‘Casual’. It’s a word that is thrown about quite a lot in reference to a gamer who is dirty, dishonourable and disease-ridden. I’ve used it. Probably a little too much. I know you have too. But what does it mean? And why is it such a taboo to be a ‘casual’ gamer’? If you look at the Oxford English Dictionary for the definition of ‘casual’ you will find the following:
“‘Casual’ (gamer); Someone who should not be touched. Plays games every so often and thus has no right to have an opinion on what they are playing. In fact, they have no human rights at all. Should be alienated and segregated by all other gamers, especially the hardcore. (Synonyms: Dirty, filthy, base, repulsive).”
Okay so that’s not completely true. Although if we were looking in a dictionary made by gamers, for gamers, then that’s probably what you would find. The actual definition of ‘casual’ has multiple meanings:
- Subject to, depending on, or produced by chance; accidental, fortuitous.
- Of persons or their actions: Not to be depended on, uncertain, unmethodical, haphazard, ‘happy-go-lucky’.
- Showing (real or assumed) unconcern or lack of interest.
I think that for the purpose of this exercise, I will look at two concepts in relation to these definitions; games that are deemed ‘casual’ or are intended for the ‘casual’ audience, and said audience themselves.
To me, particularly in relation to gaming, the word ‘casual’ is synonymous with one other; ‘simplification’. Now don’t get me wrong, I am not attacking accessibility. But there is a difference between a title or series that has say a good, intuitive control system, and one that offers ‘go here to win’. Over the past few years, it has become clear that many games and even originally existing series, have simplified aspects of their titles, altering or altogether removing systems that could be deemed too complex for newer or more ‘casual’ gamers.
As an example, I’ll refer to recent changes in World of Warcraft (as I mentioned it in my previous article, it will also serve as a shameless link). The talent system in World of Warcraft was relatively complex. It allowed a great deal of customisation for the player to tailor their class to how they wanted to play. A great sense of community was established offering the best builds for the best situations. I personally never constructed my own build, and relied on the intelligence of others to provide me with the most efficient talent path. Now, the whole system has been overhauled, as outlined on the official website:
“Perhaps the most exciting of these changes is the removal of the old talent tree system. Rather than each class having three separate trees, one for each specialization, players will now choose talents from individual sets which are awarded every 15 levels. Each class will have its own selection of talents, and the entire list will be available to all characters of that class regardless of specialisation.
Each talent set is comprised of three talents which fall into a clear “theme.” Some sets will offer utility such as movement speed increases and boosts to survivability, while others will reduce the costs of certain situational abilities. Currently, the goal is to avoid making any particular talent mandatory or to have them play a role in ability rotations directly. Instead, they’re intended to give players interesting ways to customize their characters according to their preferred playstyle.”
Now, anyone who has not played World of Warcraft will not understand the emotional trauma that this will cause to older players. For new players, it will be great. It will be accessible, and it might even be preferred by some older players. But anyone who welcomes this system will be labelled a ‘casual’. This simplification principle does not just apply to World of Warcraft but to other series that were great back in the day, including Call of Duty, Medal of Honor and arguably, Team Fortress 2. And every series that becomes ‘casual’ is guilty of what is apparently a sin, trying to make more money by increasing their audience.
Cover systems, microtransactions and simplified controls are all guilty culprits contributing to the ‘casualisation’ process. But why is making a game more appealing to the ‘casual’ market such a bad thing? Why are developers condemned when they seek to attract more players to their titles? Is it something to do with the types of people that are deemed ‘casual’ gamers?
If I haven’t already made it clear, ‘casual’ gamers get a hard press. They don’t play games regularly, or at least nowhere near as much as the so-called ‘hardcore’, who eat, drink, sleep and make sexual relations with their games (come on, I know some of you want to). Because of this, the ‘hardcore’ audience feels that they have much more right to judge a game with more gravitas than any ‘casual’ player. On the one hand, this is absolutely true. People who play games regularly tend to have experienced a much wider variety of titles within a certain genre, and thus are able to shape a calculated, well-thought out assessment of what they have played in relation to other similar titles.
On the other hand, one could argue that going into a title without experiencing any others of the same genre is a perfect way for one to form their own opinion about the game. They are not biased towards say an RPG they have played before, and because this new title doesn’t have X or you can’t do Y, it’s automatically terrible. It’s a conundrum, but that’s why there will always be two sides of gamers; the ‘casuals’, and the ‘hardcore’.
But what ‘hardcore’ gamers tend to ignore is the fact that opinions on games are just that. They are opinions. Subjective. Who has the right to say that because one person gained less of an emotional connections to a character than another, that automatically makes the game bad? Furthermore, just because one person plays games less than another, their views are automatically irrelevant?
What is or isn’t ‘casual’ is also subjective in the end. Cover systems are not objectively ‘casual’, neither are waypoints, or mini maps. The problem with gamers today is that they refuse to adapt. Some gamers forget that they are fortunate. Some people never get the opportunity to play games when they are younger. Their families might be poor, or parents might tell their children that playing games is a waste of time. When people ultimately decide to get into gaming, they don’t want to be alienated by a series of complexities that they will never grasp because they haven’t played games before.
Also, one more thing. These ‘casuals’ you hate so much, they’re supporting the same market that you do. Without them, the gaming industry would be nowhere near as big as it is. And that special hardcore game you love so much that no-one else, particularly a ‘casual’ would be able to play? It probably wouldn’t exist if it wasn’t for their support of the industry.
Remember that the next time you negatively brand someone a ‘casual’.

















I wrote something similar to this and arrived at about the same conclusion. Good read.
Thanks a lot John.
I don’t have a problem with what we deem “casual” gamers.
What I do have a problem with is the direction many games, franchises, and publishers are going in an attempt to appeal to the “casual” gamers. Sure not everything people deem as casual is a bad thing, like waypoints/checkpoints. But I do think a lot of the things being implemented take away from what games used to and some still are, which are their own little stories, worlds, what have you to explore. I am not talking about things like reducing the complexities of some systems like the talents in WoW (which is a shame for sure), but more of how the game is played.
Most games are scripted now and very linear. Not only that, there are usually maps pointing you which way to go, what to do, where to do it, how to do it, etc. There is very little to satiate people that are looking for something to explore and learn more about.
A lot of things in combat mechanics for games have changed too, which make it relatively easy to get through. Some games have solved that by choosing a difficulty, but their mechanics are still fundamentally the same. That’s why, at least to me, The Witcher 2 was a nice change of pace because it was very unforgiving.
I dunno, I still don’t have a problem with casual gamers, but I have a problem with where gaming is going because of the rise of casual gamers.
This still isn’t fleshed out and I’m not sure if I said even what I wanted to say. Hopefully my point will be seen by someone though.
I don’t have a problem with what we deem “casual” gamers.
What I do have a problem with is the direction many games, franchises, and publishers are going in an attempt to appeal to the “casual” gamers. Sure not everything people deem as casual is a bad thing, like waypoints/checkpoints. But I do think a lot of the things being implemented take away from what games used to and some still are, which are their own little stories, worlds, what have you to explore. I am not talking about things like reducing the complexities of some systems like the talents in WoW (which is a shame for sure), but more of how the game is played.
Most games are scripted now and very linear. Not only that, there are usually maps pointing you which way to go, what to do, where to do it, how to do it, etc. There is very little to satiate people that are looking for something to explore and learn more about.
A lot of things in combat mechanics for games have changed too, which make it relatively easy to get through. Some games have solved that by choosing a difficulty, but their mechanics are still fundamentally the same. That’s why, at least to me, The Witcher 2 was a nice change of pace because it was very unforgiving.
I dunno, I still don’t have a problem with casual gamers, but I have a problem with where gaming is going because of the rise of casual gamers.
This still isn’t fleshed out and I’m not sure if I said even what I wanted to say. Hopefully my point will be seen by someone though.
Andrew, you comment on the linear-nature of games, but weren’t most games of old linear? There was only one route to the end of the game. And take classic Mario titles for example, they have next to no combat mechanics; jump and the odd pick up. And yet would we call them casual?
Maybe I’m missing your point?
Well you have to look at games like the 2d Mario, or really most Mario games, in a totally different light and I don’t think those were the types of games we were really talking about here anyway.
When older games were linear, and there were definitely a lot, they didn’t feel like it. There wasn’t something pointing you where you need to go specifically, you just had to go that way on your own. It gave you the feeling of not being linear, when, in fact, it was.
I guess what I am trying to say is that games coddle a player way too much now. Unnecessarily so, even if they were trying to target “casual” gamers.
You realize that “before casuals”, video games sold too, right? I don’t care how big the industry is, I care about titles that were vandalized and corrupted just so they could be sold to casual gamers.
It’s really the companies fault, though. They don’t care about making good video games, they just care about increasing their income and selling trash to idiots is a very good way to make money.
I am aware of this yeah. However, as technology advances then so do production costs. Hence there is a need to increase profits.
You are right that some companies only care about making money.
Everyone wants to make a good product though. It’s always in a company’s best interest to have a good image so that people feel safer buying their products.
If a company had a shoddy product then though they may sell some copies, they will lose some lifetime customers because of distrust. Reading comments all over the place from people refusing to buy EA games or Activision games tells me that negative company image hurts in some degree. That is unless those people are lying about their convictions.