Iron Lightning said:
I just can't see this venture being more profitable for Microsoft, then say, just making more very good games for their core demographic. Remember, we're called "core" gamers for a reason, without us we wouldn't have any sort of gaming.
Not to single you out, but your post kind of illustrates one of my issues with the casual vs. core dichotomy, in that the dichotomy assumes it's an either/or relationship, when clearly it's more of a spectrum. A better way to identify these people would be downstream and upstream users.
Think of it like say, with people who paint. People who paint casually or do so occasionally generally will not require really expensive brushes and a crap ton of equipment. They just don't have the skills and knowledge to make the purchase worth it, where as a sophisiticated painter will want to have all kinds of brushes to handle all the different strokes and techniques. However, it is not uncommon for a downstream painter to eventually become an upstream painter as they get better at this, consequentially, they start spending more and more on their hobby.
This, however, leads to what I believe is one of the few valid criticisms of MS' plan: the entry barrier is still really high. 450 USD just to get the equipment is a lot, especially for something that people don't consider to be a high prestige hobby. If MS really wants this to work, they need to find a way to cut costs significantly.
And you all want to know why so called "casual" games end up with a million shovelware? two reasons:
1. Sturgeon's Law: 99% of anything is crap. Core games are the same way. The only difference is that we generally only see the stuff in the spotlight, and those tend to not be TOO much off the mark.
2. The Casual = Idiotic fallacy: a lot of devs think that because something is casual, it doesn't have to be good, and put their crappiest dev team with no resources to make games for it. This is a fallacy that is easily refuted with the arcade games. i.e. games like Police 911, or Punchmania are incredibly easy to pick up, but clearly can be enjoyed by both so called "casual" and "core" gamers alike. The key difference between a casual game and a core game is the amount of convention/sophisticated know how from the player base. That is, a core game accepts that there are certain basic knowledges about the game that the player will HAVE to know even before they pick up the controller. Casual games, however, need to have a far more intuitive gameplay mechanic. Again, with motion detection boxing games, this is very clear. You dodge to not get hit, you swing to hit. (or you can block to not get hit) It doesn't, however, mean that the game can get away with being sloppy or simplistic. In fact, if anything, casual games probably need MROE thought put into it because you need to be far more considerate of the people you're making the game for.