So, this was brought to mind again by this article here:
http://www.escapistmagazine.com/art...ing-To-Play-Fighting-Games-and-EVO-Rising-Thu
Its about how to make fighting games better for those who aren't very good at them. However, both in the article and the discussion afterwards the term "casual" seems to be getting used the wrong way and it seems to be causing some confusion over what some people are opposing.
This is true of many other games too - WoW, Halo, Call of Duty, Battlefield etc. What I, and I suspect many others when they use the word "casual" when they really mean "bad" is that we're getting tired of developers changing and developing games to cater to bad players. Not casual players, but people who are bad at the game(s).
The difference lies in this - "casual" is a measure of time, not ability. Casual players can still be pretty good; they just don't play a lot or need help finding other players. Bad players on the other hand, are increasingly getting catered to, and people who aren't bad and who like higher quality and competition in their games (like me) are getting kind of miffed.
Examples of games catering to bad players; WoW since the introduction of LFR (ironically, this could've been an awesome feature for casuals, but wound up being a place for bad kids), the entirety of Halo 4, 3D Spotting added into Battlefield starting in Bad Company 1 etc. These are all things that were added specifically to help bad players beat better[/]i players that they shouldn't have a chance against.
Or, in the case of fighting games; reducing a game to the simple inputs and not requiring combos without adding complexity somewhere else is dumbing down the game for bad players - adding a more in-depth tutorial and and guided matches helps the casual player learn (and helps the skilled player get better).
http://www.escapistmagazine.com/art...ing-To-Play-Fighting-Games-and-EVO-Rising-Thu
Its about how to make fighting games better for those who aren't very good at them. However, both in the article and the discussion afterwards the term "casual" seems to be getting used the wrong way and it seems to be causing some confusion over what some people are opposing.
This is true of many other games too - WoW, Halo, Call of Duty, Battlefield etc. What I, and I suspect many others when they use the word "casual" when they really mean "bad" is that we're getting tired of developers changing and developing games to cater to bad players. Not casual players, but people who are bad at the game(s).
The difference lies in this - "casual" is a measure of time, not ability. Casual players can still be pretty good; they just don't play a lot or need help finding other players. Bad players on the other hand, are increasingly getting catered to, and people who aren't bad and who like higher quality and competition in their games (like me) are getting kind of miffed.
Examples of games catering to bad players; WoW since the introduction of LFR (ironically, this could've been an awesome feature for casuals, but wound up being a place for bad kids), the entirety of Halo 4, 3D Spotting added into Battlefield starting in Bad Company 1 etc. These are all things that were added specifically to help bad players beat better[/]i players that they shouldn't have a chance against.
Or, in the case of fighting games; reducing a game to the simple inputs and not requiring combos without adding complexity somewhere else is dumbing down the game for bad players - adding a more in-depth tutorial and and guided matches helps the casual player learn (and helps the skilled player get better).