I think the issue over “casual friendly” vs. “hardcore intensity” is less about general difficulty/complexity as it is the relative difficulty/complexity to the player’s level at the time. In other words, the learning curve. The “splitting down the middle” Street Fighter IV did I think was an example of Capcom attempting to craft something like a gradually rising bar. How successful they were is up for debate but I think what they were going for was something like:
Step 1: Easy to access. New players can get the feel of the game with extreme ease.
Step 2: The process becomes more intense as they play, learning how to properly apply what they picked up so easily.
Step 3: Eventually getting more intense with 1-frame links and the like. The game is back loaded with all the hard stuff as the last few things to learn.
I’m going to use VF as an example because I think it works for what I’m getting at. VF is pretty front loaded. It’s not very newbie friendly because right away a new player realizes that just moving around the arena properly requires some effort. There’s a couple of hurdles placed right at the beginning. And what do you know? It’s less successful than other games. I don’t think it’s because it’s hard. I think it’s because people run into the “hard” earlier than they’d like.
When people complain about things being “too hard” or “too complex” I think they’re imagining it like a track with a series of hurdles. They don’t want to get hit with a hurdle too high right at the beginning. If they do they call that “too complex.” If the game is back loaded, though, those “too complex” things don’t look so bad because by the time players realize they’re there they’ve already become pretty proficient.
What they want (and what I suppose Capcom was going for) was something like a track with hurdles of gradually increasing height. I actually think that’s the ideal. The game is accessible but has enough meat to sustain a long life. The problem is that not too many games get it right. Either they oversimplify it and inadvertently peel off a lot of the extra layers that would have made the game more interesting in the long term, or they end up doing something wonky like SFIV and have super lenient inputs mixed with 1-frame links. I think Tekken is one of the more successful at it. Super Turbo, too. Maybe the Alphas.