|

January 2001
DESIGNING
FOR THE MAINSTREAM
by François
Dominic Laramée
Once upon a time, way
back in the Dark Ages, a peculiar little cable set-top
box called Videoway fancied itself an interactive
entertainment platform.
Even by 1992 standards,
poor old Videoway was a truly sad piece of crud. Saddled
with an operating system which could only have been
designed by COBOL worshippers, its heroic programmers,
exhausted 8-bit processor and grossly underfed 20K of
application memory stumbled through the digital
wasteland, barely managing to drag enough data along to
support a passable 13-color, 256 by 200 version of Q-Bert.
Competition for Sega Genesis, it wasn’t.
However, Videoway had a
cable modem tucked in under its little brown plastic
riding hood. Just like today’s high-end PCs.
Better yet: it was sold
via flat-rate monthly subscription. In fact, Videoway
was very similar to a proprietary, low-tech internet
portal, offering a variety of information and
entertainment services in the hope that the overall
package would be appealing enough to keep people coming
back.
And lo and behold:
Videoway games were a hit across demographic lines. Five
year olds played; so did teens, young adults and
retirees. All in roughly equal numbers. And for
years and years.
This success, and that of
other games which have broken out of the core gaming
market to reach stratospheric sales figures, can teach
us a number of valuable lessons when it comes to
designing for the "casual player" and
"mass market" audiences.
Here, for example, are
some attributes of games which have reached a
significant non-core audience or which have stood the
test of time:
Simple rules
One of the keys to
mass-market entertainment is to hook the player fast.
The way to do this is to keep the basic rules of the
game simple enough to let the fun begin almost
immediately. Consider the time it takes to learn a new
card game; many popular ones have about five rules.
We as interactive
entertainment designers need this kind of simplicity
because of the sheer number of competitors we have to
deal with. A Videoway subscriber or a net user who tries
out a new game invests nothing in it except 20 seconds
of download time; if the game fails to draw his interest
in 2 minutes or less, he’ll move on to the next.
(Pathological cases, myself included, will lose patience
before the game even starts if the download drags on too
long.)
Of course, a casual
player who has bought retail software will be willing to
spend a little time learning how to use it. But only a
little. Frogger has sold a trillion copies
because grasping its basic techniques takes about 20
seconds. Monopoly is about the most complicated
mass-market board game there is, and reading through the
rules doesn’t take a 10-year old much more than 15
minutes. Bottom line: if a casual gamer can’t play
anything in the first half-hour, he’ll grow annoyed
and won’t buy your next offering.
Note that "simple
rules" do not preclude complex gameplay. Learning
to play poker takes minutes. Learning to play it well
can take a lifetime.
Metagaming
Metagaming is "the
game beyond the game", entertainment which derives
not from the rules of the game itself, but from
surrounding factors.
The most basic form of
interactive metagaming is the embedded chat line. Years
ago, I spent many an evening playing a mediocre trivia
game on GEnie (at $3 an hour, no less) more because of
the interesting people who hung out there than because
of the game itself. Today, the most active online-gaming
group in America is homemakers, who spend ungodly
numbers of hours absentmindedly playing Hearts and
Bridge while devoting most of their attention to
chatting with friends. Other examples include
tournaments, rankings, trading (as in Magic: The
Gathering cards), fan web sites, etc.
Metagaming can
drastically increase a game’s life span. I remember an
online adventure game where players stayed on for months
after solving the mystery, serving as "elders"
and giving clues to newbies. And, of course, would
anyone remember Magic without the trading card
scheme?
Controlled pace
Mass-market games tend to
be slow, for many reasons. First, a controlled pace,
like simple rules, eases learning of the game. Second,
in-game metagaming requires it; try type-chatting in the
middle of a Quake fragfest and see how much fun
it is. Finally, most people just don’t like being
rushed; an overworked accountant who is under pressure
at the office or a retiree with poor eyesight aren’t
likely to enjoy a game which requires 20-30 decisions
per minute.
Successful mass-market
games scale well in time. You can play Monopoly,
chess and cards at your own pace, while Roller
Coaster Tycoon won’t come crashing down on you if
you ignore one of your rides for a few minutes.
Quick bursts of gameplay
Many casual gamers have
limited time available for play. Therefore, games which
can provide a satisfying experience within a short
playing session will be more effective than longer ones.
Look at how you spend
your TV time, for example. If you come across a Frasier
rerun while zapping, you may decide to watch it on the
spot, without giving it much more consideration; it’s
only half an hour, after all. A 2-hour feature movie,
however, demands a conscious decision, because that’s
your evening right there. Same thing with games: it’s
easier to decide to solve a puzzle of The Incredible
Machine than to get into a long Age of Empires
scenario, while scheduling enough people for an online
game of Civilization may require more time and
effort than the Middle East peace talks.
Quick satisfaction
Being able to play within
minutes is one thing; being able to accomplish something
worthwhile is another. For casual gamers, one is just as
important as the other.
The Incredible Machine
had a lot of appeal to non-gamers because each of its
puzzles could be solved in a few minutes, not
just played. Short bursts of activity, followed
by a small reward. Same thing for levels in Frogger
or Pac Man.
Try to give the casual
player a clear picture of what he should be
accomplishing at all times, and split your game into
bite-sized chunks which he can win fast.
Tech-neutrality
When designing for the
mass market, ease of use is more important than
technical excellence. Casual gamers won’t be willing
to tweak special effects menus to obtain the best image
quality possible at a decent frame rate; what they want
is something that works out of the box with no hassles.
Mass-market games should
work on 5-year old machines and probably won’t be able
to take advantage of any advanced DirectX feature. In
fact, in some cases, Flash may not be a bad platform
even for boxed software!
Familiarity
Casual gamers may not
have the time or the willingness to study your game in
depth and compare it to its competitors before making a
purchase decision. People feel comfortable with things
they know and understand, so if you offer an element of
familiarity which they can hook on to, they are more
likely to nod your way.
The most blatant form of
this strategy is to adopt a classic game wholesale, but
it isn’t the only one. Alternatives include:
- Licensing a character
with mass-market appeal, like Spider-Man or the
Teletubbies.
- Using settings and
themes which pervade the collective consciousness.
Everyone has some sort of internal image of the
Roman Empire, of Chicago in the 1920s, and of the
archetype American high school; these ring truer to
the casual fan’s ears than an obfuscated dystopian
setting. (Anyone want to do a Revenge of the Nerds
real-time strategy game?)
- Bringing in brand-name
creators to work on the project. Just make sure that
they know how to use the medium; many high-profile
internet entertainment portals have collapsed when
their big-name authors brought them big-name budgets
without additional traffic.
Affordability
This is the tricky one:
make sure that the game won’t cost too much to the
consumer. Online, this means "free". In a
store, it usually means $15-20; no more, because then it
leaves the "impulse buy" range, but no less,
because a price tag of $10 would project an image of
mediocrity.
Of course, to be
profitable at that price, the game will have to be cheap
to make. Luckily, simple rules and tech-neutrality will
help in that area.
Conclusion
We may never hear about
them in the gaming press, but more and more games and
companies break out of the core gaming audience and
reach a growing mass market. With PalmOS and other
burgeoning wireless platforms joining the fray, the
tendency will only increase. There are fortunes to be
made there. Fortunes!
I always knew that,
someday, the time I wasted working on a machine with
less than 1% of the processing power of a Furby would be
good for something.
Bio
François Dominic Laramée has plagued the game industry for almost a
decade, during which he finagled his way into a variety of short-lived
jobs as studio head, producer, designer and programmer until he ran out
of luck and had to become a freelancer. He is responsible for
single-handedly wrecking over 20 titles released on half a dozen
platforms, has waylaid thousands of readers with his articles, and
somehow managed to con two different universities into granting him
graduate degrees. (Well, one he's still working on.) Visit
his mediocre web site, http://pages.infinit.net/idjy,
at your own risk.
|