I don't know why everyone thinks making a game have more appeal means dumbing down the story and making it have more sex. That to me just screams having a low opinion of others while artificially stroking your ego for liking this one particular genre or game that you think is too advanced for other people to get.
Making a game appealing is making it easy to pick up and play, a good story and narrative are both things that are needed to have a good game regardless of the genre. You'd have to be insane to say "we need to make an inferior story for the players", or someone with a early 1900's mentality to entertainment.
Marketing to make people interested and remember your game, leaving an impression in their hands, combined with a good story, and not over-bearing game mechanics mired in traditionalist thinking and conservative genre-obsession, will make your game go far. In my opinion that's why games like fallout and skyrim are so popular with the newer gaming generations, along with games like minecraft, shooters, etc, they are all easy to play, with a interface that is easy to understand and utilize.
Crafting mechanics, item management, stat comparisons, all of that are things that people can understand and pick up well, if it's presented to them in a easy to understand way. If you mire it in button after menu after display tab and so on and so forth you'll turn them off from the experience because it won't be fun any longer, it'll be extracurricular work, basically the game assigning you homework. If you make it so that only those familiar with the fantasy rpg setting will understand what certain tabs are for items, what the stats mean, how to use items and equip weapons and the restrictions, those new fans aren't going to get it and are going to get really bored or frustrated with the game really quickly.
This also applies to combat, interacting with the environment around you, working and reading the map and display, the way the visuals of the game help the players at certain points. It all may sound like hand-holding to those with lots of rpg experience who are deeply entrenched in the genre, but to a new player it can be like a massive greased wall that blocks their progress in the story and basically says "I'm a game that doesn't want you finishing me", which is why players don't finish the games or play them all the way through. The game mechanics and play weren't enough to interest them, and the story wasn't one they could invest in to force themselves to play the game its way.
Modifié par The Flying Grey Warden, 11 novembre 2013 - 07:52 .