by Eric-Jon Rössel Waugh
Last Day of Work’s Arthur K Humphrey spoke extensively, if rapidly, of what he sees as the false and destructive conceptual divide between casual and mainstream games. Casual games are supposed to be accessible, and mainstream games are supposed to be deep. Games that are deep yet accessible are thrust into one or the other camp largely on the basis of their presentation.
Humphrey’s solution, in part: “in-between” games. His definition is “a game that takes the depth and qualities of a core game and brings it into a place where casual gamers can appreciate it.”