The missing in action John Lucas here to add a little commentary about all this hardcore business.
I see no problem.
The industry is evolving and I guess some don't like its evolution.
I evolved from the arcade days where everything was about raw skill & high scores to the days when it was all about "beating the boss" and "getting to the end" to enjoying the intro and watching the cutscenes.
I enjoy videogaming in its ability to stay relevant with the times and continue to move forward. The games made 10 years ago won't have the same impact today if done in exactly the same way.
The problem I see in these kinds of attitudes towards videogaming's direction is people tend to want to separate the hobby from real life so much. It IS an escape from day to day reality which is part of its draw but there's a such thing as going too far.
I like how gaming is trying to better integrate into real life and not take you away from it all the time. There's a need for variety. People who are out of grade school often find themselves with more money and much less time and don't have the ability to invest so much energy into videogaming. When in school they had all the time and none of the money so they can immerse themselves into all things gaming.
People are taking this too seriously. Sean Malstrom's Theory of Cycles is true. Gaming changes direction about every 10 years. Arcadey stuff didn't have the same impact it did in the early 1980's as it did in the mid 1990's. Games with movie-like ambience and feel took over by that time and high scores and scoring period was totally pointless. It was about watching the experience more than breaking your hands to execute some difficult gaming manuever.
The Legend of Zelda from 1986 is a totally different approach than The Legend of Zelda: Ocarina of Time from 1998.
Sean Malstrom's Theory of Cycles explains this perfectly.
Now people are spending less time getting all caught up in cutscenes rather enjoying the interactive qualities of the game. Guitar Hero and Rock Band don't sell because it has the "hottest graphics" or the most cutscenes. Those games sell because people enjoy the feeling of being a rock star playing on a guitar. Wii Sports moves Wiis not just because it happens to be packed in the box but people enjoy physically playing an approximation of tennis, baseball, bowling, golf, boxing as if they were really the athletes.
Games are focusing more on the social/interactive/life-affirming aspects rather than just the living storybook soundtrack movie experience we've seen since the mid 1990's.
Those who complain have not gotten over the evolution and probably didn't like the last evolution from the arcadey to the movie-like feel.
I'm the guy who likes playing a game like Super Smash Bros. Melee and from the trophies on that game I discovered this game called Animal Crossing which lends itself to the current state of the industry. Animal Crossing had no set point or objective or goal. The game is all about how you define the experience with affixed objects and routines. That house will always be there and that trail will always go that way but how will you operate yourself in these defined environments. A game that has no "hours of play" descriptives because it can possibly be "decades of play". You can invest as much or as little time as you want into it whether minutes or hours. Playing every day on the day or just once a week. A game that encourages you connect to other people using the game as an excuse to socialize. A game that teaches you the importance of communicating with others—the animals who get mad if you don't speak with them on a regular basis. A game designed not to quarantine you from real life but work around your real life and give you the choice to join the escapade.
Labels are limiting and the language you use can define the way you think. There IS no such thing as hardcore or casual really. There are different types of games which people can play a lot or a little. Some who play Brain Age as religiously as one who would play Oblivion religiously. Some who play Wii Play every now and then as much as somebody who plays Grand Theft Auto every now and then.
The simple fact of the matter is those who choose to gripe and complain about the way the industry is going need to vote with their wallets. Games won't get made as much if they don't sell. If the self-described "hardcore" are so worried about the way the industry is going then why has the XBox 360, the American home of the hardcore, levelled off? It's stagnant and is getting caught by Sony slowly but surely. Sony who bungled so badly the past couple of years is starting to mount a comeback. Games like Little Big Planet shows that Sony is addressing head on where this industry is headed.
Why didn't GTA4 bounce up the hardware sales of the XBox 360 & PS3 like Mario Kart Wii and Wii Fit do for the Wii?
If they think the games they like are going by the wayside then they need to buy them to keep them on the market. Businesses understand money better than anything. If it still sells, it will still be made.
A poster here used a phrase in his signature I wrote once called: The Hardcore Of A Peach Is The Pit. Try To Get The Whole Fruit.
The clubhouse is over and it needs to be that way. Time to get some fresh air and sunshine. Let new people join this club. Latin died as a language because it became too exclusive. Things must be open and shared if you are looking for a sustained presence. Inclusiveness is the way now. Full inclusiveness not just selective inclusiveness. Not just teens instead of the kids before. Not just adult males instead of the teen boys before. EVERYBODY. Girls. Women. Old people. Everybody. There's something for EVERYBODY.
If Nintendo doesn't have what you're looking for then there is the competition and competition exists for this reason. No more will bigger budgeted games be made to sell the same sales margins as when big budget costed less. Selling $10 goods for a $20 profit won't work when you want to sell $15 goods for the same $20 profit.
Things are changing and people have to get used to it. No everything won't be simple simon because people have different tastes. But simple simon exists because people want simple simon. Fight game enthusiasts hated the simplification of fighting game controls complexified by the revolutionary Street Fighter which allowed formerly new players to deepen their skill. After a while the complicated control schemes locked new people out of this fun fest and fighting games weren't making as much money in the arcades. The arcades largely died out because that particular formula wasn't working anymore. This is why it took so long for a Street Fighter IV to come out as opposed to the others.
In about 10 or 15 more years the industry will adapt again to a new regime. Can't be stagnant. You gotta adapt.
John Lucas