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Fixing the terms "casual" and "hardcore"...with music

Sunglasses_at_night
Wednesday, February 23, 2011
EDITOR'S NOTEfrom Dan "Shoe" Hsu

Jon wrote this quite a while ago, but I finally decided to dust it off for the front page. I don't know if he'll get the momentum he needs to change these gaming terms in everyone's minds, but he makes some very interesting points while comparing our hobby to the world of music.

Two gaming terms need to go: "casual" and "hardcore."

The line between these two categories has never been very distinct. Everyone has played at least one match of Tetris in his life, for example, and as such, it may initially appear to be a casual experience. At the same time, many people have spent hours with this simplistic puzzle game, to the extent that dreaming about Tetris blocks is a recognized phenomenon.

Farmville players may technically be "casual," but that won't stop them from playing the game for far longer than the time it'll take you to finish Kane and Lynch 2: Dog Days.
 
The argument here isn't that Farmville and Modern Warfare are the same, but calling one "casual" and one "hardcore" is incredibly misleading, not to mention patronizing on both fronts.
 
As I've blogged previously, games are actually far closer to music as a medium than anything else. Could we thus take phrases from a vocabulary that suits our medium far better?
 
Could we say, for example, that "casual" games are our medium's version of pop music? 
 
Could we then go on to claim "hardcore" games take the place of classical?
 
 
Before starting an argument as to whether these specific descriptions fit, let us first examine why exactly it is that games are like music. To this end we'll look at two highly regarded works: Super Mario 64 and Beethoven's 5th Symphony.
 
 
Both are based around a single motif or idea. Super Mario 64's is Mario's ability to run and jump; Beethoven's 5th is its first four iconic notes. Both start by introducing this core idea: The music plays the tune in its most basic form, and the game puts you in control of Mario, with no obstacles to overcome and just his core abilities to play with.
 
As both works continue, they take their respective foundations and mix them up in new and exciting ways. The symphony plays the four notes at different tempos and at different points on the scale; Mario enters various worlds and is forced to use his abilities in alternative ways to progress. At points, they may deviate completely from their initial ideas -- putting Mario on a slide for example -- but both return to them regularly to give a sense of completeness.
 
So a good piece of music won't just be based around a (for lack of a better term) "catchy riff" but will explore it in different, exciting ways. Meanwhile, a good game needs to introduce new levels and abilities to you to keep you engaged. No one wants to play the same Mario level over and over again, no matter how well it plays.
 
Outside factors heavily influence the popularity of both mediums as well. As an example, fighting games could be considered to be the jazz music of gaming.
 
The success of fighting games was made in the arcades. Though the genre is still enormously popular now, many gamers' best memories come from outside of their own homes, shared with others in an arcade. The social aspect of these titles is enormously important, best enjoyed with an opponent by your side and with nowhere to hide when you inevitably lose.


Similarly, jazz is best enjoyed live. Recorded music may technically provide you with the songs, but so much of the experience is tied up in improvisation, that it's hard to appreciate it as much when you're hearing it after the fact. Jazz music is at its best when you listen to musicians play it, and as such it's never been as popular as it was before the days of recorded music -- though that's not to say it doesn't still have a huge number of fans today. 
 
So what of the distinction between pop and classical music?
 
Pop may be very different from classical, but it's still based (in general terms) upon the same theories. Pop still uses scales and keys and even takes tunes directly from classical tunes in many cases. It is, however, simplified. It's toned down. It's taken by a smaller group of composers and made more accessible. As a result of this, pop is now far more popular. And to a certain extent, it is looked down upon by fans of classical music as being too simple.


Pop games may be very different from classical games, but they're still based (in general terms) upon the same theories. Pop games still use scoring and levels and even take gameplay ideas directly from classical titles in many cases. They are, however, simplified. They're toned down. They're taken by a smaller group of developers and made more accessible. As a result of this, pop games are now far more popular. And to a certain extent, they are looked down upon by fans of classical games as being too simple.
 
The similarities here are hard to ignore. 
 
From doing this exercise, we can see that it would be very easy to replace the two archaic terms with something much more suitable, but can this revelation do more for us than simply provide new terminology?
 
Could we examine the history of music for possible hints about the future of gaming?
 
We could, for example, look at the meteoric rise of pop. We see how, at first, it was shunned by the generations that had grown up with "proper" music but is now the most listened to style on the planet. We could look at how classical music is still popular today but remains far too inaccessible for many people to grasp. We could even call into question whether the population at large could ever enjoy classical games...
 
...but we won't, of course, because I fancy going to the pub for some crisps.
 

So, do you agree? If you do, I suggest thinking about other similarities that exist, such as the shunning of bands who aren't "indie" enough or the choices composers/designers make between telling a story through music/gameplay or lyrics/cutscenes. If you're feeling super generous, you could perhaps start referring to pop and classical games in your writing, so we can get this revolution on the road. 
 
If you don't agree, I'd love to hear your responses as well -- the more eloquent the better. Any uses of the word "fail" will, of course, be ignored.
 
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Comments (12)
Bman_1a
August 23, 2010

I dig it. A lot. But I'm not necessarily convinced games are like music. Beethoven's 5th does not require the listener to participate in the symphony in order for the symphony to be. Without play, without the direct involvement of the player, Super Mario 64 doesn't happen. I can agree that there is sympathy between the two in terms of how they are constructed, but unless you are claiming that playing a game is like PLAYING music, you haven't accounted for interaction.

Still, it's a cool idea.

Sunglasses_at_night
August 23, 2010

Oh I totally agree, but I think these similarities show that games are far closer to music than say film, which is the comparison most people draw. 

Bithead
August 23, 2010

@Jon: Whoa... how'd you respond so quickly?  I thought you were at the pub eating crisps.

Great article.  I love the comparison between musical motifs and gameplay mechanics.  And, though it won't catch on (sorry), you might be onto something with the Classical/Pop distinction.  Hopefully one day the brilliance of certain casual games will get the due they deserve, like those merry pop pranksters The Beatles and their shaggy haircuts.

Enzo
August 23, 2010
Exellent article and certainly thought-provoking. I'm not sure though, that the definitions stand when taken independently of the existing terms.
 
If I had no idea of 'hardcore' and 'casual', I don't think I could use what you've said here to define a game as 'pop' or 'classical'. For instance, I could look at Tetris and adapt your words to say:
 
"Both works are based around a single motif or idea. Tetris's is those seven iconic tetrads, Bethoven's 5th is it's first four iconic notes. Both works start by introducing this core idea, the music plays the tune in its most basic form, and the game puts you in control of the falling blocks, with no obstacles to overcome, and just a blank screen to play with."
 
I'm not trying to be facetious. You may have absolutely nailed it here, conceptually, but I think what's lacking is a clear definition of pop and classical that doesn't fall back on the old definitions that you say (rightly) have fallen apart.
Sunglasses_at_night
August 23, 2010

@Ben I completely agree that my definitions of Pop and Classical aren't by any means perfect, but I don't think that's a problem with the theory as a whole, rather with my own writing.

I'm sure if someone far more talented than myself sat down to write a definition of what each of the types of games are then it would hold water far better than mine does. Once done we'd then be completely free of the stigma attached to today's terminology. 

Bman_1a
August 23, 2010

@Jon: Or we would just trade two loaded terms for two loaded terms. 'Pop' and 'classical' aren't stigma-free and the project of reclaiming them might be just as difficult as rehabilitating 'casual' and 'hardcore'.

I think we'd have to invent new words. The problem isn't the words, it's the stigma.

Shoe_headshot_-_square
February 21, 2011

Hey Jon, just letting you know that I edited your story, and we plan to front-page this piece later this week (in case you're wondering why the words changed). :)  I did chop a little bit to make the overall story more concise. And to that end, I took out the definitions. I just wanted to make sure the article got to the point ASAP to draw readers in, because I think you make some great points here -- I didn't want them to get lost in a sea of text.

Nice work!

Sunglasses_at_night
February 23, 2011

Ha! I had a really angry moment just now when this popped up on my RSS feed. I thought for a second someone had written exactly the same article again.

Thanks for the front-paging Shoe!

Robsavillo
February 24, 2011

Interesting analysis, though, I'm a little confused. Your opening paragraphs suggest that games like Tetris and Farmville are simultaneously "casual" and "hardcore," yet you spend the rest of the article discussing how "pop" and "classical" games embody measurable distinctions. In this way, you actually perpetuate the casual/hardcore divide.... Are we actually "fixing" these terms or just giving them a fresh coat of paint?

Default_picture
February 24, 2011

I like it. Pop/classical would be a descriptor for games. Casual/hardcore would be a descriptor for *gameRs* as it should have been all along.

Tetris and Farmville are pop games, but some of their gamers are hardcore, logging untold hours into them and even dreaming about them.

Likewise, I can consider myself a casual gamer of classical games. I loved Mass Effect, but I played through it once, it took me about six weeks, and I will probably not play it ever again.

Sunglasses_at_night
February 25, 2011

@Rob I totally agree this is a case of renaming terms which otherwise don't really need changing. My point is that a divide undoubtably exists, but that the labels we give to each side don't make a lick of sense when we consider the meaning of the words used.

Casual and Hardcore suggest not just a divide in games, but also a divide in those that play them. You are either a casual fan or a hardcore one. With pop and classical you can still be really into games, but it's not an oxymoron anymore.

Old system: I'm hardcore into casual games.

New system: I'm hardcore into pop games.

I think this makes more sense personally.

Robsavillo
February 25, 2011

But Jon, you're not really changing anything at all. The terms "hardcore" and "casual" [i]already[/i] apply to players, as you point out. What does relabeling these defintions as applied to games really do for us?

I'm just at a loss for why we need to relabel defintions using music terms if we're not intent on changing the definitions. And I don't think pop/classical are any more informative or intuitive than casual/hardcore.

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