Thats...not being lazy. Thats having options. Lazy would be if a game was engaging but the player refused to do any work, or soemthing similar.
Would you call a viewer lazy if they refused to watch a movie till the end if they did not like it? Of course not.
When you recommend a movie to a viewer, and he watches just the first five minutes before turning it off by saying something like "I don't like it", he is being lazy (or stubborn, I like that word too). This works for almost anything that can be considered art. And what I have learned in the contest is that you
must consider the players as lazy ones. That's what it means calling them that. That you have to consider them that way, in order to build a game that will defeat their lazyness/stubnnorness and get through to them.
It is not the laziness of the player, it's the lack of marketing/design from the developer. It's your responsibility to attract the attention of the player, not theirs.
I really have to wonder if any of you are actually reading both what I said and your responses, as everyone is saying the same yet everyone is disagreeing.
If you don't want to call the players "lazy", don't do it. Someone called them stubborn and it may be even more appropriate. Nobody is insulting the players, if that's what you fear. And of course I'm not blaming the players for not playing my game or anyone else's: it's just that as a game designer, from now on, I'll consider that player lazyness and take it into account when making games.
As you said, it's the developer's duty to attract the attention of the player, and that is because the players are,
generally speaking, lazy/stubborn/whatever you want to call them. You have to please a difficult public, because there's a ton of choices out there and yours must be somehow special. They won't put any effort into sticking to your game because they can always pick another one. Considering the players as lazy or stubborn is a very good
starting point if you want to make a game that gets to many different people.
So, everyone... instead of debating semantics, wouldn't it be better if you said what you think you can do to attract those players who you think might like your game, but who didn't play it enough or at all? Was your game selling point
really the selling point? Did pleasant graphics and sound help at it being played? Did you tone difficulty down a lot so it could be more accessible?