Take your pick:
-Common sense logic.
-Steam statistics.
-Statements by Firaxis (if they exist).
-Comparing to other games, using statements of their devs.
-Comparing Civfanatics averages to whole community averages.
-etc
A bunch of places. As already mentioned, Steam achievements for difficulty setting skew heavily towards easier difficulties. But its also a general trend in the industry. The dev team for Hearts of Iron 4 have started that the majority of players use lower difficulty settings, for example. The simple fact is that the vast, vast majority of video game players, console and PC, are "casual" in the sense that they play games to have fun, however they define that. People who play for a challenge or to constantly improve at a game are a small minority but they are also the most vocal and tend to show up more frequently on forums and so on.
It's my fault for stupidly quoting the entire phrase. It's obvious Civfanatics will have a higher proportion of highly skilled players. My doubt about
@Eagle Pursuit statement was only in regards to his assertion that the proportion of high skilled players is shrinking. I want it to be clarified what the argument here actually is. If more players are willingly engaging with Strategy games, a genre which used to be niche, then it is to be expected that the average skill will be lower. Up to this point there's nothing to argue against. However, it seems a lot of people are concluding from this that players in general are becoming more casual, which seems to me... evidently false? The floor of player competency has increased, not decreased.
There is a weird argument being made analogous to this: The population of people able to do Algebra increased over the last two centuries. The overall quality of the actual Algebra being produced decreased, evidently, since it used to be conducted by a niche of highly skilled users. We therefore conclude people are worse at Algebra today than in the 1800s.
The simple fact is that the vast, vast majority of video game players, console and PC, are "casual" in the sense that they play games to have fun, however they define that.
This definition is too vague to be useful. When talking about "casual players" it is almost always implied that these are players who wish to enjoy a game without having to deal with too much resistance or hassle. But I don't think the evidence supports that, it's a dubious argument at best.
1.
@InsidiousMage How is it a trend in the industry when we are in the era of Elden Ring topping steam charts, along with its DLC which is only accessible to highly skilled users? The base game is already at 25 million copies sold.
2. Your comment about Hearts of Iron 4 skims over the fact that it is Hearts of Iron 4. Paradox Entertainment games have become more popular, not less. And they follow a DLC model with expansions that add game mechanics that further increase the complexity and granularity of the game.
3. Civilization VI leader and civ abilities are more complex than the ones designed for Civ IV. Warhammer 3 is a considerably more complex game than Shogun 1. AoE4 civ designs are more complex than any of its predecessors. In City Builders, City Skylines is a more complex game than SimCity. Anno 1800 is a more complex game than Caesar 3. You could probably look at any genre, from Fifa games to fighter games to racing games, etc, etc, and realize the baseline to be competent at those games is higher than it used to be.
4. Multiplayer is a thing. It has become more popular, not less. It is inherently competitive.
5. Roguelikes have grown in popularity.
6.
@Arcaian I checked the charts, and this is the breakdown:
At least Settler - 37.3%
At least Chieftain - 33.5%
At least Warlord - 31.7%
At least Prince - 29.4%
At least King - 14.7%
At least Emperor - 10.1%
At least Immortal - 7.5%
Deity - 6.4%
This gives us the following breakdown of players winning at least once at each tier:
Settler (37.3 - 33.5) -> 3.8%
Chieftain (33.5 - 31.7) -> 1.8%
Warlord (31.7 - 29.4) -> 2.3%
Prince (29.4 - 14.7) -> 14.7%
King (14.7 - 10.1) -> 4.6%
Emperor (10.1 - 7.5) -> 2.6%
Immortal (7.5 - 6.4) -> 1.1%
Deity -> 6.4%
Resulting in:
39.4% of default difficulty achievement (14.7 / 37.3);
39.4% of higher than default difficulty achievements ((4.6+2.6+1.1+6.4) / 37.3)
21.2% of lower than default difficulty achievements ((3.8 + 1.8 + 2.3) / 37.3)
Even if you give some leeway for the 6.4% Deity wins, which likely include shenanigans, the disparity is still huge. There's a ton of people willingly engaging with higher difficulties, and more so than with the lower difficulties.
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I'll remain sceptical about the supposed "casualization" of the player base.
I accept more people are playing games in genres that used to be niche and companies will want to cater to them. I see it as a sign of people seeking to be challenged.
Edit:
@Solver you replied to me while I was writing this post.