the storyline is in every game the same, always revenge, just with other politics but they are still good games but not great like witcher, witcher is in its own league but odyssey did some good water and other things, if ubisoft would make one game like witcher for 5 years or more and not the revenge storyline then it could be as great but with the copysoft method its average at best, maps are excellent though
I agree completely from an artistic and creative standpoint, but it makes far more business sense not to change something unless it's broken.
It raises
the ongoing argument when someone is trying to
profit from
creativity. It's not that the two are mutually exclusive, but the balance is incredibly hard to maintain. Here's the endless cycle:
1.) Creativity is risk. Every time I create something "brand new", there is no guarantee, no basis whatsoever, that people will like it enough to buy it. Even if it's incredible and generates endless "oohs" and "ahhs", that's not saying people will spend money on it.
2.) Business is risk. If I'm going to invest in a project, then I need to ensure that there's a reasonable likelihood of it generating a profit. To invest otherwise is
irresponsible.
3.) People pay for what they're familiar with, and they're unlikely to pay for things that drastically differ. Other people get bored with what they're familiar with and want a change. The former always outweigh the latter. Human nature. Hence, stagnation of creative elements.
<3.) For a creative project to be creative, it needs to grow and evolve. Otherwise, the creative process stagnates. However, ignoring established gaming tropes is needless risk. So, things tend to repeat for a while. Even new, exciting twists and techniches that break the mold will be quickly copied ad naseum.
<2.) Once (and only once) a sizable part of the market begins to tire of buying the same stuff does it make any business sense whatsoever to take a massive creative risk.
And it loops back up to 1.).
So the issue is truly a catch 22. If I'm going to profit on creativity, I need to intentionally stifle creativity once I come up with something that works. If I don't make enough money, my project is a loss. That makes it less likely for businesses to take such risks in the future. Round we go.