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I feel your pain, Bouzane.

The other side of the coin, unfortunately, is that if sufficient gamers don't like those critically acclaimed games enough to purchase them (instead of borrowing, renting them or -ahem- pirating them), their sales will suffer.

My explanation is that, since the market is growing constantly, we can assume new gamers are added to the market every year. I think most new consumers of a form of entertainment normally do not start out having very refined tastes. Well crafted and unique gaming experiences are fully appreciated by the more experienced gamers.

Since the market is expanding, the videogame consuming population, in its majority, could be comprised of relatively inexperienced gamers who tend to purchase the better marketed (as in more hyped) games, which could be the latest me-too FPS or stereotypically conceived game.

The number of persons that enjoy the more elaborate or original games is dwindling, as studies, jobs, families and careers force them to devote less of their time (and hence, their bugets) to gaming.

But even if their numbers are not dwindling, they would still represent a small percentage of the gaming population.

So game developers are left in the unpleasant dilemma: Do I develop a unique game that is loved by critics and sells close to nothing or do I create the sort of games the unrefined masses demand?

We all love it when elaborate, artistically complex or brilliantly conceived games are comercially succesful. But there are oh so many painful examples to mention here. I'm sure you can come up with many yourself.



Make sure the shadow you chase is not the one you cast.