I think your missing the point Jim, the thing with gaming is that it's well.. games. Half the satisfaction of beating a game is knowing that you put serious work into it, and not everyone is able to succeed at doing what you did. Games differ from movies or books as a form of entertainment due largely in part due to needing to unlock the content through your interaction and abillity. The satisfaction of beating a paticularly brutal part of a game, or solving a puzzle, is diminished with the knowlege that there was no point to doing it that way, when someone else could just hit "auto solve" or "EZ mode" in order to progress. What's more for winning to matter, there has to be a chance of failure, in games that involve checkpoints, save/load features and the like, being unable to progress further is the game's failure state. If that isn't for you, then you probably shouldn't be gaming.
To be honest I have no problem with developing games for all skill levels, I don't have problems with easy games, as long as harder games are still made, and do not include an "EZ mode".
One other point I think needs to be raised is the issue of self-improvement, the thing with EZ modes and being able to lower difficulty is that ir provides little motivation for someone who is having problems to improve their skills, instead of mastering the game in order to get good at it, they can just reduce the difficulty in order to proceed.
EZ modes, auto-win features, and the like are the equivilent of giving every kid in a race a ribbon whether they win or not for purposes of "self validation". It's kind of silly, and defeats the purpose of having a game or competition (increasingly an issue with internet viewable scores and acheivements).
Finally I'd like to point out that catering to casuals with almost all games by providing the easy modes and such, has also tainted multiplayer gaming experiences and such. When your playing the endgame of an MMO there is an increasing issue (albiet one that has always been present) of players expecting to be handed success. As a result you see QQing over raids and such that are too difficult, leading to them having been dumbed down in a lot of MMOs, and various other problems. PUGS (Pick Up Groups) for PVP and Raids/Dungeons/Group PVE play have actually been getting increasingly terrible over time due to the expectations people are being groomed with, rather than increasing due to people improving their skills in proportion to the challenge, or just deciding it's beyond them and dropping out. You see lots of players who are simply persistant, or wait for an inevitable content nerf before the next expansion and wind up landing all the same trophies (high end gear, etc..).
The problem I see is simply companies deciding to cater to the lowest common denominator with as many products as possible simply because of the money to be made. Serious gamers are a profitable market, but not as profitable as making everything casual accessible. The way game development is going might be good for the pockets of publishers, but it's not good for gaming... I'll also say it's not good for the casuals either as it doesn't encourage them to improve, if more games were designed for a average or advanced skill level and stuck to their guns, you'd see increasingly less casuals as they would advance their skills, they would begin with the handfull of introductory titles, and then moved onto the more advanced ones. That said the difficulty level should be more by-title, rather than set within the game, especially if the game is in any way online connected. What's more a failure to advance without developing the needed skills or whatever needs to be present in most games in order to preserve the existance of some failure state. When you pay your $60 your paying for the chance to play a game, not for an interavtive movie, if your guaranteed to win what the heck is the point of playing a game?
The thing to understand is that the rage against "filty casuals" is mostly motivated by the lack of many games with integrity for serious gamers. It wouldn't be a big deal if more "serious" titles were released, with the occasional "introductory" title for casuals, but that's not the state of affairs we find ourselves in.
It's simply put irritating when a hard mode becomes an optional way of playing, rather than what everyone goes through. Seeing a paticularly awesome victory/plot advancement cinematic loses some of it's luster when I know anyone who sets the difficulty low enough can do it, and choosing to "earn it" with a hard mode was more a matter of personal preferance than nessecity.
To be honest I have no problem with developing games for all skill levels, I don't have problems with easy games, as long as harder games are still made, and do not include an "EZ mode".
One other point I think needs to be raised is the issue of self-improvement, the thing with EZ modes and being able to lower difficulty is that ir provides little motivation for someone who is having problems to improve their skills, instead of mastering the game in order to get good at it, they can just reduce the difficulty in order to proceed.
EZ modes, auto-win features, and the like are the equivilent of giving every kid in a race a ribbon whether they win or not for purposes of "self validation". It's kind of silly, and defeats the purpose of having a game or competition (increasingly an issue with internet viewable scores and acheivements).
Finally I'd like to point out that catering to casuals with almost all games by providing the easy modes and such, has also tainted multiplayer gaming experiences and such. When your playing the endgame of an MMO there is an increasing issue (albiet one that has always been present) of players expecting to be handed success. As a result you see QQing over raids and such that are too difficult, leading to them having been dumbed down in a lot of MMOs, and various other problems. PUGS (Pick Up Groups) for PVP and Raids/Dungeons/Group PVE play have actually been getting increasingly terrible over time due to the expectations people are being groomed with, rather than increasing due to people improving their skills in proportion to the challenge, or just deciding it's beyond them and dropping out. You see lots of players who are simply persistant, or wait for an inevitable content nerf before the next expansion and wind up landing all the same trophies (high end gear, etc..).
The problem I see is simply companies deciding to cater to the lowest common denominator with as many products as possible simply because of the money to be made. Serious gamers are a profitable market, but not as profitable as making everything casual accessible. The way game development is going might be good for the pockets of publishers, but it's not good for gaming... I'll also say it's not good for the casuals either as it doesn't encourage them to improve, if more games were designed for a average or advanced skill level and stuck to their guns, you'd see increasingly less casuals as they would advance their skills, they would begin with the handfull of introductory titles, and then moved onto the more advanced ones. That said the difficulty level should be more by-title, rather than set within the game, especially if the game is in any way online connected. What's more a failure to advance without developing the needed skills or whatever needs to be present in most games in order to preserve the existance of some failure state. When you pay your $60 your paying for the chance to play a game, not for an interavtive movie, if your guaranteed to win what the heck is the point of playing a game?
The thing to understand is that the rage against "filty casuals" is mostly motivated by the lack of many games with integrity for serious gamers. It wouldn't be a big deal if more "serious" titles were released, with the occasional "introductory" title for casuals, but that's not the state of affairs we find ourselves in.
It's simply put irritating when a hard mode becomes an optional way of playing, rather than what everyone goes through. Seeing a paticularly awesome victory/plot advancement cinematic loses some of it's luster when I know anyone who sets the difficulty low enough can do it, and choosing to "earn it" with a hard mode was more a matter of personal preferance than nessecity.