The problem is that video games are still too young as a medium. It's still experiencing growing pains and people in the industry not being really clear on what their industry is.
The "casual vs core gamer" debate is pointless, especially when you're basing the demographic on something as broad and inspecific as "how many games you own." It'd be like dividing the movie-watching audience based on how many movies they watch. The movie-making industry is well developed, mature, and quite methodical in its marketing and direction - the videogame industry by comparison is a bunch of pubescent teenagers jerking themselves left and right with no idea what they're doing, while being very adamant that they know best.
And this leads developers into decisions and statements that make clear that they don't really understand what their industry is. Like, say, a studio known for triple-A big-budget games being worried they're falling behind in the casual online market. "Screw making the next Half-Life, we need to make more Farmville clones!" And not realizing that though both categories fall under the heading of "games", they're completely different industries with completely different audiences and goals.
It's like a movie studio deciding to ditch making the next Lord of the Rings to focus on making viral Youtube videos. Or a book publisher giving up putting out novels in order to focus on updating their micro-blogs. Yes, technically, movies and Youtube videos are both "moving pictures with sound." And novels and Twitter posts are both "words that mean things." But the differences are quite obvious, and those industries are mature enough and well-developed enough that the suits making the business decisions aren't stupid enough to throw away success in one to pursue vague ideas in the other.
But our beloved industry is still quite young - and stupid. We're just a bunch of horny teenagers, jumping onto anything and tossing into the wind.
The "casual vs core gamer" debate is pointless, especially when you're basing the demographic on something as broad and inspecific as "how many games you own." It'd be like dividing the movie-watching audience based on how many movies they watch. The movie-making industry is well developed, mature, and quite methodical in its marketing and direction - the videogame industry by comparison is a bunch of pubescent teenagers jerking themselves left and right with no idea what they're doing, while being very adamant that they know best.
And this leads developers into decisions and statements that make clear that they don't really understand what their industry is. Like, say, a studio known for triple-A big-budget games being worried they're falling behind in the casual online market. "Screw making the next Half-Life, we need to make more Farmville clones!" And not realizing that though both categories fall under the heading of "games", they're completely different industries with completely different audiences and goals.
It's like a movie studio deciding to ditch making the next Lord of the Rings to focus on making viral Youtube videos. Or a book publisher giving up putting out novels in order to focus on updating their micro-blogs. Yes, technically, movies and Youtube videos are both "moving pictures with sound." And novels and Twitter posts are both "words that mean things." But the differences are quite obvious, and those industries are mature enough and well-developed enough that the suits making the business decisions aren't stupid enough to throw away success in one to pursue vague ideas in the other.
But our beloved industry is still quite young - and stupid. We're just a bunch of horny teenagers, jumping onto anything and tossing into the wind.