skyrim can be fun for the casuals too while catering for the hardcoe. so long as it has good combat and other non rpg elements such as acrobatics then the casuals will be immensly happy that they have such a large world to kill things in. the hardcoe rpg bits are little bonuses for them "omg i am a werebear!!... this is so cool im going to kill people now as a bear!!!!" or "i stumbled across some armour that looks rare and powerfull... i feel rewarded" "oh- i can enchant my items- cool". to be hardcoe they dont have to be bogged down by strange interfaces and plotlines you cant possibly understand
casual gamers arent idiots too. i dont see why we have to sacrifice the hardcoe to appease that imaginary audience of six year olds. we dont want immersion breaking compasses that point the player to the exact spot a tiny amulet will be. simple instructions like "follow this road until you see a purple rock, and then head north until you find some ravenous bunny rabits, the cave will be around there." can be followed by just about everybody. when game companies get worried that people get lost, they usualy put in subtle cues like lighting on an exit or other methods to make stuff stand out- not a little icon that says "go here". also- an rpg is an rpg- there SHOULD be places that require a higher level. it is much more rewarding to annihilate enemies that you had to run away from earlier than have them equal to you all the time- even casuals see that. if this was a different genre then everything SHOULD be fair. but if someone wants an rpg they should get an rpg. not a hack and slash with rpg illusions .
its very hard to annoy casuals and make hardcoe gamers like the game. more redundant complexity than fun in the game pisses of hardcoes too. also- tes is a big franchise- casuals will be drawn in because they played oblivion. the casuals would adapt
-as long as the core gameplay is fun for both parties and the story/lore/ details apeal to the hardcoe then everyone wins