We have all seen these terms. What were once simple descriptions of play styles are now considered horrid and inexcusable insult. Causal becoming pathetic player who want's nothing but to have the game, and it's achievements handed to them on a silver platter, and hardcores becoming elitist players stuck in the ways of old games, and broken mechanics. But why? Sure they have differing opinions, but don't they all want the same thing, a good game? And in the end don't both sides have equally valid points on both the problems and solutions to the game's issues?

I think we should take a look at what each group truly is and wants how the game fails them and maybe take a look at how to give them what they desire in ways to positively affect both camps (only suggestions of course, I don't speak for everyone in these categories, or in between).

First lets take a look at casuals. Typically looked at as lazy players who want all the difficulty sucked out so they can have everything that a hard working and talented players have. In actuality they are people who don't have the time to spend playing the game for extended periods. They can be new gamers wanting to try a new experience or a veteran gamer with RL responsibility, like a family or job, that only games when he or she has the time.Typically these gamers are after an experience that can be had in a shorter amount of time, from 30 min on a busy day to many hours on weekends they seek short term goals, something to leave them saying "I accomplished something today". It isn't an obsession with "instant gratification" (most the time I am sure there are exceptions) but the fact that content made that way is all they can reach in the time they have.

The game fails to deliver on this as all the worthwhile content is end game. If you want to do anything that gives any sense of accomplishment, then you have to be level 50, in multiple classes usually. The journey there does nothing to give you any incentive to take time to enjoy the game, just to beat the hardest content in the game and then...? Well that's the problem

So what do we gain from having casual players? A need for good quests so that casuals can unlock quality stories over the course of their journey to top level, not just one that you need to hit cap to finish. Easy and quick to access content, which can include instanced dungeons and cross server features, given at all levels. Good rewards and equipment, given at all stages, making dungeons and quests worth doing as opposed to gear you don't care to do the extra content for as it gives nothing good for it's level, making sure that all content is worth the time put into it. A much more user friendly interface, that is made to be quick and get us to the action fast. Sometimes with fun and engaging solo play, or something with quick to access, yet deep and strategic party play.


Now to hardcore players are a much different story. Usually called elitists trapped in the ideas of older games, unable to see past nostalgia, and want nothing more than their old games recreated in newer graphics. In actuality they are people who have more time to play and have found that the work and time put towards goals makes reaching said goals much more rewarding. They see the adventure in meeting new people and gaining new friends and understand the game as a vast expanse of experiences as opposed to one experience at a time. They look fondly at the moments in the past, enjoy the moments of the present, and are eager and excited for the moments to come.

How does the game fail them... Oddly enough, it fails them in the exact same way it fails casuals... If all the worthwhile content is endgame then for casual gamers to enjoy the game everything else is cut short. Sure hardcore gamers love endgame, but they find just as much joy in the moments leading up to it. To look at all the players stronger than them and know that they have that potential, the opportunity to meet with new friends, and create their own story and encounters. As said before casuals look to single moments, what can be done now, but hardcores are a collection of moments, if you cut this time short, and take away those moments then there is really no reason for them to stick around.

Now what do hardcores give us as a community, and teach us for game development? They give us long term goals. Its like reading comic books, casual gameplay is like reading one, and then picking up another when you have the time, each one should be fun and exciting and you should have a blast with it but hardcore gameplay is like reading the entire series. Not only do you enjoy each comic, but you come to appreciate the overall story arch. You gain an attachment to the characters and world. The biggest and (in my opinion) best long term goal is leveling. You can have several adventures, and gain lots of good rewards over the course of a single level in a good game. Leveling shouldn't be treated as a separator of the player from content, but an opportunity to give the player adventures.
As strange as it may sound, hardcore gamers also give the game a culture. I still remember so much about my time in FFXI, because I felt a sense of tradition when I played. Valkurm Dunes, first time visiting a new city. They were all things I did knowing that my fellow players, many of which were strong and taught me the many mechanics of the game, did before me. When I started the friend who invited me gave me a link pearl and taught me how to play before leaving me to fend for myself. None of the grinding felt like that. I had seen what he could do and was amazed, he wiped out masses of enemies in a single blow that I couldn't handle one at a time. Suddenly the grinding was a path to becoming like that, it in itself was a journey with many moments.
And of course they give us the need for hard and lasting content. This being something needed at all levels in the game. Deep strategies that need analysis and some trial and error as well as good players to overcome.


If you really stop and think about it, you realize that the game loses a lot by going completely one way or the other. Without hardcore players there is no journey, no sense of adventure. There is no sense of tomorrow or long term goals to accomplish. But without casuals, that journey is rather empty. Sure you still have end game but who is willing to go through a game where you feel like you are doing nothing for days or even weeks at a time? Point is that when these two audiences are catered to in a balanced manner with well thought out and executed content, the game is a lot better for it, not only for having a much larger audience but for giving a much richer experience.


(and before anyone gets after me I know that not every "hardcore" or "casual" is as I suggest. I simply meant to make a point as to how the different view points and goals of these two groups add something to the game and how they actually complement each other when balanced correctly)