That wasn’t how things turned out. Spurred by Eve’s status as a unique brand in the MMO space, CCP developed an odd internal corporate culture which insisted on what CCP refers to as a "War on the Impossible", an idea that the company should do more and expect more than its peers in the industry.
ers101284b14_ESO wrote: »If people bought games that broke barriers instead of the same exact drivel they have always bought then maybe game developers would be allowed by their companies to break barriers. But no gamers would rather by COD 27 and WoW in sheeps cloning 213
“A layoff-heavy strategy means that people burn out of the business quickly. Last I heard the average time spent in games is seven years. You get tired of being treated that way and you realise that you can probably work somewhere else doing more boring work and get a lot more money and stability. Or you try your hand at going independent, where the odds are low but at least you control your own destiny.
When experienced people leave the industry entirely, we lose institutional memory. Our games stagnate. I think AAA is in extended death throes. I think it's going to look like the comics industry in a few years: a couple of huge corporations that dominate the mainstream attention, and then an enormous number of very small indies. Actually, it looks like that today.”
ers101284b14_ESO wrote: »No customers kept buying into the same game so when a company tried something new they got praised for it then no one bought it and the company went under. You can say you want something new all you want and for you it may be true but look at new shooters that try to be different then look at COD and see who has the bigger numbers. Game companies do a lot of research on what the most amount of people want and have found players want the same thing with a new skin.
ers101284b14_ESO wrote: »No customers kept buying into the same game so when a company tried something new they got praised for it then no one bought it and the company went under. You can say you want something new all you want and for you it may be true but look at new shooters that try to be different then look at COD and see who has the bigger numbers. Game companies do a lot of research on what the most amount of people want and have found players want the same thing with a new skin.
No people will buy what they like out of what is available. If the new thing they try is bad, people won't like it. If the new thing they try is good, people will like it.
Just because something is new doesn't mean people will automatically hate it.
Stagnation is a bad thing. It's better to be creative and come out with new things.
Based on those two (true) principles we can then consider the following...
Set aside games that are sequels for starters since they will generate a bias within their player base. I'm talking strictly brand new games. Players will not be able to judge if they will actually like it based on previous titles.
Whether or not a person likes the game has nothing to do with whether or not the developers tried things that are new to the industry or not. It will come down to whether or not the game is enjoyable for that individual.
Since whether a game is liked or disliked is unrelated to wether or not developers try new, ground breaking, things in the industry. It is better for them to try and do so as seen in the logic grid above.
(New and Liked)
If they make a game using new and innovative ways and techniques and people like it then great. Not only have they sold a successful game but they also just showed that it's possible to do something previously thought otherwise.
(New and Not Liked)
If they make a game using new and innovative ways and techniques and people don't like the game. Then the question is why? Was it because of what they tried or was it unrelated to that? If it was because of it, then aside from showing that it's possible to do what was previous though otherwise (something to pride themselves for anyway), they also know it's not desirable and can learn from it. The whole industry can. However, if the game was not liked for unrelated reasons, then aside from doing the impossible they can use it in future games.
(Stagnant and Liked)
Sure they made a game that will earn them a profit but by simply doing everything that is done before, you stagnate the industry and this is bad in the long run. People may not want something new now but they will get sick of the same thing over and over. Eventually putting a new face on it will lose its affect. Which brings me to the last combination.
(Stagnant and Not Liked)
This is the worst possible outcome. Not only do you make a game that doesn't earn you any money but you did nothing to better the industry at all. If you keep making the same thing over and over with just a new face on it, people will eventually get sick of it. Games will lose lasting power and this will force developers to hype up their game before release. This is a trend that has already started. Where it's becoming more and more common for people to be all "oh man this game looks awesome, I can't wait to try it" just to play it for a bit and as soon as the 'new car effect' wears off, you end up with the same people saying things like "just another wow clone". In the long run, when 'playing it safe' and simply doing what's been done, you will eventually end up in this worst case scenario.
Conclusion: You can't really predict with perfect accuracy if the game you develop will be a success or not. You'll have to wait for the players to actually buy and play it. However, benefiting the industry with what you do is something you have full control over. Which means the only thing you can do to prevent the worst possible outcome is to always strive to break the boundaries.
L.A. Noire was both a critical and commercial success, but allegations of poor working conditions by several former staff members caused controversy for the developer. After failing to secure another game project, Team Bondi was placed into administration and liquidated. Kennedy Miller Mitchell bought the studio in August 2011