doggie015 said:
I fail to understand why the sad people that call themselves "Gamers" hate games!
I think Grey is kind of being an intentional troll by missing the issue given that he at least understands it, or should given all the posts I've written in response to "Critical Miss". He has a dry sense of humor at times.
The issue with casual games is less that people play them than the influance they have on the industry and the development of "serious" games. Ideally it wouldn't matter if the industry was producing bucketloads of games for all kinds of players and everyone could get what they want and be happy. Then the issue of "well, if people are having fun, nobody should be upset that this game is popular and making tons of money" neglects the central issue.
The thing is that casual games are generally cheap to make and in catering to the lowest human denominator, even if that's not all that plays them, they can sell bucketloads of copies. A "studio" of 3 people selling 20 million copies of something that probably cost peanuts to make is generating a huge profit for the cost of development.
Big companies like EA, Activision, etc... tend to look only at the money, not what differant demographics of gamers want, what is fair, or what is good for gaming as a whole. The bottom line is that a casual game, whether it's a "Temple Run" or a "Call Of Duty" (which is a casual game, just for a differant kind of casual) the bottom line is that your going to make more money for your investment than you will by say developing a deep, epic, RPG that would be lost on most people. Sure the RPG might make a decent profit, enough to justify it's investment, but in an industry less concerned with simply making money, than with the rate of projected growth (considering a failure to meet projected growth as a loss), it's increasingly not worth the effort.
The end result is that everything is designed to be accessible and playable by as large an audience as possible, an audience that increasingly feels it's entitled to success. The issue isn't so much intristicly with the "Filthy Casual" (as Jim Steling jokingly puts it) being there, but with the stagnation they cause within the industry. See, if I'm a veteran RPG player who has spend decades crawling through the darkest forests and deepest depths RPGs have produced, I want games that are going to become increasingly deep, customizable, and challenging to someone like me, an advanced player with a lot of experience and probably tens of thousands of hours logged with the genere. A casual might be lost when they see a term like "THAC0" but I most certainly am not. When RPGs become few and far between, and the ones that are released are simplified to an "introductory" level, minimizing stats, skill selection, customization, and other things for the sake of being accessible to the largest possible audience that becomes a problem to the more hardcore crowd because we're beyond that and want to move on, and we know it can be done. We also know we're a profitable group, but the insulting bit is that we're simply not profitable enough.
The problem is also compounded to an extent by the fact that many people who start as casuals, and get seriously into gaming and good enough at it to progress, really can't do it, because there is increasingly little that doesn't involve the most basic gaming skills. If a short, somewhat patronizing tutorial can't instruct a player there seems to be little interest in developing a game.
Now, to be fair, there are still some pretty deep games accross a variety of generes developed by indies. The thing is though that as playable as these games might be, most of them look like arse. The quality that can be achieved by a tiny handfull of people with no real budget, or even a couple million from a kickstarter, is nothing compared to a AAA title. As a hardcore gamer I want my depth, but I also want a quality, AAA experience. It's increasingly a case where to be a gamer you either have to go with quality of complexity, especially when it comes to RPGs and other generes which get extremely hardcore when taken to their logical conclusion (though they can be done at an introductory level as we've been seeing).
At any rate, this is the divide between real gamers, and the legions of casuals. The issues aren't so much with the casual gamers as individuals, but what they have done to gaming as a group. See, nobody cares of a bunch of "Bros" want to play shooters, that in of itself is no big deal. The problem is when the Bros outnumber the serious gamers 10 to 1, so when a company like EA that has the resources to make a really high quality game decides what to develop, they put the resources into a "Call Of Duty" rather than an epic RPG for advanced players for example. At the best you might see a decent RPG come out every couple of years, where your "shooter" franchises usually get a yearly installmet, and usually there are half a dozen to choose from. What's more when those decent RPGs come out, rather than becoming more complex and letting you do more things, they become increasingly casual in hopes of bringing in those "bros". This leads to desicians like making Mass Effect more shooter-like, adding action components to Dragon Age as opposed to more phased, thought based, combat. The whole "I want to actually whack someone, as opposed to watching my guy take his time in whacking someone" bit which arguably defeats the purpose of an RPG, stats, depth in a combat system, etc... With every installment a game like "Elder Scrolls" involves less skills/stats and becomes more about actively dodging and swinging your weapon as they aim for an increasingly casual audience.
At any rate, for those that read this far, the issue isn't that people like me hate "Temple Run" or that it made a ton of money, or even really hate the people that play it. We hate the fact that a success like this means that we're even less likely to get the games that we want, as more effort go into emulating this. Nobody would likely care, and there would be no "serious gamer vs. casual gamer" divide if everyone could get what they want in satisfying quantities.