Originally posted by feztonio People say they don't like casual but when a game such as WildStar comes out at launch with it's 'HARDCORE!!!!!!!!!!!!!!!!!!' total focus nobody likes it and many people bail and they have to casual it up and it's still floundering and not going so hot.
A failed launch will pretty much cripple a game forever. It can recover to some degree, but it'll never reach the greatness the devs had hoped for after that.
Wildstar is a pretty good example of how small the "OMG Hardcore!!!" crowd really is. Incredibly vocal, but tiny. And many of them are incredibly fickle too. If the game doesn't have every single feature that they want at launch (even if it took a decade for the other games to add it), they'll drop it within a month.
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
Originally posted by feztonio People say they don't like casual but when a game such as WildStar comes out at launch with it's 'HARDCORE!!!!!!!!!!!!!!!!!!' total focus nobody likes it and many people bail and they have to casual it up and it's still floundering and not going so hot.
A failed launch will pretty much cripple a game forever. It can recover to some degree, but it'll never reach the greatness the devs had hoped for after that.
Wildstar is a pretty good example of how small the "OMG Hardcore!!!" crowd really is. Incredibly vocal, but tiny. And many of them are incredibly fickle too. If the game doesn't have every single feature that they want at launch (even if it took a decade for the other games to add it), they'll drop it within a month.
Wildstar is an example of how not to launch a game, not that the Hardcore crowd is too small to make a game for. It simply had too many core issues for many players, hence the mass exodus happening. The attunement system they had was absurd as well, even more so than WoW was back in the day.
So if you're planning to launch a game for the Hardcore, look to Wildstar how not to do it. 9 years in the making and it still had so many core design issues.
I'm a casual pve player. I tolerate hardcore and pvp to the point it allows me to accomplish my goals. When it gets to the point of 'our way or leave', I move on. The most time I've put into a game is the game that allows me to easily reach max level and has variety so I can go off the regular path from time to time. I don't leave these games when I hit max but tend to level more alts so I can explore more classes. This allows me to hop from class to class during my sessions to keep the game interesting. I'm not into having the best gear of the season because I know it's an endless treadmill, so that doesn't keep me interested.
Like players have said. Times have changed. I can afford to be more picky because competition among MMO's is fierce. Old school games I pretty much had little choice.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
This isn't even a debatable point, of course they have, years ago in fact, only question is whether this has been for good or ill, and that depends on your preferences.
Me, I don't like it, but I'm in a clear minority, fact I love EVE pretty much certifies that.
If only my favorite DAOC shard would reopen, I'd pretty much be set for the next few years.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
played mmorpg since they started and im not playing anymore because they are way to much easy and in the old mmorpg my reason to play was find the special build, build realy powerfull character who totaly owned everyone.
my fun was that, pick the best skill, best item ( yeah they used to matter ) skill passive ect and trust me the feeling when my build was powerfull was realy amazing.
now they nerf all build, anything more powerfull they nerf it, everyone the same, everyone look the same, epic item dont matter you buy them in the cash shop, why play ?
why people still play the current gen mmorpg ? for the story ? they are better in single players game... for what ? the pvp? everyone the same, you got no skill kids when you push 5 skill over and over.....
well that mostly all these reason listed above why im not even playing these game anymore,they are a big waste of my time and it hurt my intelect how they are dumbed down and totaly retarded.....
im still missing the real mmorpg feeling and that probably the reason im still there but im not sure anything will come back ever again when we now start to call game such a dying light mmorpg or anything online with other people who got item mmorpg....
well, seeing that I am the type of person who values things like self respect, creativity, social interaction with family/friends as well as being a productive member of society, I choose to play games at a more casual pace then some might prefer. Now I am just one of millions of gamers that still do their fair share to push the economy forward and pay taxes so things can get paid for and the less fortunate can do things like eat, live and play videogames thanks to programs like AISH.
Now I would think it's silly to punish the majority of people because they don't have enough time left after doing the right thing, so that we can keep the minority of people (who are finding themselves to have an abundance of time for whatever reason) happy.
All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.
I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.
I enjoy the serenity of not caring what your opinion is.
I discussed at length in another thread how the majority of MMORPG players aren't as casual as they like to think. On average, these gamers play approximately 2 hours a session and average a session per day. That's an average of 14 hours per week. The average MMORPG gamer is somewhere above casual in terms of time available to spend playing, despite being 30+ and having a job, etc.
I tend to believe that the crowd-funding efforts in development are indicative to a move towards more targeted audiences, creating heavier player investment. We'll see where they go, but if the amount of money folks have been willing to throw at those projects is any indicator, there's definitely a sustainable market of MMORPG gamers willing to invest more heavily into an MMORPG with more specific gameplay goals in mind.
I know I never got far in Wildstar, I just never got sucked into the world, but honestly it never felt like a hard game. Just a very very bland and uninteresting gameworld and not all that interesting a combat system tbh.
One of the key features for me in MMO's is getting sucked into the world, and being a small piece in the big puzzle not the main hero the whole mmo basicly revolves around. That hero have no place in MMO's imo and should be 100% banished to singleplayer RPG's.
Beeing casual is fine. Just don't be boring. Make me care about the world, then you can be as casual as you like.
I must confess. I play MMO's like they are single player games that happen to have other players running around in them. That's why I like open grouping and rarely do regular groups. I play MMO's cause of the constant change. Where else can I see players get killed by guards for stealing or killing NPC's, or help out a player that's about to die?
I don't like games that nerf players for coming up with great builds, or rotating nerfing and buffing classes, or making it difficult to respec in order for the player to spend more time in the game just to be able to get the build they want.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Originally posted by TheRabidsmurf "Gamer" has become a title everyone wants to wear. The prerequisite to get said title has become less difficult to attain forcing games to adapt. Making a game casual these days allows people to get "gamer" without putting time nor effort into it makes companies money. Yet the entire gaming community suffers as a whole as a game with depth and/or challenge fails as a fraction of "gamers" will indulge in said game type. That being said, people like what they like.
I see there are still people trying to legitimize the fact that they spend too much time sitting in front of a computer, spam-clicking a mouse.
Too funny.
Missing the point is also too funny.
My point was basically this. The gap between someone trying a game out and being in end-game content has come to a point where you dont have to play for hours a day. Maybe log in once in awhile.
The days of "no life"ing a game is just about over with, even if you wanted to.
Casual huh. Casual because its easy? No. That is carebear content.
Playing casually means getting on your game for no more than 30 mins a day and still being able to keep up with everyone else. . Difficulty has nothing to do with it. League of Legends would be considered a casual game being how easy it is.
There are tons of MMOs with carebear content and they should have it. Most open world stuff should be carebear content. Dungeons and raids are there for you if you are looking for a challenge.
In the end all MMO PvE is easy once you have the proper gear, and skills. Raids are not hard at all and never were. All you had to do was learn the run and then apply the knowledge .
30 minutes a day is the threshold for being casual now? Damn! I spend more time in the bathroom than that
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own. -- Herman Melville
This column seemed a bit contrived, but I like that they do try and cover both sides of each issue.
A short answer is YES. MMOs are becoming too casual. All games are. The details aren't so simple, but the reality is clear. The problem is that most games try and cater to the most common denominator. Meaning they simplify, simplify, simplify until their game is in a state in which most people can easily understand the game with minimal / no effort. Now, at a fundamental level this is actually a good thing. Bringing more people into your game = more revenue, which means you can do more with the game or fund better projects in the future. It's essential to have a decent playerbase for any given game.
That said, most games unfortunately accomplish this by sacrificing depth. Games with depth tend to have more of a learning curve, which a lot of people seem to struggle with. But instead of having games that are easy to understand, difficult to master; we tend to get games that are easy to understand, easy to master. Devs see players struggling with certain game mechanics, and rather than engineer the game to push the players to do better, we get the challenge eroded from the game little by little. Dungeons become easier, DPS rotations less complex, tanking mechanics are stupidly simple nowadays, support roles limited to basically spamming 1-2 heals and an 'oh crap!' spell.
The sad thing is we do get games that are made to be challenging. However most of them get ignored by most players, because they are 'too hard' or they 'don't know what to do'. The few that do survive seem to suffer the same fate of gradually getting simpler and simpler. For example, look at what's happening w/ the MOBA genre, the latest game HotS basically strips most of the strategy out of the game, leaving the bare minimum required to have a working game mode. The focus is almost entirely on fighting (which a lot of people praise it for), but the depth is gone.
You play for only 30 min a day and you expect to keep up with everyone else? Apart from the fact there would be no reason to spend more than 30 min in game, you are forcing the game to have very limited scope and aspirations.
The sad fact is that in five years time some players will be talking about 15 mins being the time you expect to be able to drop in and keep up with everyone else.
MMOs are not becoming too casual, that boat left about six years ago and is now a showboat that you come on for a brief go on the casino games that make up the easymode gameplay.
Originally posted by feztonio People say they don't like casual but when a game such as WildStar comes out at launch with it's 'HARDCORE!!!!!!!!!!!!!!!!!!' total focus nobody likes it and many people bail and they have to casual it up and it's still floundering and not going so hot.
sure wildstar failed because it was hardcore........the attunement and the 40 main raids didnt have anything to do with it im sure
and nothing wrong with casual games , if u have something for HC players at endgame is all good.
In this time and age im sure not a lot of players are interested in contested content , or having to camp mobs for 3days ~~ thats not hardcore thats a waste of time...
and hard content? plenty games provide that...but the thing is that this games arent "fun".
Casual is probably the wrong word here. I don't think I am the first person to have said this on this thread, heh.
To me, casual means not requiring much time. To me the problem with newer games is their not requiring much thought. not having enough customization was a perfect example. You can play a game like eve casually, but you will need to use your brain, in part because the advancement of your toon is not linear.
I think game developers are beginning the cycle back to depth in games. (Shallow, that's the word! As opposed to casual) Camelot unchained, pantheon, E:D etc all seem to show movement in that direction. I certainly hope so. I like having to think.
RIP Ribbitribbitt you are missed, kid.
Currently Playing EVE, ESO
Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and not clothed.
The lack of difficulty is what I don't like. I'm not talking about group vs solo content or builds. I'm talking about being able to walk into a group of mobs and kill them all without a thought. Not having to pay attention to your surroundings at all. Having every drop needed drop on the first kill. What ever you need to find has a mark on it so no looking around or thinking isneeded at all. And knowing that it will never come back. We are stuck in this endless cycle of easy content, no brains needed, generic boring gaming. I don't see an end to it.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them? R.A.Salvatore
Originally posted by feztonio People say they don't like casual but when a game such as WildStar comes out at launch with it's 'HARDCORE!!!!!!!!!!!!!!!!!!' total focus nobody likes it and many people bail and they have to casual it up and it's still floundering and not going so hot.
A failed launch will pretty much cripple a game forever. It can recover to some degree, but it'll never reach the greatness the devs had hoped for after that.
Wildstar is a pretty good example of how small the "OMG Hardcore!!!" crowd really is. Incredibly vocal, but tiny. And many of them are incredibly fickle too. If the game doesn't have every single feature that they want at launch (even if it took a decade for the other games to add it), they'll drop it within a month.
Wildstar is an example of how not to launch a game, not that the Hardcore crowd is too small to make a game for. It simply had too many core issues for many players, hence the mass exodus happening. The attunement system they had was absurd as well, even more so than WoW was back in the day.
So if you're planning to launch a game for the Hardcore, look to Wildstar how not to do it. 9 years in the making and it still had so many core design issues.
How often does a game launch go as expected. The "hardcore" players got what they wanted then abandoned it when things got tough then they blamed the game. Anything rather than admit the "hardcore" crowd was fickle and had no idea what they wanted nor any idea what to do when someone listened to them.
From my perspective, most MMORPGs are too casual. However, I have noticed a trend, year after year, of games becoming even more casual. The king of casual MMORPGs (WoW) leads the way with more and more innovative methods for the game to be easier and appealing to more and more people. Keep an eye out for WoW on iOS.
It's not only mmo's that have become casual, it's every damn game that you can't enjoy it properly just because the developers are having in mind that it has to be beaten by any 11 years old kid that their parents bought a Playstation for.
It's just disgusting, really. And it's not new either, this trend started quite a few years ago already. We wanted videogames to be less nerdy and more mainstream - well here's what we achieved.
Originally posted by feztonio People say they don't like casual but when a game such as WildStar comes out at launch with it's 'HARDCORE!!!!!!!!!!!!!!!!!!' total focus nobody likes it and many people bail and they have to casual it up and it's still floundering and not going so hot.
A failed launch will pretty much cripple a game forever. It can recover to some degree, but it'll never reach the greatness the devs had hoped for after that.
Wildstar is a pretty good example of how small the "OMG Hardcore!!!" crowd really is. Incredibly vocal, but tiny. And many of them are incredibly fickle too. If the game doesn't have every single feature that they want at launch (even if it took a decade for the other games to add it), they'll drop it within a month.
Wildstar is an example of how not to launch a game, not that the Hardcore crowd is too small to make a game for. It simply had too many core issues for many players, hence the mass exodus happening. The attunement system they had was absurd as well, even more so than WoW was back in the day.
So if you're planning to launch a game for the Hardcore, look to Wildstar how not to do it. 9 years in the making and it still had so many core design issues.
How often does a game launch go as expected. The "hardcore" players got what they wanted then abandoned it when things got tough then they blamed the game. Anything rather than admit the "hardcore" crowd was fickle and had no idea what they wanted nor any idea what to do when someone listened to them.
Either you completely missed what happened with Wildstar, or my sensor is picking up someone living in a dream world. It has nothing to do with Hardcore being fickle, and everything to do with poor design.
Comments
A failed launch will pretty much cripple a game forever. It can recover to some degree, but it'll never reach the greatness the devs had hoped for after that.
Wildstar is a pretty good example of how small the "OMG Hardcore!!!" crowd really is. Incredibly vocal, but tiny. And many of them are incredibly fickle too. If the game doesn't have every single feature that they want at launch (even if it took a decade for the other games to add it), they'll drop it within a month.
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
https://www.ashesofcreation.com/ref/Callaron/
Wildstar is an example of how not to launch a game, not that the Hardcore crowd is too small to make a game for. It simply had too many core issues for many players, hence the mass exodus happening. The attunement system they had was absurd as well, even more so than WoW was back in the day.
So if you're planning to launch a game for the Hardcore, look to Wildstar how not to do it. 9 years in the making and it still had so many core design issues.
I'm a casual pve player. I tolerate hardcore and pvp to the point it allows me to accomplish my goals. When it gets to the point of 'our way or leave', I move on. The most time I've put into a game is the game that allows me to easily reach max level and has variety so I can go off the regular path from time to time. I don't leave these games when I hit max but tend to level more alts so I can explore more classes. This allows me to hop from class to class during my sessions to keep the game interesting. I'm not into having the best gear of the season because I know it's an endless treadmill, so that doesn't keep me interested.
Like players have said. Times have changed. I can afford to be more picky because competition among MMO's is fierce. Old school games I pretty much had little choice.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Me, I don't like it, but I'm in a clear minority, fact I love EVE pretty much certifies that.
If only my favorite DAOC shard would reopen, I'd pretty much be set for the next few years.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
played mmorpg since they started and im not playing anymore because they are way to much easy and in the old mmorpg my reason to play was find the special build, build realy powerfull character who totaly owned everyone.
my fun was that, pick the best skill, best item ( yeah they used to matter ) skill passive ect and trust me the feeling when my build was powerfull was realy amazing.
now they nerf all build, anything more powerfull they nerf it, everyone the same, everyone look the same, epic item dont matter you buy them in the cash shop, why play ?
why people still play the current gen mmorpg ? for the story ? they are better in single players game... for what ? the pvp? everyone the same, you got no skill kids when you push 5 skill over and over.....
well that mostly all these reason listed above why im not even playing these game anymore,they are a big waste of my time and it hurt my intelect how they are dumbed down and totaly retarded.....
im still missing the real mmorpg feeling and that probably the reason im still there but im not sure anything will come back ever again when we now start to call game such a dying light mmorpg or anything online with other people who got item mmorpg....
well, seeing that I am the type of person who values things like self respect, creativity, social interaction with family/friends as well as being a productive member of society, I choose to play games at a more casual pace then some might prefer. Now I am just one of millions of gamers that still do their fair share to push the economy forward and pay taxes so things can get paid for and the less fortunate can do things like eat, live and play videogames thanks to programs like AISH.
Now I would think it's silly to punish the majority of people because they don't have enough time left after doing the right thing, so that we can keep the minority of people (who are finding themselves to have an abundance of time for whatever reason) happy.
All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.
I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.
I enjoy the serenity of not caring what your opinion is.
I don't hate much, but I hate Apple© with a passion. If Steve Jobs was alive, I would punch him in the face.
I tend to believe that the crowd-funding efforts in development are indicative to a move towards more targeted audiences, creating heavier player investment. We'll see where they go, but if the amount of money folks have been willing to throw at those projects is any indicator, there's definitely a sustainable market of MMORPG gamers willing to invest more heavily into an MMORPG with more specific gameplay goals in mind.
I know I never got far in Wildstar, I just never got sucked into the world, but honestly it never felt like a hard game. Just a very very bland and uninteresting gameworld and not all that interesting a combat system tbh.
One of the key features for me in MMO's is getting sucked into the world, and being a small piece in the big puzzle not the main hero the whole mmo basicly revolves around. That hero have no place in MMO's imo and should be 100% banished to singleplayer RPG's.
Beeing casual is fine. Just don't be boring. Make me care about the world, then you can be as casual as you like.
I must confess. I play MMO's like they are single player games that happen to have other players running around in them. That's why I like open grouping and rarely do regular groups. I play MMO's cause of the constant change. Where else can I see players get killed by guards for stealing or killing NPC's, or help out a player that's about to die?
I don't like games that nerf players for coming up with great builds, or rotating nerfing and buffing classes, or making it difficult to respec in order for the player to spend more time in the game just to be able to get the build they want.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Missing the point is also too funny.
My point was basically this. The gap between someone trying a game out and being in end-game content has come to a point where you dont have to play for hours a day. Maybe log in once in awhile.
The days of "no life"ing a game is just about over with, even if you wanted to.
I went through this 3 times, I doublechecked your CU avatar,I checked it again and then I rubed my eyes...
@ OP - sorry, but that is an obvious non-question.
No such thing as a casual game. Just a made up term by marketers to sell mini games at full price. My opinion.
30 minutes a day is the threshold for being casual now? Damn! I spend more time in the bathroom than that
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
This column seemed a bit contrived, but I like that they do try and cover both sides of each issue.
A short answer is YES. MMOs are becoming too casual. All games are. The details aren't so simple, but the reality is clear. The problem is that most games try and cater to the most common denominator. Meaning they simplify, simplify, simplify until their game is in a state in which most people can easily understand the game with minimal / no effort. Now, at a fundamental level this is actually a good thing. Bringing more people into your game = more revenue, which means you can do more with the game or fund better projects in the future. It's essential to have a decent playerbase for any given game.
That said, most games unfortunately accomplish this by sacrificing depth. Games with depth tend to have more of a learning curve, which a lot of people seem to struggle with. But instead of having games that are easy to understand, difficult to master; we tend to get games that are easy to understand, easy to master. Devs see players struggling with certain game mechanics, and rather than engineer the game to push the players to do better, we get the challenge eroded from the game little by little. Dungeons become easier, DPS rotations less complex, tanking mechanics are stupidly simple nowadays, support roles limited to basically spamming 1-2 heals and an 'oh crap!' spell.
The sad thing is we do get games that are made to be challenging. However most of them get ignored by most players, because they are 'too hard' or they 'don't know what to do'. The few that do survive seem to suffer the same fate of gradually getting simpler and simpler. For example, look at what's happening w/ the MOBA genre, the latest game HotS basically strips most of the strategy out of the game, leaving the bare minimum required to have a working game mode. The focus is almost entirely on fighting (which a lot of people praise it for), but the depth is gone.
You play for only 30 min a day and you expect to keep up with everyone else? Apart from the fact there would be no reason to spend more than 30 min in game, you are forcing the game to have very limited scope and aspirations.
The sad fact is that in five years time some players will be talking about 15 mins being the time you expect to be able to drop in and keep up with everyone else.
MMOs are not becoming too casual, that boat left about six years ago and is now a showboat that you come on for a brief go on the casino games that make up the easymode gameplay.
sure wildstar failed because it was hardcore........the attunement and the 40 main raids didnt have anything to do with it im sure
and nothing wrong with casual games , if u have something for HC players at endgame is all good.
In this time and age im sure not a lot of players are interested in contested content , or having to camp mobs for 3days ~~ thats not hardcore thats a waste of time...
and hard content? plenty games provide that...but the thing is that this games arent "fun".
To me, casual means not requiring much time. To me the problem with newer games is their not requiring much thought. not having enough customization was a perfect example. You can play a game like eve casually, but you will need to use your brain, in part because the advancement of your toon is not linear.
I think game developers are beginning the cycle back to depth in games. (Shallow, that's the word! As opposed to casual) Camelot unchained, pantheon, E:D etc all seem to show movement in that direction. I certainly hope so. I like having to think.
RIP Ribbitribbitt you are missed, kid.
Currently Playing EVE, ESO
Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and not clothed.
Dwight D Eisenhower
My optimism wears heavy boots and is loud.
Henry Rollins
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?
R.A.Salvatore
How often does a game launch go as expected. The "hardcore" players got what they wanted then abandoned it when things got tough then they blamed the game. Anything rather than admit the "hardcore" crowd was fickle and had no idea what they wanted nor any idea what to do when someone listened to them.
From my perspective, most MMORPGs are too casual. However, I have noticed a trend, year after year, of games becoming even more casual. The king of casual MMORPGs (WoW) leads the way with more and more innovative methods for the game to be easier and appealing to more and more people. Keep an eye out for WoW on iOS.
It's not only mmo's that have become casual, it's every damn game that you can't enjoy it properly just because the developers are having in mind that it has to be beaten by any 11 years old kid that their parents bought a Playstation for.
It's just disgusting, really. And it's not new either, this trend started quite a few years ago already. We wanted videogames to be less nerdy and more mainstream - well here's what we achieved.
Either you completely missed what happened with Wildstar, or my sensor is picking up someone living in a dream world. It has nothing to do with Hardcore being fickle, and everything to do with poor design.