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Something I'm beginnging to notice brought up by the Pokemon talk in the Japan thread is that people are still just throwing these terms around. Obviously alot of this talk peeked during the Wii generation, when it was being pitched as a seperate market to a more core/traditional market dominated by Xbox 360 and PS3. I think we need a discussion about what these terms really mean and how you are using them falsely or really using them just to push a notion that may or may not be true but you need it as evidence in your discussion.
So what is a core/traditional/hardcore ip?
The consistent money makers in the industry are the core franchises, they are the proven games in the industry. That's why they are the "core" or the "traditional" ip, they consistently keep the industry afloat. They keep the audience coming back. An ip can be popular and core, it just means its a consistent behemoth. That popular core title is consistently reaching a wide audience, that audience continues to return. Just to be clear, this does not mean consumers aren't recycled ie the same people every single release. People die and are born or just lose interest all the time. These franchises are consistent at grabbing a piece of the traditional gaming industry. Being popular doesn't mean it has alot of casuals because casuals eventually leave. A casual audience isn't the consumer that keeps coming back. For example, Pokemon is not a casual ip. That is ludicrous, its a massively popular ip but not a casual franchise. Neither is Call of Duty or Grand Theft Auto. Core, traditional, or even hardcore are what these ip fall under, just because they reach a wide reaching demographic doesn't make them casual. They are consistent in reaching that wide demographic. Nintendo's late president really spoke about these things in his press conferences and the Iwata Ask, I learned quite a bit from him. He learned this stuff from the lessons of Wii and DS era. Those are perfect examples of how despite being the most casual consoles of all time, ip like Pokemon and Zelda did not benefit. That's because they have a core audience, Mario on the other greatly benefitted. Which is why Nintendo started to refer to the Mario ip as "bridge titles", they bridge the gap between core and casual. Mario is one of the oldest and recongizable ip on the planet, that's why he can take advantage of that. While Pokemon was consistent in its sales and got handily beat by those market expanding games on DS and Wii. Kids are also core audiences, like how in the world can you refer to one of the biggest consumers of video games as a casual audience? I really read that.
What is a casual/blue ocean/non-traditional ip?
The term casual doesn't refer to the content in the game (ie its about guns/violence, cute animals, babes, etc or since its popular then it must be for the "casuals") but instead the term is for people that are not "regular consumers" in the gaming market. The term casuals was created to help us identify franchises that might be flukes, ie that audience will not be around for long. This is important to identify because what business wants to rely on an inconsistent market? But at the same time, doesn't a business seek growth? That's why these companies continue to pursue this casual audience, it's far larger than the traditional audience but it's like playing the lottery. Casual ip/franchises are the Wii Sports/Nintendo Switch Sports, Wii Fit/Ring Fit Adventure, Nintendogs, and Brain Training along with the different fitness games, some party games, etc. These games have audiences that we are not sure about. Will the next game repeat this success? Will the audience it has even remain and continue to spend? These games tend to have more non-traditional audiences, espically the ones that break out. These games can become core if they are consistent at building an audience and keeping it. This brings competition turning the "ocean red". Alot of times these games start off popular and then the audience leaves and the most dedicated remain (the core audience).
Alright so tell me what you think? Should these terms be more open? Are these definitions too strict?
So what is a core/traditional/hardcore ip?
The consistent money makers in the industry are the core franchises, they are the proven games in the industry. That's why they are the "core" or the "traditional" ip, they consistently keep the industry afloat. They keep the audience coming back. An ip can be popular and core, it just means its a consistent behemoth. That popular core title is consistently reaching a wide audience, that audience continues to return. Just to be clear, this does not mean consumers aren't recycled ie the same people every single release. People die and are born or just lose interest all the time. These franchises are consistent at grabbing a piece of the traditional gaming industry. Being popular doesn't mean it has alot of casuals because casuals eventually leave. A casual audience isn't the consumer that keeps coming back. For example, Pokemon is not a casual ip. That is ludicrous, its a massively popular ip but not a casual franchise. Neither is Call of Duty or Grand Theft Auto. Core, traditional, or even hardcore are what these ip fall under, just because they reach a wide reaching demographic doesn't make them casual. They are consistent in reaching that wide demographic. Nintendo's late president really spoke about these things in his press conferences and the Iwata Ask, I learned quite a bit from him. He learned this stuff from the lessons of Wii and DS era. Those are perfect examples of how despite being the most casual consoles of all time, ip like Pokemon and Zelda did not benefit. That's because they have a core audience, Mario on the other greatly benefitted. Which is why Nintendo started to refer to the Mario ip as "bridge titles", they bridge the gap between core and casual. Mario is one of the oldest and recongizable ip on the planet, that's why he can take advantage of that. While Pokemon was consistent in its sales and got handily beat by those market expanding games on DS and Wii. Kids are also core audiences, like how in the world can you refer to one of the biggest consumers of video games as a casual audience? I really read that.
What is a casual/blue ocean/non-traditional ip?
The term casual doesn't refer to the content in the game (ie its about guns/violence, cute animals, babes, etc or since its popular then it must be for the "casuals") but instead the term is for people that are not "regular consumers" in the gaming market. The term casuals was created to help us identify franchises that might be flukes, ie that audience will not be around for long. This is important to identify because what business wants to rely on an inconsistent market? But at the same time, doesn't a business seek growth? That's why these companies continue to pursue this casual audience, it's far larger than the traditional audience but it's like playing the lottery. Casual ip/franchises are the Wii Sports/Nintendo Switch Sports, Wii Fit/Ring Fit Adventure, Nintendogs, and Brain Training along with the different fitness games, some party games, etc. These games have audiences that we are not sure about. Will the next game repeat this success? Will the audience it has even remain and continue to spend? These games tend to have more non-traditional audiences, espically the ones that break out. These games can become core if they are consistent at building an audience and keeping it. This brings competition turning the "ocean red". Alot of times these games start off popular and then the audience leaves and the most dedicated remain (the core audience).
Alright so tell me what you think? Should these terms be more open? Are these definitions too strict?