Mebrilia;n9601961 said:
THis because the number of people that thinks videogames should be toys instead of game is very high... So complexity get scaled down... Content get scaled down...
But hey is keeeeeewl.... have flasshy bang bang and explosion in shiny 4k graphics..
The sad thing is those are the kind of "gamers" that buy always the same kind of games..
I argue that this is a fallacy of reasoning. A single perspective determining what makes "gaming" successful or unsuccessful, as a whole, is simply not possible. That would require a single, universal context that all players share. Never gonna happen.
I, personally, love a wide variety of game types. And, for myself, the more deep and complex the game is, the more I tend to get into it. However, the types of games that I've been most engrossed in over time never did
amazingly well
financially. (Master of Magic / Master of Orion 1-2, Missionforce: Cyberstorm, the Close Combat series, the original XCOM series, Space Rangers, Shatterstar, I-War, Nox, Divine Divinity...more contemporary entries would be Starsector, Evochron, Rodina, Balrum, Exanima, Cataclysm: DDA, Salt and Sanctuary, the Spiderweb games [especially Exile / Avernum]...) Nor, ironically, do I keep coming back to many of those games again and again. Only a few.
What I do spend a lot of time playing are the games that create a nice
mix of depth and flair -- even if they leave me wanting for certain gameplay elements. And the market agrees with most of the games that I play the most. (Not everything, but most.) Conversely, the ones that
impressed me the most, the ones I wish more games could be like, don't usually make the cut. They were never that popular. They developed
niche followings. The ones that make it big are the ones that deliver on the most sought after formulae. And those, disappointingly, will never be the games that require a 200+ page manual, or a 3-4 month learning curve...regardless of how much I love them...
So, for Cyberpunk (or any major game) to depart so far from the "norm" or the "expectations" of the mass market would be to shoot itself in the foot. A LOT of money is going to be spent on this title, and it will need to make more than that back to keep the business end of CDPR afloat. I believe that risks will be taken, but they need to be calculated.
I agree to a large extent with your sentiment about modern games
being toys, but I also think this was a major element in what made the gaming industry explode. To set that aside entirely would not be wise. I mean...where would open-world design be, for example, without GTA3 originally letting you wreak havoc around Liberty City without consequence? Or if The Sims had presented a "Game Over" screen if players skipped work too many times? Or if Minecraft had never been created? Toys spark imagination and generate lateral thinking skills...even if they're not terribly "challenging".