Quote Originally Posted by ispano View Post
And yet, you do. What would happen if they fully catered to the casual base? The game would be FAR different than it is now, not an easier version of what we have. Basically, not the game they wanted to create. But if you cater to the upper end of gamers, that group is small, and while that group would love it, it won't sustain a game.
This game does really cater to the Casuals, with Coil and Atma slapped on in an attempt to entertain 'upper end' gamers. Ignore coil and atma, and you quite literally have a point & click game you could 'faceroll' your way to completion. Granted, there might be a few fights where you have to memorize which way to roll your face.


I'm not sure having a game that caters to 'hardcore/upper end' players would be unsustainable. I would need to see real concrete impartial market research on the topic to say. (It may very well be that no one can really say accurately... ).

The concern with this game is they seem to be confused on their target audience. If it is pure casuals, they need to remove coil/ATMA/grindy stuff like that. If it is upper end players, they need to make the combat more challenging so that doing grindy stuff is not boring. If its in between, then they risk alienating those at the polar ends. (Upper end players complain the content is so easy all they have to do is boring grind, casual players complain the content is too grindy or difficult).

What I think they are ending up doing here is sort of playing a juggling game:
Patch1: Okey, let's make the casuals happy. Yes, I know all the upper end players are now ticked off, we'll worry about them next patch.
Patch2: Okey, now let's make the upper end players happy. Yes I know this will tick off the casuals, we'll worry about that next patch.
Patch3: See patch 1.

Which means we, as a player/consumer/customer, will be going through cycles of both happy/sad/happy/sad until one of those wins out.