JC Daxion, on 01 September 2017 - 07:54 AM, said:
The problem is the costs have ballooned because of expectations. People want full voice, people want great graphics, people want great cut scenes, people want tons of options in interactive options and branching tree. Go look at games made in the 80's and early 90's and look at the credit lists. Lots of great games were made with 5-10 people. now a game takes 20-50-100, top games can have 200+ easy..
The only games that even come close to replicating the early days, like 80's-90's are little indy games. I could easily give you a list of great games made by small teams. What do they all have in common? very small player bases, and not a ton of sales. Still i find many fantastic games.
Heroines quest, Banished, Blackwell legacy, Sunless Sea, legend of Grimrock to name a few.. None of these sold millions of copies, nor have large teams, all excellent bugfree games. But if you released a game that looked and played like mech 2 these days, i don't think it would have huge sales. It would be just like the games i listed. Small indy games, with hardcore fans.
See thats why I disagree, those indie games show it is not the people who want these phat graphics n shizzles. It's the companies who think they need to make those graphics and shizzles, and thats why they focus so much on these that they simply do not make a proper budget and invenstment into stoprylines and gampeplay. just rememmber that overdone "next gen" advertising stuff, generally most games advertising with "next gen" are bad anyways.
because if what you say would be true, those indie titles wouldn't be such success. I think minecraft and terraria really showed that it's not about graphics. And terraria is surely not even a casual game.
Also Wasteland 2 is already out since 2014 and it has its 82% positive on steam, so as you can see amazing graphcis aren't that improtant.
Bishop Steiner, on 02 September 2017 - 10:53 AM, said:
I for one never said they are too focused on the visuals. But they do use glossy visuals to cover the fact most have no depth whatsoever. And that tends to work for the monetization side, too. It's the Bayformers syndrome.
like titanfalls, looked amazing, hype sold it, but people abandoned it superquickly because it had the depth of the water in river city.
Edited by Lily from animove, 04 September 2017 - 01:07 AM.















