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How Would YOU appeal to a wider audience for DA:I if you were the Lead Designer?


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#26
Shadow of Light Dragon

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N7recruit wrote...

But I'm asking how one would bring in new fans Without Changing Genra or by throwing everything good about DA out the window.  

Like that Broken, Aids Riddled Plie of ****** Skyrim sold over 10million coppies, so a quality game like DA:I should be able to appeal to those players shouldn't it , just being a well exicuted game in it's own right?


XD Fair enough.

The thing is, people have vastly differing opinions about what 'everything good' is about DA, if only the differences between Origins and 2.

Some of those changes do have mainstream appeal, but I think they come at a cost of what's 'good' from the perspective of this solitary fan. This is why I'll never be a lead designer...I'd definitely want to err on the side of my idea of RPG purism to mainstream, which means I'd probably help Bioware go broke.

#27
rupok93

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And this is exactly how games fail. Making games isn't about appealing to a wider audience, its about making the game good. If your game is good then it will attract more people, if your game is trying intentionally to dumb it down it will lose its core fans and fail to attract long term fans. The only thing I suggest doing for new people entering the game is to make the game playable without knowing what happened in the past games, and that is exactly whats happening. They should not do anything else, games aren't about pleasing everyone, its about entertainment. If the entertainment is good enough and the world, story and gameplay is good enough it will attract people without doing anything else.

#28
The Xand

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Volus Warlord wrote...

The Xand wrote...

More gay and lesbian sex scenes and romances to appeal to heterosexual women and men respectively (as well as gays and lesbians).


:blink:

Wait.. what?


Lot of girls dig gay men loving each other, and the ones that don't can always enjoy roleplaying a chick and romancing the straight companions. Made my gf sit down and play Dragon Age and the only reason she kept playing it was because she wanted to **** Alistair. The romances really appeal to women.

Modifié par The Xand, 11 novembre 2013 - 02:55 .


#29
N7recruit

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Shadow of Light Dragon wrote...

N7recruit wrote...

But I'm asking how one would bring in new fans Without Changing Genra or by throwing everything good about DA out the window.  

Like that Broken, Aids Riddled Plie of ****** Skyrim sold over 10million coppies, so a quality game like DA:I should be able to appeal to those players shouldn't it , just being a well exicuted game in it's own right?


XD Fair enough.

The thing is, people have vastly differing opinions about what 'everything good' is about DA, if only the differences between Origins and 2.

Some of those changes do have mainstream appeal, but I think they come at a cost of what's 'good' from the perspective of this solitary fan. This is why I'll never be a lead designer...I'd definitely want to err on the side of my idea of RPG purism to mainstream, which means I'd probably help Bioware go broke.


Nothing wrong with Being RPG Purest First, mainstream combat never:lol: I mysely would like Bioware to change focus from "IMPROVE COMBAT & GRAPIX!!!" to  "MAKE BSEST RPG EVER!"

#30
Mike3207

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N7recruit wrote...

Mike Smith wrote...

It's all about the story. Address outstanding plot holes in the story, specifically what happened to the Warden and Hawke. You can have the best game in the world, but if you don't address the storyline issues, it's going to impact the wider audience.It's not like they can build off DAO this time around.


That Sounds more like tieing up an exsisting  plot tread & appeasing the exsisting player base than anything else. Which don't get me wrong they should totally do:lol: but I'm asking what you would do to draw in new players as they wouldn't know or care about the Warden or Hawke


What makes you think disaffected DAO fans can be counted on as part of the existing player base? A lot of them have moved on to Skyrim and other games.

Still-i'll bite. It gives new players the idea that Bioware doesn't really care that much about the past storyline, and that they can expect plenty of plot holes in DAI. They really do suffer from a credibility gap.

As to what they can do to bring in new fans-make it clear that there will be a very strong story like I mentioned before. The DA2 story was very weak, any new fan will be looking at the storyline.

#31
The Xand

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N7recruit wrote...

Nothing wrong with Being RPG Purest First, mainstream combat never:lol: I mysely would like Bioware to change focus from "IMPROVE COMBAT & GRAPIX!!!" to  "MAKE BSEST RPG EVER!"


The combat was pretty sucky in Origins. Had more oomf in DA2.

Personally I feel broad appeal is a good thing, and that's what made the Dragon Age world so popular in the first place; because they managed to create a mythos that appealed to people of all stripes. Athiests, theists, anarchists and hardline utlitarians, there's something for everyone.

Modifié par The Xand, 11 novembre 2013 - 02:59 .


#32
Pseudo the Mustachioed

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how do you know they're not appealing to a wider audience already /dramaticchipmunk.gif

"How do I Design something for people who are not interested in what I am Designing? Should I even try to Cater to those who are uninterested in what I am Producing?"

that's not exactly what it means to design something with a wider audience in mind. it means to make something accessible to potential fans (not flat out uninterested folks), i.e. not put up a giant sign that says "You Must Be This Informed On DA Lore And Are A Played Pause/Play Tactical Combat Master In Order To Have Fun".

for example, I generally dislike shooter-type games, but the ability to pause in mass effect provided a sort of 'shooter lite' experience that was less overwhelming. eventually I grew to enjoy it and then was less intimidated by proper FPS games. now I play payday 2 on the weekends with friends.

Modifié par Pseudocognition, 11 novembre 2013 - 03:08 .


#33
Dr. Doctor

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How about solid gameplay with a good amount of spell/ability/equipment options?

Look at XCOM: Enemy Unknown, turn-based strategy isn't exactly a mass market genre but when given good game mechanics and some neat powers and options people are willing to try it out.

I don't think you can make a game that will be all things to all people. Making the best RPG or whatever other genre of game that you can is the best bet, having a solid product might be enough to bring new players into the fold.

#34
JerZey CJ

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EmperorSahlertz wrote...

iakus wrote...

The answer is: Don't.

Make the best darn product you can. If you're going to make an rpg, make it the best rpg you can. Make it as appealing an rpg as possible. If you're writing a narrative, make it the best most polished narrative possible. But accept the fact that not everyone plays them. Not everyone cares about the story. Some people don't care about choice or dialogue.

At some point you just reach diminishing returns. At some point broadening the audience just means leaving more and more people behind.

Why should they care about leaving a few behind if they can increase their fanbase tenfold? They are running a business not a service....

What they should care about is making a good game and care about games in general. The game industry is not the place to go "well, if we cut x and add y, while advertising zm we'll gain % more $!". if you are making game, you should do it because you love it, not to make money.

#35
Icinix

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No online requirement of any sort for Single Player.

Modifié par Icinix, 11 novembre 2013 - 03:12 .


#36
Magehand2278

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I would probably ensure that your base is happy, branching out and reaching a new and wider audience is good but you satisfy your base first. I heard a statistic once that it takes 10 tens the resources to get one new customer than it takes to keep an existing one. But there is a quote any any god marketing book, give your customers what they want and they would always come back to you. Before I am accused of barely answering the question my opinion would be to satisfy your base first get as much information how satisfying your base supporters and fans and once you do that i suspect it would help you widen your base and attract a new audience.

#37
EmperorSahlertz

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JerZeyCJ2 wrote...

EmperorSahlertz wrote...

iakus wrote...

The answer is: Don't.

Make the best darn product you can. If you're going to make an rpg, make it the best rpg you can. Make it as appealing an rpg as possible. If you're writing a narrative, make it the best most polished narrative possible. But accept the fact that not everyone plays them. Not everyone cares about the story. Some people don't care about choice or dialogue.

At some point you just reach diminishing returns. At some point broadening the audience just means leaving more and more people behind.

Why should they care about leaving a few behind if they can increase their fanbase tenfold? They are running a business not a service....

What they should care about is making a good game and care about games in general. The game industry is not the place to go "well, if we cut x and add y, while advertising zm we'll gain % more $!". if you are making game, you should do it because you love it, not to make money.

And you can't love making games without catering to the unprofitable? Why would BioWare love making games any less by catering to a broader market?

#38
The Xand

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JerZeyCJ2 wrote...

What they should care about is making a good game and care about games in general. The game industry is not the place to go "well, if we cut x and add y, while advertising zm we'll gain % more $!". if you are making game, you should do it because you love it, not to make money.


But a good game is one that does appeal to the most people.

#39
Schneidend

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N7recruit wrote...

Ok... How would you implement it Knowing the DA Pause & Play Strategy based Gameplay?


Just keep the pause & play gameplay. Baldur's Gate and Icewind Dale did this already.

#40
rupok93

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The Xand wrote...

JerZeyCJ2 wrote...

What they should care about is making a good game and care about games in general. The game industry is not the place to go "well, if we cut x and add y, while advertising zm we'll gain % more $!". if you are making game, you should do it because you love it, not to make money.


But a good game is one that does appeal to the most people.


that is absolutely not true, what you are saying is that the dumb summer movies with action that people like cause its dumb and actiony are better than movies with deeper stories and better acting. Popular doesn't equal better.

#41
Aaleel

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Freedom. That's one of the reasons why Skyrim is so popular. You're just in a big huge world where you can do whatever you want, or don't want.

- Don't really care about a story, don't pick a side or take part in it at all, just run around fighting on the endless quests.
- More hardcore RPGers who like enchanting, alchemy, smithing, etc, do it until your hearts content. If you're more casual or aren't into that type of stuff buy enchanted armor, potions etc from vendors.
- Explore the world if you're into running around on foot or horse. If you just want to skip all that, fast travel and use the markers when you need to find a cave or something.

You can play the game however you like. Bioware's problem is that when some players say something is too tedious or time consuming they remove it completely or streamline the hell out of it.

Also make it easy for players mod the game. Keeps you're base players playing it longer and formed into a community for your game, and it Increases the replay value exponentially.

Even though I'll never play it because I hate it, MP. Another thing that keeps players playing your game.

In a nutshell make a good game with high replay value that gives players freedom to play it how they want based on their play style.

#42
The Xand

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rupok93 wrote...

The Xand wrote...

JerZeyCJ2 wrote...

What they should care about is making a good game and care about games in general. The game industry is not the place to go "well, if we cut x and add y, while advertising zm we'll gain % more $!". if you are making game, you should do it because you love it, not to make money.


But a good game is one that does appeal to the most people.


that is absolutely not true, what you are saying is that the dumb summer movies with action that people like cause its dumb and actiony are better than movies with deeper stories and better acting. Popular doesn't equal better.


Hey fudge you, I liked Pacific Rim. I thought it an interesting deconstruction of modern industries, masculinity and femininity in modern society and myths about global warming. Also there were giant robot swords and chestrockets.

If something's popular there's probably good reasons why it's popular. Minecraft is a stunning success because it's so accessible, the same with Dragon Age: Origins. Even Call of Duty has it's merits I suppose, although I only played the games for their singleplayer and felt it was all downhill after CoD2.

Modifié par The Xand, 11 novembre 2013 - 03:35 .


#43
Afro_Explosion

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Make Qstina the designer

#44
The Xand

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mx_keep13 wrote...

Make Qstina the designer


No, me I'm way more creative. I'm full of plot twists that would make...oh never mind his career is dead now.

#45
The Flying Grey Warden

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mx_keep13 wrote...

Make Qstina the designer


http://bookstore.tra...3.gif&Width=220

I would say a good way to make the game accessible would be to concentrate on making dependable, non-frustrating gameplay and solid writing. People will tolerate a lot if you make the story they're playing through enjoyable, and the gameplay not a chore to sit through. This of course means that some rpg elements might need to be toned down and simplified, at least the ones that immediately affect combat and character interaction. Simplified tutorials and a helpful pause menu GUI will also go far and do wonders, making sure everything is easy to navigate, use, and understand. Because nothing is more frustrating then trying to find an item or equipment to use, and not even being able to tell what you are looking at. Same goes for the stats, power, and ability screens.

#46
Plaintiff

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Nothing. Games are an experience good. Nobody knows if they're going to like one until they play it.

As lead designer it's not my job to make the game look appealing to the widest audience possible. It's the marketing department's job.

#47
cjones91

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EmperorSahlertz wrote...

iakus wrote...

The answer is: Don't.

Make the best darn product you can. If you're going to make an rpg, make it the best rpg you can. Make it as appealing an rpg as possible. If you're writing a narrative, make it the best most polished narrative possible. But accept the fact that not everyone plays them. Not everyone cares about the story. Some people don't care about choice or dialogue.

At some point you just reach diminishing returns. At some point broadening the audience just means leaving more and more people behind.

Why should they care about leaving a few behind if they can increase their fanbase tenfold? They are running a business not a service....

Because the original fanbase will stick with you while the others go play something else.

#48
cjones91

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Plaintiff wrote...

Nothing. Games are an experience good. Nobody knows if they're going to like one until they play it.

As lead designer it's not my job to make the game look appealing to the widest audience possible. It's the marketing department's job.

There are some cases where marketing has done more harm than good.

#49
EmperorSahlertz

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rupok93 wrote...

The Xand wrote...

JerZeyCJ2 wrote...

What they should care about is making a good game and care about games in general. The game industry is not the place to go "well, if we cut x and add y, while advertising zm we'll gain % more $!". if you are making game, you should do it because you love it, not to make money.


But a good game is one that does appeal to the most people.


that is absolutely not true, what you are saying is that the dumb summer movies with action that people like cause its dumb and actiony are better than movies with deeper stories and better acting. Popular doesn't equal better.

When it comes to entertainment, as games most certainly are, the pice of entertainment that reaches the most people, are the better. The piece of entertainment obivously has a higher mass appeal and entertainment value, therefore it is the better piece of entertainment. Once you start looking at it from an artistic perspective things might change. But then again wether or not games are an art is an ongoing debate.

#50
sandalisthemaker

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All companions romance-able and playersexual