NortherWolf said:
Frankster said:
As a paradox fan I take offence with some of Sid's views. Also goes to explain why I felt civ5 and xcom 2012 were so "limited" and shallow in comparison to the originals, though the expansion packs helped address that by...adding unnecessary random crap to the base game
More options and toys to mess with isn't a bad thing damnit!
Yes, it is. It is a very bad thing. It's the playground of fanatics rather than fans.
To me, the notion of overwhelming a player with complexity takes away the fun of gaming. It's a bit like EVE online, it's not fun when it's an extra job. (Unless you're into that sort of thing.)
That said...I would not mind a hardcore mech warrior sim-style game, I might even get myself a joystick for that.
More options is never a bad thing. owerwhelming player with those options is. A good game is both complex and allows user to easily manage the complex settings. Complexity without appropriate UI will end up bad. complexity with appropriate user interaction will overshoot every simplistic game.
Modding and tweaking is playground of fanatics and obsessives like me, complexity is the food of fans though. Sure, there are exceptions, like the completely ridiculous fanaticism Coutner Strike has when all the game can be summed up as "w+mouse button one". But those are called exceptions for a reason.
ALso eve online is not an extra job unless you make it so. you can go and shoot spaceships all day long and do as well as a person with spreadsheets, provided you are good at shooting ships. I know people who live off PVP alone because they are good enough. We often joke about Eve being excel with graphics but it really isnt that much calculating, or rather, you dont really need to know it to enjoy it (and in this case it really is you because i must know mechanics of every game. its the first thing i do when i want to play a game - look up the mechanics).
The Gentleman said:
Strazdas said:
you mean, take pieces of game that should be there and sell them again to make you pay twice? yeah, certainly good methodology here.
That's on you. I've spent only US$30 for my copy of Civ V and the DLC. Just wait for the Steam sales.
You bring poor argument. Just because steam sales exist does nto negate the fact that they put full price on only part of a game and then sold the rest separately. the only excuse they can give is greed.
But that is beside the point. If you're willing to pay for making an already decent timesink (and my pre-DLC time tracking certainly suggests so) more complex, why not? They make the main game relatively simple so that those who are interested in the genre have a gateway and then add the elements of complexity with DLC, which those seeking more complexity can purchase without risking the sales number of the original game by making it more daunting.
Civilization series, as a whole, are relatively simple. There is no problem for it being gateway game as it is. I guess if next shooter will launch with only meele weapons and they sell you ranged weapons as DLC your going to say that the first part will introduce people to shooters and they can then make their games "more complex" too, right?
Take religion for example. At it's core, it's a fairly simple mechanic, but having to layer it into the main game would have been one more thing to track in addition to food/growth, production, research, culture, gold, defenses, etc. And heaven forbid if you have a lot of cities from expansion/conquering (hell, I still don't understand the mechanics of puppet cities). I'm just glad they didn't take it to its logical extreme and have it affect units.
So you actually want features to be mroe useless instead of more useful. i dont even....
If you want more complex games, you have to have a gateway for others to enter. It took me years to get into D&D because 3.5 was dauntingly complex. The only way I got in was because I had a group of friends who were willing to put up with my noobishness in order to teach me the mechanics (and it took two games to fully understand how everything worked). While I despise 4.0, I understood why they had to dramatically simplify the game if D&D was to have a future.
Civilization was never complex and would fit the gateway quite well. it isnt a geopolitical world simulator (yes, thats an actual game). It was extremely simplistic model of civilization, and one without any future to boot.
Civilization is the arcade of grand strategy games, there is no reason to simplify it further, its already oversimplistic.
You know, unless that specialization has no market. Then you're just unemployed (and probably have some loans to pay off on top of that because specialization usually required some kind of investment/advanced education).
millions of sales says there is a market.
You see, niche games have a key differences: Small teams and small budgets which means smaller sales needed to turn a profit. When it comes down to it gaming is a business no different than movies or manufacturing. You have to be able to sell enough product to end users to at least recoup expenses and, if you're lucky, a tidy profit. If your game drives away interested customers because it's too complex, then there's a chance you're not going to be able to turn that profit and your game's going to be regarded as a market failure, which tarnishes both its potential for sequels and possibly whether your studio will get the investment to do its projects.
Niche games do not necessarely mean small teams. ninche games mean that games are specialized for certain markets rather than trying to get everyone and grasping neither. If your game is ninche then it will scratch the itch of certain market, especially when your opponents arent even trying to do that, which means loyal costumers, so loyal that they will for example choke down X-rebirth and still buy the next game. A smaller but guaranteed costumer base is much more economically sound that a small change at large base. And the need to "Sell 7 million copies" can easily be removed by, for example, being smart about your marketing and budget. Since you dragged movies into the mix, do you know how much the most profitable movie ever in film history took to make? 450,000 dollars.
Another thing to note with movie industry is that you should always double the estimated budget, since they spend and extra that on marketing. and this seems to become a tendency with games too now. a marketing without aim with lots of expenses you have to recoup.
But, if you create a core game that is accessible to players of all complexities, and then add the other concepts in DLC, you don't endanger the main product and you can recoup the expenses of the added complexity for the DLC if you charge for it. It also can be a way to keep a game "fresh" years after and increase sales of the main game.
what "main product". your main product in this case is a game that doesnt really apply to anyone but is just barely enough for people to try it out. Its a money weasel. And you are charging extra just to make it an actual game, so we are back to the first paragraph.
The keeping game "Fresh" argument has been proven wrong already and it seems that gearbox is the only one still arguing that.
No matter how much you wish otherwise, if a studio forget's the fundamental basics of bringing a product to market, they won't remain a studio for long.
So, then, you think most AAA studios are going down soon?
shrekfan246 said:
But as more and more people buy games like Europa Universalis because they're getting more and more complex, the sales you give to the company in question are going to matter more and more
here, fixed that for you.
shrekfan246 said:
And if the niche market continues to shrink because the games continue to just add more with no regards to their barrier of entry, they'll eventually collapse in on themselves.
Erm what? the only market thats shrinking is the "simple, appeal to everyone" market. Meanwhile niche and indies are on the rise.
Grabehn said:
I guess my grammar represented my mental state at that time. I got no idea why i misread your post so much.