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MattyJ's picture

By MattyJ

December 9, 2009

Levelling Up From Casual

The Wii has been lauded as a success for attracting people into gaming who normally avoid playing. Illustrating this point; Wii Sports is the biggest selling game of all time. On the other hand, do they actually prepare people for other gaming experiences, or just for waggling Wiimotes with the family during special occasions?
 

The Wii and its motion control system are brilliantly realised and marketed pieces of equipment. It enables people of all ages to gather around the television and have a game of virtual bowling. It has the potential to enable more interactivity in games, such as acting out the on screen actions of the player’s avatar; pulling levers, throwing objects to slashing swords and swinging golf clubs.
 

Unfortunately if you place a more traditional controller in the hands of this new crowd you will most likely be met with resistance to move away from the ‘fun’ of hand waving. Perhaps, rather than the Wii really being successful in inciting more people into gaming, they have just carved their own (rather substantial) niche in the market.
 

Due to the Xbox 360 and Playstation 3 still catering to the more traditional gamer in the majority, those who have taken their first steps into the world of videogames through Nintendo’s family machine can be met with a very steep learning curve. Trying to play a recent first person shooter or action game for the first time can be very difficult and disorientating as traditional control schemes are far removed from those found in family orientated Wii games, even though they are second nature to those who play regularly.
 

Of course, Nintendo haven’t got the monopoly on casual games. There are still many to be found on either of the other two home systems on the market. However, these games, such as Rock Band, Singstar or Buzz, do no more for lessening the transition from casual to mainstream than the Wii does, even though they are on both the 360 and Playstation 3. The jump from plastic guitar to plastic pad is one which many people will find difficult to make for the first time.
 

With the introduction of their respective motion control apps at 2009’s E3, Microsoft and Sony have both been accused of jumping on the casual bandwagon and emulating Nintendo. However both would no doubt argue that their hardware can provide a new level of motion-orientated interaction, and are hoping to convince users that their more powerful systems are a better alternative to Nintendo’s still last-gen hardware.  Microsoft’s Project Natal is arguably more progressive than Sony’s more traditional system, but neither has yet reached the general public for the real acid test. Conversely, it is unclear if either company would care about transitioning users from motion control to joypads as long as they sell enough hardware/software. If motion control schemes help shift some extra hardware, but those people never buy another game, then both companies would likely have a large problem on their hands.
 

Perhaps a new type of game or software is needed, one which is an interactive tutorial for people new to gaming, one that could take players through the major areas of gaming; shooters, platformers, driving games, adventure games and so on, and show them what to do in an environment removed from any story, risk of death or failure. Perhaps a game in the same vein as Valve’s Portal; a fun, carefree environment where new players can experiment and get to grips with how to play games. Nearly all games have a tutorial section at the start of them, but even this can be daunting for completely new starters. The system could even be online-based, where there are real tutors ready to take you through aspects of controlling characters and moving through environments with you, and can answer questions on how to accomplish tasks in real time as you play. After all, the industry should be doing all it can to get more people playing videogames
 

It will be interesting to see how this new, casual sector of games will be treated in the future. Will we see a split in the industry with a major company such as Microsoft releasing two consoles, one for the casual market and one not, or will there be more integration between the two as hinted at by Project Natal. For now, it is at least a positive move in getting the general public to accept gaming as a whole, rather than a niche market for hobbyists.

 

MattyJ

 

Ben_Lathwell's picture

An interesting a nd well written blog Matty, cheers.

An interesting point on the matter.

While in HMV, i guess about a month ago, i noticed they had DJ Hero setup on the demo stands. Plenty of people were interested in having ago, yet most were put off with, not really knowing what to do being the main problem. Suprisingly the type of people walking away, looked to be the type that would normally play games (mainly young males) in fact some moved on to have a go on FIFA on the next console along. So i guess Dj Hero's controller could be to the seasoned gamer what a control pad is to the Wii gamer you discuss.

Thinking about it afterwards i realised that it would have been a great idea to hire some promo teams to man the demo stations for the first couple of weeks of launch. They could have done quick tutorials with the customers and pushed sales, much like you would have in places like PC world for companies like HP or Compaq, demoing printers.

Perhaps this would be an idea as to how to educate people in basic controls and how to use the 360 and PS3, in a setting where you can capture the attention of a different, non gaming, audience.

I have noticed Nintendo adopt this technique, setting up large Nintendo areas in shopping malls, running 6 or 7 Wiis, each Wii having a member of promo staff demonstrating a different game. They had one in Milton Keynes shopping centre that i noticed on my way to work the other day, and last year i saw one at The Trafford Centre.

On a note about the evolution of controllers. I think we are a long way off seeing the death of the handheld controller. The precision required by certain games such as fighters, FPS games and more realistic racers means that a clunky, inaccurate motion controller just won't cut it. Not to mention that very few of us slobbery gamers have the agility or accuracy to make a game character do what we want it to do using our own bodies, even with an extremely accurate, yet to be invented, device.

Alex Walker's picture

The DJ Hero problem is less of a controller confusion issue than one of public embarrassment. Almost always, you will be rubbish on your first go at something, and people don't want to be seen as being rubbish, when everyone is watching. Behind closed doors, I'd say most of those people whould have had a crack.

Larson's picture

Verbal_oz is on the money about the evolution of the controller. Todays complicated controllers are definitely a barrier to new gamers - there's nothing intuitive about a controller with 20 buttons on it - a barrier that the manufacturers are in the process of removing.

M.Kelly's picture

A lot of people tend to focus too much on the Wiimote when it comes to casual-friendly controllers, which I think is a bit short sighted- Wii may be the noisy poster child for Casual Gaming, that TV likes to point at as a fun new world and the hardcore like to point at as ruining games forever, but it's the quiet success of the DS, which despite higher unit sales sees neither the mainstream attention or the niche derision of its wagglier brother, that we should be looking at.

What has made DS truly successful is its range of software- and I'm of the opinion that this has come about by being, for want of a better term, 'core first'. The DS comes complete with not only the same buttons its predecessor, the GBA, did but also two more, so is able to support games lifted directly from GBA designs, with added stylus-work. (For example: Advance Wars: Dual Strike) which introduces button veterans to stylus control, and more importantly, introduces developers to designing and programming for the stylus- this has allowed not only a core market to build up, (distracting from the casual selection, unlike on Wii) but also devcos to take this experience and use it to build their pure-stylus casual output- something that hasn't been available for Wii, everyone having being thrown straight into the motion control deep end.

With that in mind, we can also expect it to work backwards- if, let's say Spirit Tracks (stylus-led hybrid controls) can capture only a portion of the Layton (pure stylus) brigade then the ball is starting to roll.

Bringing it back to home consoles, Microsoft has gone to a number of lengths, probably not to alienate the lucrative Halo crowd, to point out that using Natal doesn't mean that a traditional controller can't be used in tandem- if developers play it smart and take the DS route, then there's a good chance that it's Natal, and not the Wiimote, that will be host to the real 'gateway' games.

M.Kelly's picture

[Double post]

Verbal_Oz's picture

Some really great points Matty and I can definately relate - after luring my better half into gaming via a few games of Boom Blox I plonked a 360 controller in her hand and encouraged her to shoot me in a split screen game of Halo. Needless to say she was as effective as a James Bond bad guy, shooting the floor & wall around me before eventually throwing a grenade at her own feet. I think she summed the problem up perfectly when she handed the controller back and said 'there's twenty buttons on that thing, how am I supposed to learn them all?'

I guess it is easy for a lot of us to forget that when we started gaming the pads had two buttons and a d-pad, then 3 buttons, then 6 (thanks SF2!) and then analogue and so on. It's one thing for young kids to learn to use todays controllers, but give them to an adult and I can see why they are overwhelmed.

I've thought a few times about a tutorial system similar to that which you describe - I think it is a perfect candidate for an 'indie game' on Xbox Live. There is enough standardisation between games these days that you could easily teach transferable skills - for example driving via the triggers in a racing game, or learning to walk and strafe in a shooter. Now if only I knew how to code...

Alex Walker's picture

Your perfect reply is 'you don't need to learn them all.'

I suppose a tutorial would cover that the most important ones are each stick, and the right trigger. But the most difficult part people seem to have is moving and aiming at the same time, which is actually the real issue, not the number of buttons. For some reason, this seems to be an incredible mental block for anyone new to FPS games.

Verbal_Oz's picture

Absolutely true. I think PC gamers have an easier transition as they have already learned the 'strafe while aiming' concept using WASD. For some reason I feel that the PC control system is more intuitive for people to learn as they are already used to their mouse being a pointing/aiming device.

StealthBadger's picture

Yah, it's the dual analogue sticks that confuse people first, in my opinion. If you set options like "always change to best weapon" (this was possible on timesplitters 2, dunno about any other fps ever..) on, it's really only the analogues and trigger=shoot" that people need to learn in an fps. For people who haven't played them before though, the sticks are reet difficult.

I must admit, when I first started, using a master-system pad, it seemed a lot easier than I imagine it does today. Still, I've never managed to play without the y-axis inverted. It just confuses the crap out of me...

Verbal_Oz's picture

Yeah if you're like me you can blame Goldeneye for that!