Reasonable said:
Well, I agree that in the end if you want to shift the most units you appeal to the broadest (I'll avoid lowest) common denomonator possible (look at Transformers 2 for a sterling example in another medium), however I do cringe at the bigger implications for this, with the potential to see the ndustry awash in almost annual refreshes of popular stuff (L4D2 anyone) and a huge fear of innovation. Mind you, I'm a bit of a snob in some ways about this, so maybe the masses should have their fun! |
You also have to be mindful of the tradeoffs that you make to appease one group and the expense of the other, and many of these tradeoffs can have an overall negative impact in the reception of a game. The weight in the movement in Killzone 2 could be described as a method they hid the extensively parellelised engines increased latency, the difficulty in moving quickly through a level in Uncharted 2 could be described as a method they maximised the utility of their streaming engine. These are mass market games and they are going for as wide a market as possible.
There is a constant discourse in the industry of tradeoffs between the different potential elements which can make up a games design. If you target 60FPS you sacrafice graphics for gameplay, if you target 30 or less you sacrafice gameplay for graphics. If you make a game with an extensive story line you may put off people who want a simpler affair but if you make it too simple then you put off those who want a more complicated story. However one thing which seems clear is that the best games tend to sell the most in that they strike the best compromise which pleases the most people. Call of Duty 6 has extremely fluid gameplay and their artists and game design makes better use of 16ms than most art/design groups can do with 33ms.
Tease.







