Alright. I'll bite.
Frybird said:
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)
I thought that failed because it was shaping up to be a shit game and nobody really found it interesting. As far as I could tell at the time they couldn't decide on if it should be an arcade CoD clone or a milsim and devs and publisher were constantly talking at cross purposes about marine consultants this and that while showing a game with regen health and a bullet sponge as the player.
- 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)
I'm assuming you're talking about the Taliban stuff? I was under the impression that that was EA caving to morons? In any case, MoH was another shitty CoD clone where you had to tag along behind your AI mates so who cares.
- 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)
Did it fail though? As a new game I would think nobody expected it to blow the market up. As far as I'm aware it did well enough and most of the moaning about it was from people like Dude Huge who wanted more guns. Seriously, that guy is a tool. Another game that mixes quite a lot of genres is Deus Ex and the new iteration of that seems to have done well enough. Dishonored is also shaping up in interesting ways.
- 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)
Mirror's Edge works best in a flow, when running fast over the roofs. That's when the game is better than anything else. It's perfect. It comes together in a rushing crescendo. All that grinds to a stop when you have to repeat the same section over and over or get stuck in a stupid gunfight. Nothing wrong with trial and error if it suits the game. It did not suit Mirror's Edge.
- 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).
My guess: PoP failed because it's a rather bad game. Haven't played Enslaved though. Looks very Japanese so I won't touch it with a poker.
- Gamers want a unique experience in both storytelling and gameplay with great graphics that never gets dull and lasts over 20 hours.
And? What's the problem in wanting a good product? And even if this is what we want we sure seem willing to settle for 4 hours of Tom Clancy conspiracy drivel in form of the latest Call of Duty.
- They also expect risky, unique game ideas being turned into multi-million AAA productions.
Yes, which is why Minecraft is made by Activision and Ubisoft bought 2D Boy and World of Goo. I heard that SpaceChem was picked up by EA and was being made into a military shooter.
- Gamers generally expect every smaller, cheaper game to cost at least $5 less than they do.
Aside from the obvious fact that indie games are selling just fine, I see no issue in wanting to optimize the value you get from your money.
- 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.
See my previous answer. The developers are not entitled to our money. How they go about getting us to pay is really not my problem.
- 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.
I'm not even wasting time on this one. It's plain silly.
- Gamers don't want to have the option to buy additional content for the game because they will feel FORCED to buy it.
That certainly depends on the content. Story content, yes, that will feel like coercion. Pointless crap and skins are fine.
- 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.
Again, nothing wrong with making sure you don't get short changed when handing over your money. Perhaps devs should spend a little less on new games and price them lower to get people hooked?
I may return with more observations, until that feel free to be offended.