SoManyCrimes said:
runic knight said:
Why? Well, off the top of my head, simple business understanding.
I think you've misunderstood my position here, and conflated what I said with a lot of other arguments I haven't made. I just didn't understand Deadcyde's argument. I don't have any horse in this particular race, except that I'd like games to be better written, and different approaches to character design would probably help that. But that doesn't apply to all genres.
But I would say that the business understanding argument is flawed, because it only focuses on current customers. I'm a writer and editor, and I occasionally work in games. One reason that games writing was and is so neglected (despite it being so cheap in comparison with other assets) is because when devs looked for feedback, the existing customer base said "we don't care about the writing". So they assumed it wasn't an issue. But that's idiotic. They should have asked people who AREN'T playing the simple question: "Why aren't you playing?"
And it turns out that writing and story DO matter, you just can't easily get data about it. The same might be the issue here. The current player base can't necessarily tell you anything about why the player base isn't bigger. They're already happy. But maybe you could make them just a TINY bit less happy and get a whole lot of new customers?
But that is the problem, and I think you are aware of it. As a writer and editor, and certainly a gamer, I am sure you have seen the controversy and shit storms raised when a game franchise changes things. DMC, Tomb Raider... they are just the latest of the internet shit storm that rages every time something changes. Game companies look for feedback and anytime there is a change that doesn't appeal to the same demographic, there tends to be a lot of drama. And a lot of potential sales lost for it.
Furthermore, you shouldn't present it as though a loss of a small amount to a larger net gain. It doesn't work like that and businesses know better. It is not a matter of simply moving numbers, but paying attention to who would buy the product in the first place. The current target demographic is dependable. An average male will buy games in the usually contested genres, thus it is a matter of convincing them to buy that developer's game. The average female wont buy games in those genre though, thus it is convincing them to not only buy the individual's game, but to join the genre itself. To put it another way, it would be like having a fair. All the rides are spinning. Now, the people who go to the fair want the spinning stuff (for the most part). And each ride only makes the money it earns, hence why they all spin. Now you see this and ask "why not make some that don't spin, you might lose some people but you'd get more". Well, because you have an audience that is going to spend money in the fair somewhere, versus one that may not even go, let alone spend it on you. Most game companies are conservative business wise, they choose the safer bet and stick with the demographic they know will buy if not their product, one very similar to it.
There is solid business logic in why they market largely to the audience they do, and shitstorms enough when they don't. For a company listening to customers, what do you think they would do? Furthermore, most companies try to reach out be it with games or in-game options and use that as a barometer to see if they should change more, to test the waters and see if they can get a bigger and newer audience, and those often fail badly or at the best don't quite balance out the potential lost customers for the shitstorm changes bring.
As for bad writing, I feel you there. Some better story would be nice. Though, I think it is worth mentioning that not all games should have a great story. And MOBA, well, they aren't exactly story driven narratives.