midcore

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  • The Daily Grind: What constitutes a 'core gamer'?

    by 
    Bree Royce
    Bree Royce
    01.10.2014

    In the last week, analysts have told us that the PS4 is winning with "core gamers," and a League of Legends rep (perhaps, ahem, a bit overzealously) called his game "​pretty much the first successful free online game in the west that core gamers actually really like and play." But both did so without agreeing on what, precisely, constitutes a core gamer. Wikipedia defines the archetype in that broad, nebulous zone between casuals and hardcores, two groups that themselves seem hard to pin down: "a player with a wider range of interests than a casual gamer [who] is more likely to enthusiastically play different types of games, but without the amount of time spent and sense of competition of a hardcore gamer," someone who "enjoys games but may not finish every game [he or she buys], doesn't have time for long MMO quests, and is a target consumer." But the term always bugs me because it provokes gamers to fall for the false-consensus effect: We assume we're normal and define ourselves within the safe zone of "core" and then assume that the games we like are therefore also "core." What do you think -- what constitutes a core gamer and a core MMO gamer? And do you likewise think the term is too broad and malleable to be useful? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Solstice Arena is an inventive mobile MOBA from a surprising source

    by 
    Mike Schramm
    Mike Schramm
    06.21.2013

    This is Portabliss, a column about downloadable games that can be played on the go. Solstice Arena appeared on the App Store last week. It's a MOBA (multiplayer online battle arena) game in which you choose a hero and play a top-down 3v3 match. Using various spells and abilities, you attack the opposing heroes and try to take out their towers before they do the same to yours. It's deep, well-balanced, and it's an inventive take on the burgeoning genre, designed from the ground up for mobile platforms and touchscreens. And oh yeah, it was published by Zynga. The mention of Zynga may conjure up more thoughts of smarmy farm animals and dessicated drawing games than it does words like "deep" and "inventive," but that's kind of the point. Zynga picked up the developer A Bit Lucky last year, and then immediately put them to work on something that could change the company's reputation, a "mid-core" title that did more right than it did wrong. And though you may be surprised, Solstice Arena succeeds at that task. It's probably not the next League of Legends (though Zynga wouldn't mind if it was), but it does represent the inklings of a new leaf for a huge casual game publisher on the wane.

  • Zynga announces Solstice Arena, a social MOBA coming to mobile

    by 
    Mike Schramm
    Mike Schramm
    05.03.2013

    Back at GDC earlier this year, I was invited to what I was told was a very limited meeting with Zynga. The company, which of course made its name with social Facebook games and recently has been trying to pivot to mobile platforms like the iPhone and the iPad. Most of Zynga's games tend towards the casual (simply because Farmville is the company's biggest hit, and that's where their success lies). But at GDC, they wanted to show me something different. It was a "midcore" game, they said -- a game that had the complexity of a hardcore title, but was accessible enough for iOS' large audience to enjoy and rally around. The game was being put together by a developer named A Bit Lucky, which had already built out a few social titles already, and it was going to be a "multiplayer online battle arena" title -- a MOBA game, very similar to the extremely popular League of Legends. The game they showed me was Solstice Arena, which has just been officially announced by Zynga. Now, the MOBA genre is a tough one to pull off on mobile -- it's traditionally a very PC-centric genre, originally based on real-time strategy, with lots of mouse-specific controls and keys to press. But the MOBA genre has been attempted on iOS before, so it's definitely not impossible to pull off. Zynga's real innovation on Solstice Arena is going to be the game's format: Instead of the traditional five players vs. five players, the team has boiled the game down into 3v3, all fighting on what's essentially one lane. There are still towers to take down and various heroes to fight with, but having just three people on a side means the game is more concentrated, and individual players can make more of a difference. The other big change from traditional MOBA is that Solstice Arena's main mode is timed, so matches are less about the long, dragged out battles than they are about quicker skirmishes. This fits the mobile platform as well: quicker matches are more doable on portable platforms, obviously. While it is a much more complicated game than a lot of Zynga's other offerings, Solstice Arena still makes use of social and freemium elements for sure. In addition to online matchmaking (for both skill and team setup, promises A Bit Lucky), there will be social hooks in the game, and the title will have a metagame in the form of items that can be leveled up outside of matches. There will be an in-app currency, and it'll be used to purchase heroes, buy boosts, and other outside of game elements. Obviously, the developers don't want the game to simply be pay-to-win, but this is Zynga we're talking about. While not everything is figured out just yet, it's not a stretch to predict there will definitely be no shortage of places in the app to spend real money if that's what you choose to do. Still, even in this early stage, Solstice Arena looks like fun. Lots of the abilities are fairly simple -- they're designed to work on a touchscreen, so many of them target an area or a direction rather than a specific target. But there is a nice mix of hero classes, from casters to support, fighters, and assassins. And there are some fun mechanics being developed as well -- acing the other team by killing all of your opponents at the same time is called a "Power Play" and gives your team a temporary boost in power. There are also plenty of items to pick up around the game's field, which confer various individual or team bonuses as they go. Solstice Arena is due out for mobile platforms soon -- Zynga will run a beta first, probably in a market like Canada or New Zealand, and then bring the game out to more App Stores worldwide after that. A Bit Lucky also tells us that soon after that they're hoping to have the game running on both Mac and PC as well, depending of course on the game's reception and what kind of audience the title eventually finds. Solstice Arena is a fairly gutsy move for Zynga -- it's definitely more complicated than what most people expect from the company, and given the success of League of Legends and Dota, Zynga's going after a very specific audience that might not have played their titles before. We'll keep an eye on Solstice Arena as development moves along, and let you know when it's finally available to try for yourself.

  • Zynga unveils Battlestone, an action RPG coming to iOS soon

    by 
    Mike Schramm
    Mike Schramm
    04.10.2013

    Zynga's been on an interesting pivot lately. The company made a name for itself on Facebook, and most of its business is tied up in big games like Farmville and its sequel. But that audience is slowing down in growth, if not declining, which has prompted Zynga to experiment on mobile platforms like iOS. Last year, Zynga published Horn, which is a very impressive action / adventure title on iOS, and this year I expect to see more games like it as Zynga targets the "midcore" audience with nice graphics and complex gameplay. Battlestone is a great example of that. It's a newly revealed game from the House that Farmville Built, and as you can see above, it looks very impressive. It's an action RPG in the vein of Diablo, but made for mobile platforms, and with a slightly more casual look. Battlestone will let you pull one hero from multiple choices to fight through varied 3D environments, swiping and tapping across the screen to get involved in combat. It definitely sounds fun -- Battlestone should be available in the US soon, as it's already being tested in a few markets around the world. Zynga's real challenge with these will be to balance "midcore" gameplay with its preferred freemium promotional practices. The company grew very quickly thanks to its "social" gameplay, but as it has grown bigger and bigger, Zynga's depended more and more on desperately trying to make its games viral. If they can tone that down in these more complicated titles in a way that still allows them to keep things profitable, the company will be able to find a whole new audience to replace the one that's getting more and more bored with all of the "cow clicking" that Zynga originally started out with.