And this is the problem. Too many times developers only look at the people who didn't like the first game and basically taking their input as the sole reason for the changes that make it into the sequel, in a way, assuming that everybody who liked the first one will like the sequel regardless of the change and everybody who didn't like the first one will like the sequel due to the changes, meaning more money. But they don't realize that they are shooting themselves in the foot over the short term growth while loosing the focus of the long term fan base. This is how game developers fall - trying to please everybody soon means you are pleasing nobody. While people who didn't like the game do have a say on future changes, it strongly appears at time what they have to say has too much weight on the changes.Zedar0 said:From what I understand, he didn't mean that, to put it in terms of Dragon Age, only people who loved Dragon Age 1 should have had input on Dragon Age 2. I believe he's referring to what amounts to a Black Ops player complaining about Assassin's Creed because it's not modern and isn't an fps, or whatever--essentially someone who had no serious interest in the original because it wasn't to his tastes, but would play the next game in the series if it were homogenized to whatever extent. Expanding your audience that way sounds nice on paper, but by doing this, you also turn your back on the people who actually cared about and enjoyed the first game as it was, even if it wasn't perfect. Improvements are one thing (see AC2 versus AC1), but improving it in such a way that the game takes a different direction (DA2 compared to DA:O) is something altogether different, and I think that's what Saelune was getting at.
I understand games are expensive and a bigger market is required to support current and future budgets - but is selling the soul of a game just to garner a few extra sales worth it?
While I don't mind revisiting locations in games (perhaps months or years later in game timeline) - a bit of necessary evil in big complex RPG's, I find that its 100% inexcusable that all caves share the same map - from the The Wounded Coast to Sundermount. Generic dungeons share all the same map; except for the visible doorways that don't open between dungeons A B C & D ... *sigh* Its like the DA2 team decided the best idea they could copy from from ME1 was the universal map lay out of all the underground outposts.