Any and all games are made for hardcore, and casual players, sorry to bust your bubble @Fidite Nemini.
The point of saves and checkpoints is for part of that reason, so dont have to repeat too much when getting back to the game from pausing due to kids or dog wanting out. I consider myself casual and hardcore, I can spend 24 hours on a game or more if I wished too, I don't though, I break it down. Casual players can get an hour or two within a game pretty easily. It's not like its that difficult for anyone to do any of the games. Yes, I play Bioware games for the STORY not the actual gameplay. Its nice to have the gameplay but story and characters is whats important to me, been that way since the first BW game. Also, mind you, save anywhere was intended cause people have families. I dont so, I have no reason to defend them do I? Cause I have a dog that needs attention, or a cat that knocks something over to get away from the dog, does require attention. Some relative or friend showing up and knocking on the door, a stranger could too, need to stop and save. Thereby doing exactly the same thing a Casual player would do in some instances. Am I growling when I say all of this, nope.
I'm just pointing out that all games are made for anyone to play in that ESRB setting, not hardcore or casual.
I didn't represent my point accurately, I apologize:
"Casual" gaming is not about how much time you spend ingame. "Casual" gaming, at least to me, is about how much time you spend outside the game. That is not how many hours you play the game, it's how much time you spend understanding the game, attuning yourself with character builds, planning strategies, power/ability rotations and character/build synergy.
DA is not "casual" in the way that you're not supposed to just play and win. There's builds to decide on, do you want to focus your build on single target abilities, or AoE? How do you set up your party to deal with that build, do you micro manage them to get away from AoE casts, or do you build them to survive the hits (assuming friendly fire). If friendly fire is disabled for you, how do you build your party to synergize? DO you have a guy that can pull aggro so that a DPSer can do his work without having to kite enemies all the time? Is that aggro draw a tank so he can survive it, or do you have to create a sufficiently synergized group to be able to reduce the enemies fast for the aggro draw to get through the fight? Do you have a healer or do you focus on just wasting every enemy with overwhelming force before they can really hurt your party?
If a game goes to the extent to including all those mechanics and the decisions, the trade-offs that come with those, it should be easy enough to just beat without any consideration into dealing with those mechanics. You shouldn't be able to just pick something and go with it and it will get you through the game.
What I define as "hardcore" opposed to "casual" is that a player has to understand the game and master it to some degree. To actively overcome a challenge and not just play without any real resistance. That's the line I draw between those two terms.
A "casual" game, you just jump into, you play and you win. Sure, you can do better than just win, you can crack highscores if you work to improve yourself, but it isn't required to just win.
A "hardcore" game, you jump into and if you don't make the effort to understand it, it will hand you your ass after beating your character bloody and showing you the game over screen.
DAO was "hardcore". That Ogre in the Tower of Ishal was the game over point if you didn't understand the kiting and party mechanics. Some might say it was too hard and I can agree with that to some extent.
DAII was "hardcore". If you didn't synergize your team, the enemy hordes would just whittle you down.
ME1 was only "hardcore" on the aptly named Hardcore difficulty and above. If you played Veteran or below, you could just run and gun through the game without any consideration to build, party synergy or even bothering to use the cover system.
ME2 was "hardcore". It required you to use the cover system and the correct weapon for the correct type of enemy defense even on low difficulty unless you were really good at aiming (which usually means the player isn't much of a "casual" to begin with).
ME3 was only "hardcore" on the highest difficulty pretty much like ME1. On lower difficulties, you didn't need to understand the different possible pathways through the maps, didn't need to understand gunplay or even use the cover mechanics.