bug_of_war said:
Reading most of these "what I would do" just makes me glad NONE of us are in charge. Seriously, most of these ideas would stagnate the industry and we would be back to playing crappy games.
Oh man, as someone who's actually worked in the industry, it kind of funny reading these from the gamer perspective only.
Most of my changes would be on the developer side of things but I don't know how much of it would make any sense to you guys. Other than less focus on graphics and more on interactive elements (i.e. get rid of non-interactive cinematics), and give enough time and budget for a game to be polished and not feel rushed - You'd still want to have deadlines so games can focus on important elements and not end up like DNF, so like give a minimum 2y, max 4y dev periods, not <2y rush jobs. Granted it would depend on scope, a small mobile puzzle game wouldn't need as much time.
From a consumer stand:
Better PC ports and support mod communities with editors, or at least file formats.
Lower prices so the new price point is like $30, not $60. Valve has already shown that dropping the price by 50% could result in a 370% increase in sales [http://www.shacknews.com/article/57308/valve-left-4-dead-half], so you make more, not break even. Problem is that it's not just retailer/publisher mentality that keeps it at that level, but also gamer perception of game quality, where a $60 game is considered AAA and anything $20 and under is shovelware. But now we've seen a perception shift with games going on sale and such a year later and people waiting til then to buy the game, so why not do it on launch instead?
Remove DRM beyond any sort of online one time authentication, so you can still allow used sales. But have a nice incentive to buy new, not just with an online pass. I'm thinking a unique "I bought this new" skin via the first time the key has been used, that you CAN'T get via regular online store methods. I'm sure people will complain about this, but with the shift of games from physical to digital, you lack out in collector's editions goodies. I love that my Baldur's Gate 2 CE came with a T-SHIRT that you can't get anywhere, so I can walk around with it and basically act like free advertising. Heck, make it so you redeem said key for a REAL t-shirt (saves the problem of having the wrong sizes bundled with the game) so even pirates can't get it. Mind you it should to be coupled with the above price decrease though.
Arachnophobia mode, a toggle that converts all spiders into bears. [http://social.bioware.com/project/1013/#details]. It MUST be bears, and yes it will require bears to have wall climbing animations and dangling from the ceiling by webbing from their butt animations - but HOW IS THAT NOT AWESOME?
o/` Spider-Bear, Spider-Bear, does what ever a spider - and bear - can! o/`
(Disclaimer: While real spiders give me the heebie-jeebies, I have no problem with virtual ones, but I know some people who are.)
Be a bit more open about the dev process (i.e. via blog). While obviously we don't want to spoil the story to the readers, but things like saying "Yeah we changed X or cut Y because of Z" so people know the reasons behind what it was done as not to create unrealistic expectations and have the player base speculate (often wildly and incorrectly). And be willing to admit "Yeah we screwed up" - that way the audience knows we're not infallible and to stop creating this 'on a pedestal' perception where they can do no wrong and it must be due to the evil publisher. And the players could be more forgiving for features that didn't live up to expectations the way we thought they would on release.
Adjust reviews so it's more on a -2, 0, +2 scale (for 5-stars) where 0 is considered average, so the medium isn't 7 or 84.5% value anymore. Basically start off with 0, and give or take away a point or half-point depending on how good or bad a feature is. Get rid of the 100% scale, as at that granularity it's hard to look at a 79% game compared to a 81% for some people, while it's much easier on a 3/5 star vs. 4 star game with the buffer it offers.