Well i'm not sure if Psychonauts is such a good example. I bought it budget and i admit, i liked to play it...but it seems it didn't sell enough to afford a sequel and wouldn't that mean, the fanbase is to small?
I couldn't make a comparison between the success of Psychonauts and Schafer's previous games. I don't play them. I don't know how they sell. I do know that these are the people that kickstarted Broken Age.
Also.. no offense but shattered Steel and Baldur's gate, well.. ain't it a bit far-fetched using examples from 1996 and 1998 in 2014?
To me, it seems that was a completly different era with a much greater variety of games.
I consider it both convenient, and arbitrary, to not include them.
It seems as though your solution for the lack of variety is to... force developers to only make games that fans say they want (fans typically ask for sequels).
Oh, so that was the reason for the change... strange. The combat wasn't what bothered me in Origins. Ah well, maybe because i'm a bit too oldschool...
And i think anyone would have to admit that there is not much tactic needed in DA2 and the system is a bit... overpaced.
No, it wasn't the reason for the change. I just said earlier in this thread that people will make assumptions about why things change based on fan feedback, and you've done so right here. I didn't give any reason for why the change was made, I simply pointed out that people have competing wants for games.
Ok, point given. Even though, from time to time, i get the impression , that developers and publisher like to make a big secret of the working-process - which is, of course, their right but in succession some (like, i have to admit, me) fail to understand the full process... although i would really like to do.
I don't think it's that big of a secret. I think it's something that you can't fully appreciate unless you are a part of it, however. This goes for a lot of jobs.
Well everyone has his own practices and... i guess i'm outing myself as someone who dislikes the GTA-series (since it's birth already). Every once in a while i try it, but the fun never reaches me.
But if Rockstar feels so assured of their work, then ok... makes me just wonder when they'll fail the first time.
I am not a fan of the GTA series (I loved the old top down games, but when they went to 3D I lost interest). Being assured of their work is one thing, but making a game that hits a checklist of "what fans tell us they want in the game" isn't a recipe for success either.
It has not to be a requirement but i hope it's a useful addition. To get to know what fans liked or dislliked and what they wished for... but it would be naive to guess, such would have huge influence on the design-process. I always thought it's more like: "Hmm, well let's see, what could we put inot the game? Ah, i got an idea... but would it fit in and would it be liked? What? Oh, so many fans already wished/asked for something similar? Ok, then let's try it."
Well, there are certainly times when it clearly does happen (ME3 Extended Cut is a direct response to fan reaction). But a lot of the time it's also "what would I like to see in the game?" Now we don't just add anything and everything that we want. Fan feedback can help us decide whether or not the idea is viable, and we still need to decide if it's the direction we want to go in the game (this is what people like Mark, the Executive Producer, ultimately decide... as development isn't a democracy). But I do feel that it's very, very important for a developer to work on a game they want to make, because that's how you leverage the passion and enthusiasm.