There is a difference between “mass appeal” and “accessibility,” though some word-slingers and comment fanatics find the terms interchangeable. Who uses them determines a large part of their meaning, as a lot of gaming discussion also determines who belongs to the “in group” and who belongs to the “out group.” Games striving for mass appeal tend to come from a series or lineage of some sort that include conventions that appeal to hardcore gamers but also attempt to broaden their audience by watering down complex features. The phrase is used pejoratively, devaluing other gaming styles while calling out developers with their eye on gaining more customers. Accessibility is a design philosophy that opens up games to more people without changing the experience for the original audience. It also aims to value a plurality of gaming styles instead of “one over all others,” such as higher difficulties being the ultimate vision or true version of a game.
Arguments concerning mass appeal and accessibility frequently occur over RPGs, a genre going through an identity crisis by trying to satisfy the old guard while fighting stagnation by expanding into new territory (the purgatory of the “give us something new but keep everything the same” demand of gamers). A focus on stats or numbers in general is often included in many gamers’ definitions of what an RPG is, but the focus on micromanaging numbers is the only one way to express character progression. It is far more likely that statistical progression is a given and that a game is built around such progression rather than an organic component of what it means to be an RPG.