by date
Plan for Greg Findlay
Plan for Greg Findlay
| Name: | Greg Findlay | ![]() |
|---|---|---|
| Date Posted: | Nov 17, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Greg Findlay |
Blog post
Are casual gamers afraid of 3D?
So here is some food for thought. Are casual gamers afraid of 3D games? Inharently 2D games are simpler which is obvious just by looking at them even to the casual gamers eye. I know of a few people who enjoy 2D games and have tried 3D but tend to struggle with moving the character around which doesn't really encourage them to try more 3D games. But is a casual gamer averse to trying a 3D game? Would they not play a game simply because it's 3D?
Recent Blog Posts
| List: | 03/15/06 - Cathedral: Week 4 03/07/06 - Cathedral: Week 3 02/28/06 - Cathedral: Week 2 02/21/06 - Art project: Cathedral 11/17/05 - Plan for Greg Findlay 08/19/05 - Plan for Greg Findlay 03/18/05 - Plan for Greg Findlay 03/14/05 - Plan for Greg Findlay |
|---|
Submit your own resources!| X-Tatic (Nov 17, 2005 at 15:19 GMT) |
When you hear somebody saying "I'm a far better gamer than you!" you should really be hearing, "I have for more gaming experience than you!", or "I learned how to be a good gamer alot quicker than you!'.
Im sure once anyone new to a type of game plays it, and likes it, they will gradually become more willing to try that type of game.
| Steve Miles (Nov 17, 2005 at 15:27 GMT) |
| Tim Muenstermann (Nov 17, 2005 at 15:27 GMT) |
So, a 3D Asteroids game will be just as welcome to a casual gamer as the old school Asteroids... IMO.
-Tim
| Anthony Rosenbaum (Nov 17, 2005 at 15:38 GMT) |
| Tim Muenstermann (Nov 17, 2005 at 15:57 GMT) |
-Tim
| David Montgomery-Blake (Nov 17, 2005 at 16:11 GMT) |
1) learning curve of the control scheme,
2) how well the control scheme is implemented--make sure that everything is as smooth as possible or else the learning curve becomes a slippery slope, and
3) the relationship between the hand-and-eye in natural computer usage.
The last one is something that we often don't think about because we play a lot of games and often create control schemes that are comfortable to us. We play Counterstrike and Rainbow Six. We are used to finger-crippling combos (or in the cast of the Dreamcast version of Rainbow Six, issuing commands in what felt like a fighting game combo). One of the nice things about Mario 64 and Banjo Kazooie is that they introduce the carpal-tunnel controls gradually. Other games give you full movement and offer upgrades in the form of weapons or more advanced team mates, etc.
Just a few thoughts, mostly incoherent.
| Adrian Tysoe (Nov 17, 2005 at 16:12 GMT) |
| Greg Findlay (Nov 17, 2005 at 16:36 GMT) |
The more I think about this the more I think it comes down to what the player is controlling more then 2D or 3D. 3D games just tend to have more complex control objects (ie. characters) then what casual gamers usually play with.
| Jay Barnson (Nov 17, 2005 at 17:25 GMT) |
3D graphics are fine, assuming their machine has the hardware to handle it. That's another trick. Casual gamers have no clue what video card (if any) are in their machine. They don't care. They don't want to have to find out. They don't want to update drivers, or configure their display options for an optimum blend of performance and visual quality. They just want the game to RUN with a mouse-click so that they can immediately start having fun. They don't want their game to be any amount of WORK setting up.
Now, I'm painting casual gamers here with pretty broad strokes, but you can ignore that at your own peril. Also note that "indie" games are NOT the same as "casual" games - the two are different sets that happen to have a large intersection between them.
But I think Air Strike 3D - while not really a "casual" game - did pretty well.
| David Montgomery-Blake (Nov 17, 2005 at 17:45 GMT) |
This constructed complexity factor combined with competativeness is a killer for casual gamers. For example, look at fighting games (2D or 3D, it doesn't matter). They are one of the absolute worst genres for entry-level players because of 1) complexity, and 2) competition. While the "n00b" is trying to learn the basics, the "pwnerer" is making their life frustratingly miserable. And yet, I hear people on every fighting forum I go to complaining that there aren't more fighting games or better fighting games or that they are tailored more to scrubs or that there are more scrubs out there than there used to be, etc...
Yet simplicity and interfacing is often one of the last things we consider. I've been looking at design concepts lately, and it seems that the mentality is more content rather than quality. I love deep RPG systems and worlds, but MMORPG's remind me of RPG's from the early 80's, but instead of badly scripted one-word sentences, someone decided that implementing AIM would be a good idea. So we have extremely chattery, horribly simplistic, yet content-heavy games. It is almost as if we throw content at the user to make them happy rather than gameplay. We distract them by giving them a glorified chat interface so that they can solve quests out of Phantasie or The Magic Candle or Wizardry (but with stellar graphics) while talking about (or complain about someone else talking about) how awful it is working as a receiving clerk but that they'll send nekkid pics if ur h0tz.
Is 3D really more complex, or do we make it more complex? Do we make it unnecessarily complex by emulating advances and mistakes in gameplay?
Anyway, just more random thoughts.
I think that from a developer standpoint, Adrian hit the nail on the head with compatability, though.
| Vashner (Nov 17, 2005 at 17:49 GMT) |
Some casual players have high end shader pc's and like to play wow a couple hours a week instead of all night long. Some casual players have 6 year old junker and like to play 2d game. To me casual gaming is a matter of time not technology.
| Greg Findlay (Nov 17, 2005 at 18:58 GMT) |
Lets look at a specific example then: Marble Blast. Are people intimidated by Marble Blast because it's in 3D? Would it sell better as a 2D game (ignoring the translation issues of making it 2D)?
| Anders Linder-Noren (Nov 17, 2005 at 20:10 GMT) |
You must be a member and be logged in to either append comments or rate this resource.



Not Rated


