Corporate statement: Long dev cycles reduce profit
Solution:
1. Loading screen transitions
2. Remove choice (gear, skills, story)
3. More "intense" combat to keep them interested
4. Marketing needs to stress the intense combat
5. Marketing needs to "wow" the fanbase with Michael Bay inspired cutscenes and videos
6. Zones should be more linear, more detailed, and shorter.
7. Story should be branching, but only to the point where the outcome remains the same, with minor variation.
I was unfairly critical of DA:O before it came out, primarily because of the way they handled the marketing, but because of the lesson ME2 taught us, I am getting the vibe that they are following the above mantra to "fix" the profit-loss causing problem of a longer development cycle.
As long as combat is "fun and exciting" the majority of gamers will ignore the decapitation of the game until it is too late, the reviews will be in - metacritic will be at 98 and Bioware will think "ok, we don't need to make good games, just exciting [michael bay] style games".
DA2 = ME2 ?
Débuté par
haberman13
, août 03 2010 04:47
#1
Posté 03 août 2010 - 04:47
#2
Posté 03 août 2010 - 04:51
This is what the mass market wants AVP in recently years is a good example of this. I love that games gameplay but the maps are extremely claustrophic.
#3
Posté 03 août 2010 - 04:54
That's basically in EVERY BioWare gamehaberman13 wrote...
7. Story should be branching, but only to the point where the outcome remains the same, with minor variation
#4
Posté 03 août 2010 - 04:57
When you actually get info instead of making gross assumptions, feel free to open a discussion on their likenesses, until then, refrain from such broad announcements as they are untrue, and spam
Modifié par javierabegazo, 03 août 2010 - 04:57 .




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