How Would YOU appeal to a wider audience for DA:I if you were the Lead Designer?
#101
Posté 11 novembre 2013 - 03:59
Players of Dragons Dogma seem to like the pawn system, so something similar, not for party members at this point, but maybe for agents.
shrugs.
#102
Posté 11 novembre 2013 - 04:13
Lol.Blooddrunk1004 wrote...
make sure every female character has implants
Because before fantasy games tried to go mainstream, female characters were depicted in a repsectful and realistic manner.
Modifié par Plaintiff, 11 novembre 2013 - 04:14 .
#103
Posté 11 novembre 2013 - 04:16
I'm just asking how you in the role as lead designer/ Executive Producer or who ever, would try to make DA:I More appealing to Non- Dragon age players. That does not automaticially mean Change/get rid of everything that the games do well or what the fans enjoy about them just to accomidate the new guy.
Would you open the game with an action packed intro, make Changes to the UI, Make combat more accesable, add multiplayer? You can't just sit there & say "CHANGE SUCKS!" & make the same game forever otherwise we would have the COD of the RPG genra in an industry where everyone is constantly ****ing for a lack of innovation & Risk taking from the developers.
You can keep the Game focused on the Story, Companions and Choice & Consequence.(This should go without saying) But how would you make DA:I stand out, grab the new players attention & deliver a satisfying expierence to New and Old fans?
#104
Posté 11 novembre 2013 - 04:23
EmperorSahlertz wrote...
Why should they care about leaving a few behind if they can increase their fanbase tenfold? They are running a business not a service....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.
Please look up the term "diminishing returns"
#105
Posté 11 novembre 2013 - 04:37
Plaintiff wrote...
Lol.Blooddrunk1004 wrote...
make sure every female character has implants
Because before fantasy games tried to go mainstream, female characters were depicted in a repsectful and realistic manner.


I can't imagine where Men draw their inspiration from.<_<
Modifié par FreshIstay, 11 novembre 2013 - 04:51 .
#106
Posté 11 novembre 2013 - 04:40
That's why I'm not a Lead Designer of Anything.
#107
Posté 11 novembre 2013 - 04:40
#108
Posté 11 novembre 2013 - 04:42
Take my money, PLEASE!billy the squid wrote...
Cancel all romances.
#109
Posté 11 novembre 2013 - 04:42
General TSAR wrote...
Take my money, PLEASE!billy the squid wrote...
Cancel all romances.
#110
Posté 11 novembre 2013 - 04:47
If the fanbase is expanding, there's no diminishing return. A broadened fanbase, by definition, can only mean more people are buying the product. And 'broadening the fanbase' isn't automatically an expensive enterprise. It might just mean cutting an unpopular feature that makes the game difficult to access anyway. It might even just mean putting up a few extra posters.
Sure, if you hypothetically pour infinite amounts of money into one project, then of course you're going to hit a point of diminishing returns. Eventually you'd reach a point where you're not going to make good on your investment even if everyone in the entire world bought your product. But a product with only niche appeal is going to hit the point of diminishing returns much quicker than one with a broad audience.
Broadening your audience is rarely, if ever a bad business move, it's just that some products fail at doing so. People either don't know how to go about doing it, or they overestimate the appeal of their product.
Modifié par Plaintiff, 11 novembre 2013 - 04:48 .
#112
Posté 11 novembre 2013 - 04:53
Well it's not the lead designer's job to do that, anyway. The lead designer's job is to make sure the game gets made. It's the marketing department's job to make it appealing to the schmucks walking past the window dsplay.General TSAR wrote...
I would not try to appeal to a wider audience.
That's why I'm not a Lead Designer of Anything.
Gotta say, I love how nobody is bothering to explain how their actions would result in broader audience appeal.
"I hate feature x, so obviously everyone else in the world must hate it too! And surely the only reason anyone didn't buy Dragon Age 2 is because they heard it has feature x! It couldn't possibly be that the game just wasn't marketed very well, or that fantasy RPGs just aren't the most popular genre to begin with!"
#113
Posté 11 novembre 2013 - 05:00
The female characters in DA2, like Aveline, Isabela, and Meredith, are complex characters that are relatable. They have depth and texture, and each of the companions offers unexpected quirks when you get to know them. These characters would be interesting regardless of their gender.
I think the DA team have done a pretty good job of making a product that would appeal to women, the problem is that they haven't been very good at marketing it to women. To answer the OP question, I would make sure my marketing showed female characters that were both sexy and smart, powerful and compassionate, funny and effective. In other words, I would give the considerable potential female audience some relatability.
#114
Posté 11 novembre 2013 - 05:14
It is the number one reason why people tend to be genuinely surprised nowadays whenever they play a new game and almost enjoy it as much as something from the early 90s.
#115
Posté 11 novembre 2013 - 05:18
#116
Posté 11 novembre 2013 - 05:19
Don't ever try to appeal to everyone.
#117
Posté 11 novembre 2013 - 05:20
What are we basing this claim on?General TSAR wrote...
Do you what series tried to appeal to everyone in existence? Star Wars Episode One.
#118
Posté 11 novembre 2013 - 05:22
#119
Posté 11 novembre 2013 - 05:23
Mathematically, you can find a mean, median or mode, as your desires dictate, but that position isn't going to help you make a better product, and only marginally will help you sell your product to more people.
To successfully gain a larger audience, as lead designer I would LIMIT our focus. What is it our game is meant to be, and what is our core audience? Let us make our game the BEST we can within those limits, on a focused concept of what our game is meant to be, to most effectively please our core audience. Once we've made the best such product we can, we then help to grow our core audience's size by advertising and positive word of mouth.
Neglecting, or, worse, taking for granted, your core audience while trying to do different things to bring in different audiences, is only a guarantee of making a mediocre experience for all.
Understand that if you are a libertarian, you aren't going to appeal to a socialist effectively. Be the best libertarian you can and show non-libertarians why they want to share your world-view.
If you make driving games, you aren't going to attract the interest of shooting fans - unless they are ALSO driving fans. And if they are driving fans, don't add shooting elements - give them better driving elements! Maybe some of those shooter fans as just not-yet driving fans, and if you make a great driving game, they'll also become driving fans.
#120
Posté 11 novembre 2013 - 05:23
Mr. Plinkett's Star Wars Prequel Reviews.Plaintiff wrote...
What are we basing this claim on?General TSAR wrote...
Do you what series tried to appeal to everyone in existence? Star Wars Episode One.
Modifié par General TSAR, 11 novembre 2013 - 05:24 .
#121
Posté 11 novembre 2013 - 05:29
redneck nosferatu wrote...
An isometric RPG with seven active party members at once, no romances, Deus Ex-like nonlethal combat options, practical weapons and armor based on historical designs, and intentionally overpowered magic would be cool; but it also wouldn't fit what's been seen in either preceding Dragon Age game.
This literally sounds like the dumbest thing I've ever heard. Why would there be non-lethal options for fighting rampaging monsters like darkspawn, abominations, and demons in a medieval setting? What kind of bonehead would want magic to be clearly more powerful than other classes? This isn't 2nd Edition D&D.
#122
Posté 11 novembre 2013 - 05:30
#123
Posté 11 novembre 2013 - 05:35
And Mr. Pinklett is, as we all know, the Emperor of Everyone in Existence, therefore he is allowed to make such claims, even though they are obviously false.General TSAR wrote...
Mr. Plinkett's Star Wars Prequel Reviews.Plaintiff wrote...
What are we basing this claim on?General TSAR wrote...
Do you what series tried to appeal to everyone in existence? Star Wars Episode One.
What the prequels suffered from was Lucas' own inept directing of the movies. Lucas is an amazing producer and he should stick with that.
#124
Posté 11 novembre 2013 - 05:39
Mr. Plinkett's words are truth, the Star Wars Prequels are a cash grab, and Lucas's main problem is he doesn't have a group of people standing up to him and his ideas.
Ever hear of Art from Adversity?
Modifié par General TSAR, 11 novembre 2013 - 05:40 .
#125
Posté 11 novembre 2013 - 05:43
Modifié par The Flying Grey Warden, 11 novembre 2013 - 05:44 .




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