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Culture War Roundup for the week of April 1, 2024

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I can somewhat agree on one case where catering to a lower-skill strata really does take away from the experience of the higher-skill strata.

There are games where everyone, by definition, has to have the same content - the multiplayer games such as Dota 2. Same map, same heroes, same numbers. A complaint that the devs casualized some high-skill-floor hero like Invoker would be perfectly valid here, since the sweaters can't enjoy him afterwards.

Even then, provisions have been made such as Turbo Mode, which makes a match go faster through sped up progression and thus (arguably) less strategically deep.

In singleplayer games, the impulse to exclude the casuls from the game entirely is vastly misplaced, its logical conclusion would be that game completion recordings can't be uploaded to Youtube so that the gamer lords can truly feel like an exclusive elite. I don't buy the justification that "adding difficulty modes takes away from development time that could be used better". It's not that hard. It would take more development time to tweak the only difficulty level just so, in order to maximize sales and player satisfaction (and companies will want to do that because they want money, not a sense of pride and accomplishment).


I do not recall any examples of a non-videogame activity where participants specifically take pride that this activity is hard and impenetrable for casuals even at the lowest stakes where it still counts as the same activity. Sports, crafts, art, puzzles - they all have their little leagues, amateurs and easy modes. Still there is no small amount of pride and renown that is won by engaging into them at the highest level successfully.

Can you provide any examples to the contrary?