Video games are too big, and too hard. Even for those of us that will argue against this notion until weāre blue in the face, there is an increasing amount of data that proves it. Hereās what seems to be going on in game development right now to address it.
Since we rebooted GamePro at the beginning of the year weāve spent an awful lot of time talking to game designers and creative directors in an effort to try and get into their heads and find out what makes them tick. While weāve heard lots of different stories about what motivates them to get out of bed in the morning, there have been a surprising number of common threads that weāve pulled from each of these conversations. Most pervasive is the notion that the games business is currently going through a once-in-a-lifetime period that should be relished as much as humanly possible. Unlike any other part of the entertainment business, gamingās auteurs and its most influential (or at least most affluent) consumers are maturing at roughly the same pace. So as the vanguard of creatives in charge of our experiences adjust to their own life changes, they are able to channel their learnings back into their products (reasonably) safe in the knowledge that theyāll be well-received and broadly supported. As an overall community weāve grown up together. Weāve gotten older, settled down, and had kids together. So as designers are deciding that they want to make different experiences to indulge their own lives, they can be fairly confident that their audience is in the same boat. This period is unique in that the industry will only be as naturally in tune with its audience as it is right now for a brief period, and its still adjusting its technology at roughly the same pace as its artistic vision.
This whole scenario isnāt just based on anecdotal evidence and wishful thinking from people that want to go home and spend time with their kids. Like everything else about game design, the tools available to designers that prove these theories are more useful than ever, and theyāre providing the sort of data about the way we all consume games thatās proving very surprising.
The revelation that Iāve heard from more designers than anything else is this:
Games are too hard, theyāre too long, and they provide way too much stuff.
While this may sound like an excuse from an aging group of individuals faced with technology that takes an increasingly large degree of effort to utilize, thereās an enormous amount of data being collected that backs this up.
This isnāt the kind of conclusion that can be reached through surveys or questionnaires, because when it comes to our behavior we all have far too much pride, weāre all greedy, and we all lie
Conventional gaming wisdom thus far has been ābigger, better, MORE!ā Itās something affirmed by the vocal minority on forums, and by the vast majority of critics that praise games for ambition and scale. The problem is, in reality its almost completely wrong. The vast majority of gamers donāt need more. They donāt have the time or the inclination to invest enormous amounts of time and effort with a game. This isnāt the kind of conclusion that can be reached through surveys or questionnaires, because when it comes to our behavior we all have far too much pride, weāre all greedy, and we all lie. If someone asks us, collectively ādo you want more or less game?ā itās fairly safe to say weād all go with the former rather than the latter. Also, when someone asks us if we want to coast through something thatās just challenging enough, weād say āoh no, Iām a gamer ā I need the challenge.ā
The problem is, the vast majority of gamers donāt really behave the way they say they do. How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly.
Every studio Iāve spoken to that does this, to a fault, says that many of the games theyāve released are far too big and far too hard for most playersā behavior. As a general rule, less than five percent of a gameās audience plays a title through to completion. Iāve had several studios tell me that their general observation is that āmore than 90 percentā of a games audience will play it for ājust four or five hours.ā
So what does this mean for the future of games? Well, before we all get our panties in a bunch over the inevitable endumbening of games, it seems that games will become increasingly modular in order to accommodate different tastes. Currently, Microsoftās development guidelines tell developers and publishers that the optimum time to release DLC is āwithin the first 30 daysā of a gameās release. The problem with that though is that itās not enough time to gather enough data about the audienceās behavior and then generate content that reflects it. Content delivered in the first month has to be pretty much finished and sitting in the first party approval queue before the actual game comes out. So right now, that first bunch of DLC we see for something is usually based on a hunch, rather than the way we actually play. For some games that appeal to specific tastes, thatās easier (I guess) to anticipate. But as games are increasingly under pressure to achieve monstrously huge sales, the whole system will have to change.
The nature of the majority, as one developer told me recently, is that their preference is to ājust dick aroundā rather than follow the structure. Itās not just an occasional thing ā in terms of behavior its pretty much pervasive. Thereās always a minority that plays things the way the studio intended, but as another developer told me, āsometimes, you just want to tell people that theyāre playing it wrong.ā
So expect this; more games that reward that ādicking aroundā and celebrate emergent game modes, and more games that accommodate the hardcore based on behavior, rather than assumption.
The thing is, weāre not playing it wrong. Whatās happening is that studios are starting to look at the way they make games and concede that theyāre making them wrong. The vast majority of releases, even the most spectacular and successful, adhere to structural conventions that date back 20 years. As an audience weāre getting bored of that, if weāre honest. Right? Younger gamers demand something more sophisticated, while older gamers donāt have the time or energy to play through something built around a punitive system for a bazillion hours.
So expect this; more games that reward that ādicking aroundā and celebrate emergent game modes, and more games that accommodate the hardcore based on behavior, rather than assumption. Big time multiplayer shooters like Call of Duty and Halo can always rely on an unusually large hardcore contingent, but the teams making many other games can stop beleaguering under misguided assumptions. Consequently our experiences will be ātunedā over time to a far larger degree than they are currently, and they will do so based on how weāre actually playing them, rather than how its hoped weāre playing them.
Hopefully the notion of āvalueā wonāt be lost during all of this.
Reprinted from GamePro with permission.
John Davison is the EVP of content at GamePro Media where he oversees all editorial content for both its print and online properties. Previously he was the co-founder of What They Play, the games website for parents which was sold to IGN last year. Before that you may have known him as the editorial director of the 1UP Network where, among other things, he co-hosted the popular 1UP Yours podcast. You can follow him on Twitter @jwhdavison