| Actually this is a common problem caused by the large publishers. They don't seem to do much market research other than every once in a while they throw a bunch of small budget stuff out there and whatever genre sells decently gets spammed to hell and back. The other genres are essentially ignored until the selling genre is played out. Then we get the small projects again to repeat the process. It's an old argument: publishers say "we won't make that game because it won't sell" and the market says "we can't buy that game because you won't make it". But it's understandable, most of these companies have to show quarterly profits so they are adverse to risk. Creating a game that will cost millions of dollars and years to make for a genre that has stagnated, for whatever reason, is a huge risk. The small developers are the key to filling this niche. Things like the recent indie resurgence and Kickstarter have made this more evident. The problem is often the large publishers buy these small developers and then proceed to destroy what made them special. A few space sims, so to speak since SPAZ and FTL aren't quite the same, are out now and there are a few with big names attached in development by independents. If these have decent returns, on small developer terms at least, then I expect the large publishers to follow along spamming the genre. But only if they can figure out how to get them to be fun on consoles. Which is another side of the problem of stagnating genres but that's a different discussion. |
Actually they do a massive amount of market research. It's not that they're ignorant of what the market wants, it's that the type of game you want is unprofitably niche.
By "unprofitable" I mean it's a matter of where to invest their money. It's not that niche titles would be unprofitable, it's that other options will always have a better risk-reward balance.