kofeiiniturpa;n9290411 said:
But there's no thinking outside the box anymore, no exploring the possibilities nor the more unconventional solutions. No. It's always taking the safe and familiar and safely profitable.
If the point is to create innovation in the gaming industry, does it matter if it's based on old or new games? What should matter is if said innovation fits in, works and sells well.
A game can appear to be supperficially casual, and have its marketing focused on that thin layer to appeal to the majority of gamers. You got to fool the audience in entering the circus before showing what's inside. Then after playing a few minutes, that deepness will be presented to the players.
The costumers are only scared of hardcore stuff because they didn't tasted it yet. They see it as boring and complex. This is called the James Cameron Aproach, that old rich bastard sold to the whole world a movie about blue aliens agains't robots, but in the end the audience is was caught in surprise when they started asking some deep philosophical questions, guess what? Avatar made 2.7 billion fucking dollars son. Avatar 2 will probably be no different because people didn't forgot the first one.
Why does the majority of developers doens't use this strategy you ask? Why are they afraid to go deep and realise that's economically easier to not go deep, since they could use this whole "deep/hardcore game pretending to be superficially casual" aproach? Cause they see the whole gamers demographic as a complete different thing from the movie theatre goers. This is caused by the simple fact that no AAA has gone that deep before. It's not only important to go deep to please the hardcore gamers, what makes costumers keep buying the same product over and over again, is how powerfull its emotional impact can be, in other words, how long and how much does the game/movie entertain them.
- If you gotta sell an idea, you got to make it simple.
- If you gotta make sure your costumers keep buying said product, you gotta make it deep and entertaining.
Most companies only sell litteral superficial games, focusing only in the idea, cause it costs less to them. But heres where it becomes serious, CDPR needs to prove to the market, therefore there's a big chance of us seeing them both valuing the idea and making a deep product. CDPR is going agains't the tides, and they're going deep.
That's why CDPR has bet this whole 10 years on hardcore gamers, because they're a dying breed and they're loyal. What all these gaming companies doens't get is that casuals are no different from hardcore gamers, while the casual is inittially persuaded by the simple idea he will eventually be taken away by how fun, immersive and replayable the game or movie is.
CDPR has already conquered the hardcores, there's only casuals left, which represents the majority of the gaming population.
How to make casuals buy the game?
Implementing a marketing strategy that makes the game pretend to be casual and simple, while also focusing on its hardcore aspects.
And make a game with a casual impression, but with hardcore elements that are easily accessible to the casuals. It's all about appearing to be "dumbing down" without cuttin off any content, unlike Bethes... did. So, in fact the game will have deep stuff *cough* Rockstar *cough*
Perhaps if they follow the Cameron's Approach Marcin Iwinski will be the James Cameron of the gaming industry.