Jane and I went to see the the Telltale folks talk about CSI at the SF IGDA chapter, and it led to a couple of interesting discussions which I wanted to post here.
The first revolved around notions of “casual gamers”. In discussing their design goals and production process, the CSI team focused on three player experience goals:
- Authenticity to The Show
- Good Storytelling
- Simple (really simple) UI.
The idea is that in order to satisfy their non-traditional (mostly female, mostly over 35) audience, they made most of their decisions based on these goals – and as a result, sold 2 million units of the franchise, worldwide.
Comparing this to the Sims, I decided that the main PC franchise has three very different player experience goals:
- Authenticity to Humans
- Customized Characters and Locations
- Self-directed storytelling/sandboxing
Obviously, the first goal is a bit of a fudge. The Sims themselves are a little more like toy people than humans – but they read as humans, in the large. This (and the fact that we are focused on content that the player can design for themselves) eliminates the first two CSI experience goals out of hand. Most importantly, self-directed storytelling seems to demand CSI’s exact opposite in terms of UI… or at the very least, UI that would fail to meet their percieved usibility targets. Yet the Sims franchise has sold over 60 million units worldwide – to an audience that includes the same segment of players.
This led me to wonder: Is the CSI audience really a “casual” audience? Or is it a newly-formed niche audience of budding adventure gamers? Can they move from the simple point-and-click 2D and 3D games provided by this franchise to much more involved horror, mystery and conspiracy experiences (on the order of Silent Hill or Deus Ex)?
Our over-general use of the term “casual” in discussions like this one seems to obscure questions about player goals, experiences, and design. This troubles me.
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The second discussion revolved around user interface goals. There was a lot of talk about “not getting stuck” and how most games really fail to embrace this principle. While this may be true, games like WOW certainly embrace the design philosophy of continual accessiblity and achievement.
WOW in particular does a lot to reinforce its desired player experience (gambling, essentially) within its UI. Players invest some time in going to a particular place in the world, then invest more time in fighting there, whereupon they get loot. Those goodies (hopefully some of them very “valuable”) can be placed on the character or in the customizable UI so that they are constantly in view. Sparkly and new fun things to look at and use! Yay!
How does CSI reinforce it’s experience goal with the UI? Turns out that the show and game (which I am only passingly familiar with) both revolve around a “Trifecta” of data – information which connects the culprit to the crime. And in the interest of building interactivity into this feature, the developers designed a UI by which the player could arrange collected data in varying combinations in order to link the suspect, location and time in this Trifecta. However – it tested poorly.
Why? Turns out the show is not really about secret viewer expertise (knowing whodunit before the folks on the show do – as is the case with some night-time soaps). Instead, the viewer is in Sherlock Holmes mode: consistently amazed by the brilliance of the investigators, who solve crimes in spite of many twists, turns and red herrings.
In this way – the show does not really train players how to *be a CSI* – so asking them to arrange facts themselves is actually *counter* to the stated experience goals. It takes them out of the story, pulls focus away from the main characters, and makes players feel ignorant! As such, it’s much better for the game to manage collected bits of info and let the player enjoy those reveals in dialog and cut scenes. And so it does.
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Is that the end of it, then? CSI is a really perplexing design challenge: making an interactive property from a license that survives because it leads its viewers around by the nose. On some level, I find it amazing that there is a niche of players who would *even expect* a game to succeed at this, let alone go to a store to purchase that game.
Can they be trained to do more than just tag along for the ride? Is the very focus on delivering a super-simple adventure game interface keeping the developers from pushing in a different direction with the gameplay? Or are they right about what the “casual” market really wants?
I’m still not sure I know – but it is fun to think about.