DrunkOnEstus said:
That's a solid idea. My wife has told me that she'd be willing to tackle the game if I could be there "in front" and buffering the crazier stuff and explaining things along the way. From clearly embraces multiplayer and camaraderie, so I don't see why two people couldn't escape a hellish world together. There doesn't have to be co-op doors, boost ledges, and other stupid things like playing RE5, just the same thing you can do for each boss extended to the whole world.
Yeah, co-op specific hurdles would just be irritating. Really, if they just made it so that one player was a white phantom, using another character from the main players save files, or a set npc like solaire or someone, it'd be fine. I'm currently trying to get my younger brother to play it, seeing as he has played literally no game other than cod4 for the last 3.5 years, and even then it was only mw2. I've got him to play uncharted, and he seemed to like that, so I'm just trying to get him closer and closer... I'm thinking mass effect next, because it's still fairly shooter-y, but will introduce him to some rpg elements.
I have a feeling the team(s) have gotten bigger, which considering their design philosophies would probably be to optimize the tech and make things technologically smoother. Dark Souls ran on an engine Sony gives away for free to devs under contract for a game on the system. I'm amazed that legally and technologically they were able to port it to the 360/PC, though if I remember right Namco did the 360 port themselves for US because 12 people in Japan have a 360. Anyway I think they should embrace the MMO-ish thing. Release more frequent DLCs or even an expansion pack down the line. I've seen many people play it as their MMO, with 9 characters SL 100-200 on NG+++++ or whatever. If people can continue to play the vanilla game, I imagine even more would if there was more to see and do more often. AOTA was awesome probably because they worked for ~1 year on it. Again, potentially bigger team could help with this.
I think I'd prefer to see larger, infrequent expansions rather than smaller, more frequent ones, simply because it will spread out the players a bit. For example, when AOTA was released, you were being invaded at every opportunity in oolacile because there were so many players there. And while I like fighting invaders, and love handing their arses to them, it's better when it's infrequent and unexpected, rather than something you plan for. Also, for a while after it was released, almost every single player you meet in pvp was using the dark sorceries, which got a bit tedious and monotonous. If they released, say, 4 times as much content as AOTA at the same time (which I know is a huge amount of content by today's dlc standards), everything would be a bit more spread out and would keep things fresh.
Even with that considered, the number of people outside the "ideal publisher moneymaker" sphere of thought can't be lower than 40-50%? And this isn't counting people buying 2 games for 2 systems, but 20 million COD sales to both 360 and PS3 users. If it was right in half (which I'm sure it's not), it would still be 10 million COD sales to 70 million 360 users. The biggest thing to shoot for to maximize sales would only sell to 1/7 of your install base. I know that's a huge portion and good for them for capturing it, but to me it still makes the point that it's crazy to alienate your fans in the huge bases of the 6/7 like horror fans (change RE and Dead Space) or your RPG fans (DA2, dearth of JRPGs this gen). The way I see it, if somebody loves fast-paced, linear, scripted shooting games, they've found their favorite and are entrenched in the multiplayer and aren't apt to walk away from it to play a "me-too" game that pissed off its previous fans in order to entice them. Homefront, Medal of Honor, new Ghost Recon, etc didn't do well and were practically embarrassments, so I don't see what the point is. It's like all the MMOs trying to knock WoW off of the throne by being WoW in a different world. There's a giant market that would jump into a new experience, and from step one doesn't want something like WoW or they'd be playing it.
I'm not entirely sure that DA2's failure was that it tried to appeal to a broader audience, but rather just because it was shit compared to the first one. I did like the fully voiced protagonist, but the set armor types for all your buddies, and the reusing of areas, and the massive time jumps kinda ruined it. But I don't feel like that was because EA were trying to get a wider market. I also didn't like the flashy combat animations so much, they always just seemed to get in the way of seeing what was happening.
I do get what you're saying about the shooters though. Again, talking about my brother, he played cod4, decided it was for him, and he hasn't played another game. I bought him bad company 2 for 15 bucks or something for his birthday last year, he played it for all of 30 minutes maybe, then decided he didn't like it, and was back to cod4. That being said, he doesn't feel the need, or desire, to play the more recent installments, so he's not really part of the annual-release-hype-mega-sales type demographic.