Quote Originally Posted by Aravell View Post
The problem with this statement is that who can definitively prove that HW and SB design were harmful to the casuals? They were still clearing content back then and as far as I remember, they weren't complaining about X or Y job being too hard.
Even if there was no impact on casual retention, it's easier to DEVELOP a game where the classes are homogenized and there is a large buffer between success and failure.

Also, as for where the money is, sure, some casuals buy store stuff, but by nature of being a casual, they're very likely not logged in to the game very much. It's usually the hardcore players that make the game feel alive, the ones who sub for months on end to clear raids, the big fishers, the achievement hunters. They're the ones doing content and keeping the game alive, not the people who do the MSQ and then quit until next patch.

I don't think catering completely to casuals can keep your game healthy, a balance does need to be reached.
The thing is that MMOs have multiple axis for "casual" and "hardcore:" skill level and time invested. I've met people who spend a TON of time in game - every class at 90, buy all the glamours, participate in a lot of social interaction with other users - and never touch extreme or savage content. Heck, I know a guy who crafts and clears to get his wife things to stick in their in-game housing, because she enjoys that part of the game more than combat. MMOs are social things that happen to have combat for some people, and many of those that are left happily respond to earning items even if the content you need to grind is absolutely droll.