So...a total non-answer.
Hey, when people say stupid things I like to point them out.
If you follow it back, the discussion started by Wools mentioning that the OP was wrong in assuming that GT6 was targeted at casuals. One of the questions in the OP is:
Even if we take the vague "casuals" terminology out of that question, asking whether the apparent poor sales of GT6 will lead Polyphony to widen or change their target audience is kind of interesting. Defining the current target of GT6 is the first stage to answering that. If you can't say what GT6 was aimed at then you can't say whether it might be to Polyphony's benefit to alter the audience, or whether it might conflict with any of their explicitly or implicitly stated goals for Gran Turismo in general.
Hence we get into a discussion about exactly what GT6's target audience was. I believe you can read quite a bit into the design decisions that were made in GT6. Wools does not, and somehow believes that professional game designers made an entire game purely for their own entertainment. Perhaps it's true, although he still has no reasoning to support this and presumably will never share any now.
I get snarky because people come in here and try to justify design decisions with stuff like "petrol head content" and "made with love", which is at best obscure and at worst just dribble. These things don't lead to discussion, they're the preamble to a valiant defense of the game that they love.
It's all well and good to love the game, but it's possible to have a reasoned discussion of the pros and cons of certain design choices without ever bringing your personal feelings on the game into it. For example, there are valid reasons to argue for putting the game on PS3 at all. In hindsight, it was probably almost certainly the wrong call, but at the time the decision was made (say, a year before GT6 release) I could think of compelling reasons both for or against. Which way you decide is a bit of a coin flip given the information at the time, and you live with the consequences.
Likewise, there is discussion to be had about which design decisions actually betray information about intended audience, and which are simply byproducts of some other restriction. I know what I think, but I can't think of everything and it's at least interes
Being a casual game has everything to do with sales. The target audience of a game is core to it's overall design, feel and appeal and will have an obvious impact on sales. I know there's been a lot of discussion the last couple of days but IMO there's no question GT6 was aimed squarely at the casual player. Doubling down on rubber banding alone puts it into the casual category for me but there are many other reasons as well. Locking the arcade driving aid SRF on in some TT's is one. Continuing with the whole "grinding" approach to building a garage is another. The ability to put F1 qualifying slicks on any car is part of it. Very simplified tuning options that didn't progress through the PS3 generation and don't include the most basic of sim options like tire pressure, the monitoring of specific tire temperatures and more advanced options for damper adjustments. The inclusion of assets from the previous generation points it in that direction.
Sales will be affected if that kind of game design doesn't have the same broad appeal it has in the past. Does a grinding approach to the career appeal to 10 million players at this point or would the player base be better served if there were multiple paths through the game? As in the option of different approaches from sandbox to a classic GT career, to smaller, more targeted or possibly user created careers in between. Do players want more of a targeted approach to gameplay with more exciting and involved Seasonal events and ongoing updates and the inclusion of DLC content into the career? Do players want the option of very challenging AI? Do players want the option of more involved, more complex tuning? Do they want SRF locked in seasonal events or should we have 2 separate leaderboards, one with a fixed set of "realistic" aids and the other wide open? All these game design choices, and others, make a difference in who buys the game and how many people buy it.
I think where people get confused is in separating their approach to the game with the design of the game itself. I would classify myself as hardcore, as I had no interest in any of the above things I just described and instead I skipped the career altogether with a money glitch, and headed directly towards tuning, hotlapping, competing online and only putting effort into TT's with what I thought were realistic tires and without SRF forced on. That doesn't make the game hardcore, it still makes it targeted towards the casual player in general, I just sidestepped all the parts of the game I didn't like and headed towards the parts of it I could make hardcore.
ting to consider what others think. But that's impossible if their reasoning is couched in catchphrases and love letters.
As much as there's two camps of thought on GT6 (and everything in between), it's still possible to have discussion. But it requires people to be objective, and not turtle up every time someone mentions something that GT6 does badly. Or well, for that matter.