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disolitude said:

Like the industry is a fucking mess when you think about it... Top game development is purely driven by the bottom line and gounging the most money possible from enthusiastic gamers on day 1 who see their investment depriciate unless they trade/sell it within a few months of purchase. This trade ends up hurting the publishers sales in the long run. Its actually a cycle that there is no end to...

There is an end to it, but it requires publishers to accept that the blockbuster model has run its course. To take one (perhaps not representative, but still interesting) example, Deadly Premonition is a game which spent about as long in development as Final Fantasy Versus XIII has so far, was scrapped once, is a Japanese survival horror game with PS2 graphics and completely subpar gameplay, and sold most of its copies for $20 US at retail. And it is considered a success, while Resident Evil 6 ships 5 million and Tomb Raider ships 3 million right out of the gate and are considered disappointments. We have seen/are seeing the developers of games like Dead Space, Dead Rising, Splinter Cell, and countless others state their intentions to go after the Call of Duty audience or lament that no one likes their genre. Well, enough people apparently liked stealth games for Splinter Cell to get a shitload of sequels and survive as a franchise for over a decade now. Why is it now that all games have to meld into one amorphous blob of indeterminate genre all chasing the same dollar, and how many of these focus-grouped-to-death AAA games have to flop before the industry realizes that when you make a game for everyone you may end up making it for no one?

More importantly, who decided that every fucking game has to cost tens of millions of dollars to make? If you can't afford to make games that cost this much, then you can't afford to make games that cost this much. GAEMZ ENDUSTRIE STAHP