer and a hardcore gamer; I play games for the reasons an ex-core does but I sometimes judge them as a hardcore does and I sometimes play them non-stop as a hardcore does. I’ve been this way since I was a kid and I dont currently have any 9-5 type commitments. By your definitions I’d think of myself as an ex-core who plays games a whole lot but that title causes unwarranted assumptions to be made about me as a person and how I will view certain games (people who work a 9-5 job usually have a different outlook on games, especially their value, than those that dont). This makes it necessary to explain your definition of the word every time you post or risk misunderstandings and arguments when trying to talk about different gaming philosophies. I’d suggest trying to come up with a term that describes the philosophy rather than those that hold that philosophy. That might be useful for “casual” and “hardcore” as well. Anyway, just trying to be helpful. Comment by rpm285sm from CA — June 8, 2008 @ 2:55 am It’s a good call and I think you’re right, trying to convert industry consumer labels into philosophical ideas about games was probably a stretch. Too much overlap, too many differing views. One of the goals I had with this series was to avoid using other artistic medium’s ideas or concepts as much as possible, so I stuck with whatever I could find and adapt. I knew these 3 ideas about what games should do were floating around and needed examining, but in retrospect there is still a huge debate behind what we should call those ideas first. Comment by L.B. Jeffries — June 8, 2008 @ 9:14 am |
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But fun isn’t just something a game has or lacks—it happens in the interaction between game and player(s). It’s not that “hardcore” critics don’t like fun; they just find fun in different activities. (And let’s be careful not to collapse “hardcore” into a single category—a hardcore WoW player is not necessarily going to get way into Counter-Strike or Gran Turismo, even though all those games have strong hardcore constituencies.)
I think we can keep the “casual” claim that all games are about having fun, as long as we don’t start blaming this or that game for not BEING fun. Of course it’s fun—just maybe not for you, right now.
Comment by Peter — May 27, 2008 @ 11:13 am