Following both gaming media and gamer reactions in recent years, i've come to the following conclusion:
- Gamers want more realistic games, but they don't want real scenarios (That's why Six Days in Fallujah failed)
- Or any implications to it that may differ in the slightest from what they see as acceptable (The whole thing about naming the opposing multiplayer teams in the latest Medal of Honor Game)
- Gamers want a more mature approach to storytelling as long as it doesn't involve any mature controversial elements (See Tomb "It's not acceptable to show a criminal modern-pirate-like-scavenger-guy touching a young, frightened girl inappropriately because that is sexist" Raider)
- Gamers want fresh, interesting elements and remixes of common genres as long as they are implemented perfectly from the start and are fine to everyone's taste (That's why Mirrors Edge failed)
- That said, gamers don't want a trial-and-error approach to gameplay, except when they do (That's also why Mirrors Edge failed while Demon's Souls was praised by a majority of hardcore gamers)
- Gamers also don't want to be hold by their hands an helped by the mechanics throughout the game (That's why Prince of Persia 2008 and Enslaved equally failed).
- Gamers want a unique experience in both storytelling and gameplay with great graphics that never gets dull and lasts over 20 hours.
- They also expect risky, unique game ideas being turned into multi-million AAA productions.
- Gamers generally expect every smaller, cheaper game to cost at least $5 less than they do.
- They also are only willing to buy a game at full price if it has a long lasting feature-rich multiplayer as well as state of the art 3D graphics.
- Gamers expect a fully featured game that seamlessly implements every ambitious idea or storyline every designer working at the game right from the get-go, releasing one year after the announcement at the latest.
- Gamers don't want to have the option to buy additional content for the game because they will feel FORCED to buy it.
- Gamers are willing to support sequels of ambitious, critically lauded flops despite the obvious concerns of the publisher that it may bring them huge losses. After all, they totally bought and loved the first game when it was in a $3 sale on steam.
I may return with more observations, until that feel free to be offended.
- Gamers want more realistic games, but they don't want real scenarios (That's why Six Days in Fallujah failed)
- Or any implications to it that may differ in the slightest from what they see as acceptable (The whole thing about naming the opposing multiplayer teams in the latest Medal of Honor Game)
- Gamers want a more mature approach to storytelling as long as it doesn't involve any mature controversial elements (See Tomb "It's not acceptable to show a criminal modern-pirate-like-scavenger-guy touching a young, frightened girl inappropriately because that is sexist" Raider)
- Gamers want fresh, interesting elements and remixes of common genres as long as they are implemented perfectly from the start and are fine to everyone's taste (That's why Mirrors Edge failed)
- That said, gamers don't want a trial-and-error approach to gameplay, except when they do (That's also why Mirrors Edge failed while Demon's Souls was praised by a majority of hardcore gamers)
- Gamers also don't want to be hold by their hands an helped by the mechanics throughout the game (That's why Prince of Persia 2008 and Enslaved equally failed).
- Gamers want a unique experience in both storytelling and gameplay with great graphics that never gets dull and lasts over 20 hours.
- They also expect risky, unique game ideas being turned into multi-million AAA productions.
- Gamers generally expect every smaller, cheaper game to cost at least $5 less than they do.
- They also are only willing to buy a game at full price if it has a long lasting feature-rich multiplayer as well as state of the art 3D graphics.
- Gamers expect a fully featured game that seamlessly implements every ambitious idea or storyline every designer working at the game right from the get-go, releasing one year after the announcement at the latest.
- Gamers don't want to have the option to buy additional content for the game because they will feel FORCED to buy it.
- Gamers are willing to support sequels of ambitious, critically lauded flops despite the obvious concerns of the publisher that it may bring them huge losses. After all, they totally bought and loved the first game when it was in a $3 sale on steam.
I may return with more observations, until that feel free to be offended.