| I think the larger problem is that there is a lack of attention to things that don't immediately make sales, and a terminal short-termism due to higher levels of external investment. Consider Redfall, the recent flop developed by Arkane Studios. It is completely obvious to me that the developers of Prey, Dishonored 1/2, and Deathloop know how to make great games that play well. The problem(IMO) is that Microsoft bought Arkane, and then kept Arkane on short leash. The publisher gets to go "hey can you add gear scores, the marketing department says that sells" "Hey can you add co-op multiplayer, we have no idea how the engine works but please do it anyway" and then gets to demand when they launch. No Mans Sky fell into exactly this trap. They got a big publisher deal, the devs were terrified to deflate the hype because they didn't want to undo the work of their publisher (who is paying their rent/mortgages/food). They couldn't tell the truth about the # of features that were going to be there at launch because that might mean upsetting the publisher and taking massive financial hits. Skippable tutorials don't make sales, they're not a marketable feature even if it's incredibly important for replay value. Because by the time you're replaying the game, you've already bought it and gone past the refund window. Now-a-days, I just want a very good first time experience. If I can buy the game on the launch day and not experience gamebreaking bugs while the game more or less fulfills its promises I'll be happy (looking at you, Cyberpunk). |