Inb4 "Skyrim was made for casuals".
This http://www.examiner.com/article/the-dumbing-down-of-gaming
There have been a lot of changes in http://www.examiner.com/topic/gaming since I first started in Christmas of 1977. Back then games were pretty simple-
http://en.wikipedia.org/wiki/Pong was two paddles and a white dot, back and forth across the screen. They called it "electronic tennis". As time went on, they added things like variable geometry and other gimmicks, to make the game more enjoyable- and more difficult.
Later on, in our teen years, we used to hang out at the bowling alley, hit on girls and play those old stand-up arcade games they had in a room at the front. Games like
http://en.wikipedia.org/wiki/Pac-Man,
http://en.wikipedia.org/wiki/Space_Invaders and a hundred other 'arcade games' that cost a quarter and 10 minutes of your life. Breakout got to be a test of skill, reflexes and just plain determination.
The games were hard, and each new game got harder, but you kept plugging in those quarters until you got your three digit initials on the high scorer board- which lasted of course until the custodian unplugged the machine down for the night. Of course, it was fun, grand, and a great way to spend a Saturday afternoon.
There was always one guy who could stand there, and play all-day on one quarter.
You remember him, the tough guy with the thin new moustache that only a 16 year old could grow, and a smoke hanging out of his face, and could play Pac-Man until they closed up at night on a single quarter.
Yah, games were different then. Even though it really was meaningless, you really wanted to BE that guy, just for a little bit anyway.
Times changed and we all grew up, and the games grew with us. Sort of.
Most PC games now lean toward the
http://en.wikipedia.org/wiki/Massively_multiplayer_online_game crowd. You buy the game, and compete against other players in 'complex, and ever changing universe'. Except, games now aren't so complex anymore. Why? Well, it's just not profitable, in a world where self-esteem matters more than accomplishment.
A classic example of this was
http://en.wikipedia.org/wiki/Star_Wars_Galaxies, released in 2003. The game was purportedly going to be the first true epic roleplaying MMO. Everything in the game was going to player created, in a type of game now called 'sandbox' gaming. It was to be difficult, complex and challenging as hell.
The penultimate class to earn, of course, was Jedi, which was an alpha class that would dominate the battlefield, as it did in the movies. Earning one was a long and complicated process, and for some players it might take 6 months to a year to earn one. A casual player, would take even longer. When the first Jedi started appearing on the battlefields by late 2003, they were 'indeed powerful'. A single Jedi might be able to kill 3 or more players in a fight. And since once you killed one, if you were able to, they were permanently deleted from the player base ( called 'permadeath'). And they were rare, as players did not risk them nonchalantly in battle.
That's when the complaints poured in. Complaints from being too powerful, too difficult to play, and too difficult to get. And since players were coughing up 15 bucks a month to play the game, and subscriptions were starting to taper off for
http://en.wikipedia.org/wiki/Sony_Online_Entertainment (who ran the game for Lucasarts), they decided to simplify the game. They wanted to keep a player base which had a supply of schoolkids happy. In class they were told no matter how bad their efforts were, they would still pass, and were told they were successful. They wanted the same in their gaming.
Like the proverbial little kid when it cries too much, they got it.
They allowed everyone to get a Jedi, made them equal to everyone else, and removed the permadeath. They even removed other things that players complained about, the TEF (temporary enemy flag), the open PVP in cities, and reduced player classes from the original 32 to 6 classes and simplified the crafting process. They gave the complainers everything they wanted- even making combat simpler akin to an FPS shooter, and talked publicly about adapting it for the Playstation.
Of course, subscriptions crashed. So badly, it was making news in most gaming circle magazines, and in some cases, national news stories. It is now considered emblematic of a gaming company committing hari-kiri to keep its player base happy. But Sony turned the money tree around, by not fixing the game, but instead selling them new stuff. They got the customers to buy candles on the cowpie of the game. They lost their original playerbase in droves- but are making plenty of money off the carcass of what the game used to be, by selling them minicards that provided free loot, and gave them free decorations every month for their free housing.
The worst part was that other gaming companies soon followed their path of least resistance gaming model. Cryptic games' City of Heroes/Villains did the same thing- they kept the Villains out of the Heroes areas, and eliminated true base to base combat, which was a tricky and complicated process. Now, a lot of their servers are ghost towns, but they make money by selling new content and add-ons. Star Trek Online is an exercise of how many ships you can buy in their 'C-store'.
The business model du-jour for companies now is to keep players happy by simply dumping massive amounts of simple combat and mini-games onto their playerbase. They cater to simple console type action gamers, and supplement their income stream by selling add-ons and outside-the-game items like customized mousepads, and beer steins. Blizzard's World of Warcraft is master of that. The game is a fine game, but the real money is in the bells and whistle's they hawk through their store. In fact, the business model works so well, that's why you are seeing a rise in http://www.examiner.com/topic/free-to-play games. The money isn't in the subscriptions, but in selling the fancy add-ons to the http://en.wikipedia.org/wiki/Self-esteem filled children who have their dad's Visa on tap.
It's a business model that's both been profitable, and similar to what is seen in other industries. Keep the masses happy, and don't actually try and make a quality product. It's a reflection in the changes in our society and our thought process as a nation. Disposable is more profitable that durability. Better to sell them four cheap toasters, than a toaster that lasts 15 years.
But some of us still lament the loss of those days of the tough guy at the Pac Man who had developed a skill that few could match.
Oh, and gaming for just a quarter. I miss that too.