StingingVelvet wrote...
It's a tightrope though because if you dismiss your core audience and lose sales there, then fail to capture the larger audience you were aiming for, you end up with a flop as well.
This comes right back to it, though. What is the ''core'' audience for DA? Certainly losing most of the dedicated fanbase to your product is bad, but who is this fanbase made up of?
If I like VO and hate silent-PCs, am I the core? If I like cinematic presentation and custom meshes for NPCs and a reduced loot table, am I the core?
Look at Gothic 4. It has to be the most brain-dead RPG I have ever played, I'm not even sure you could call it an RPG with a straight face. It took all the depth, freedom and complexity from Gothics 1-3 and threw it out the window in an attempt to court more sales by reaching out to a broader audience. What happened? Well the core audience for Gothic left and said "no thanks" and then the game wasn't slick and "cool" enough to appeal to mainstream gamers, so now it's a failure all around.
Gothic 4 was a mediocre game. The production value was low, there was no real dialogue or RP involved, and the game forced you into hack & slash because of how underpowered magic was.
Still, I thought Gothic 1-3 was such unplayable garbage that it was incomprehensible to me that the company could even
produce these games and stay afloat. So I am a terrible judge of quality when it comes to this series. I suppose some find a sense of superlative magic in being murdered by a wolf, but not I.
But based on the little of Gothic 1-3 I played, the core features seemed similar. VO, action-RPG mechanics, etc. I'm not sure what was simplified for Gothic 4 because I never stuck with Gothic III long enough but that was my impression.
The opposite example would be Risen, a game made to appeal to a certain section of gamers, budgeted accordingly, and then well received. It sold 2 million copies with little marketing or mainstream appeal and was a resounding success for the publisher and development team.
I can't comment on Risen, since I haven't played it. I also can't comment on what the consumer base for DA:O was and what the base for DA2 is.
What I do know is that it didn't have a party, it had hack & slash gameplay, and the apparent strength was the customizability of the factions.
Video games don't have to sell 10,000,000 copies and appeal to every gamer out there to be a success. I know Bioware thinks they do, they're ambitous that way, but eventually it might catch up to them. Not trying to be doom and gloom about it, I am sure DA2 will be a success on the important levels. I'm just saying if you write-off the people who loved DA:O for what it was, then fail to capture the people who disliked DA:O, then you might end up with less sales, not more.
This is predicated on the assumption that DA:O sold well because it sold to people that wanted BGII, so the secret to success is to remake BGII. But we don't know that. What I'm asking is why do you think this is the case? What if people bought DA:O thinking it would be Mass Effect with swords?