I would point to literally every successful original game concept ever made as having made tons of money without being specifically targeted these exact X, Y, Z groups. All of them were based around very simple and universal themes for the most part. Pretty much every game released by Nintendo is part of their attempts to appeal to "all gamers everywhere." Casual or hardcore. Super Mario 1 sold what... 41 million? That's more than every Bioware game combined ever. Of course, obviously they were interested in making money and having success, that's not the question, the point is they made that success money with universality not with diversity.
I didn't say that one would make more money by appealing to a more distinct niche. I said that I believe that one will get better quality that way. Yes, you'll certainly make the most money if you can sell the most copies. Nobody's ever going to contest that, because it's a fact. Unfortunately, that is often the main if not only driving motivation of companies of all sorts.
A roleplaying game is already not an inherently simple or universal concept, so it's already not going to appeal to as large a base of people. The more you take away the roleplaying elements or add in elements from other genres, the less it will appeal to many people who are specifically interested in roleplaying games. It's not the same thing as Tetris, or even Mario or that sort of thing. So long as you keep it to elements that all work together reasonably well, adding in a bunch of different elements can work. When you start trying to appeal to subsets of people who hold directly opposing opinions, it begins to break down (for instance, it's rather clear that one will not come up with a roleplaying game that both you and I will like equally).
It's a different philosophy, I suppose. I tend to measure success by quality, how much people like the thing in question, and enduring appeal, not by amount of money made. Some of the simple games do meet those requirements, of course, but so do a good number of less simple, less sold games.
I do think that one is more likely to have a general loyalty to a company of franchise that consistently produces the sort of thing you're looking for, rather than one that attempts to cater to whatever the general mood of the time is. It may or may not matter to sales figures, though; I don't have enough information to back that up one way or another.
Nice attempt at building the controversial question into a given assumption, and then presenting a practically rhetorical superficial question. I'm going to start ignoring you if you keep that up here.
I'm not sure who you were addressing there. I didn't ask any question, so presumably not me?




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