What franchises ought to do - catering to the fans or widening their appeal - is a very divisive subject among gamers. But before the argument even begins, why not at least try to assess whether or not widening a franchise’s appeal actually helps or hinder subsequent sales? Here, we have a look at the data for 5 million selling series.
RESIDENT EVIL (1996) Original Cast Reunion & Interview with Linda - Rebecca Chambers, Charlie Kraslavsky, Greg Smith & Eric Pirius.
A fan-made Resident Evil short film has been released, and it tells the story of one of the original game's most terrifying and iconic diary entries.
Fantastic homage to a memorable part of the original. The authenticity to the source material is outstanding and blows away all of the pathetic Hollywood adaptations that we've had to endure as fans. The addition of Chris Redfield's original actor AND (separate) voice actor is fantastic! Heck, even the CGI was pretty good given the total budget of $55k to make this.
Salman From Tech4Gamers writes "Once a big deal in gaming, stealth gaming, all about sneaking around, planning, and staying cool under pressure, seems to have faded away."
"The decline of the stealth genre can be traced back to several factors. One big problem is that many games today sacrifice stealth for more action-packed scenes.
Even titles labelled as “stealth” often turn into loud shootouts soon after starting. The emphasis has shifted from sneaky strategies to just charging in and shooting, with stealth almost forgotten."
And that's what disappointed me the most about MGS4. While still a good game, it largely abandoned it's stealth roots that made the series so compelling. Since, I've gotten my stealth fix from the likes of TLOU, Hitman, and less popular tiles like Shadow Tactics.
Interesting, I would however add that I think part of the decline in interest in many recent stealth games, Assassin’s Creed as a prime example, has been that instead of the stealth play being the fun, it’s been RPG’d as a character choice akin to playing as a mage or a thief with all the same drawbacks and things which turns many players away (upgrade grinding, obscure overly complex skill and equipment upgrade trees). One thing about MGS, Splinter Cell, early Hitman and early Assassin's Creed etc was that they were games you picked up and played with the game the feature, not supplemental to homework hidden in the pause menu.
The novelty has worn off for 'pure' stealth games. They are too tedious. I personally like a good mix.
So there appears to be lots of evidence to suggest that trying to appeal to wider audiences, dumbing down or rebooting a game, doesn't help it and yet its only happening more and more.
Yeah?
Problem is you have to consider franchise momentum. People buy a game based on the next entry and things like reboots can be used to basically reset that short term memory. Look at splinter cell. Conviction pops out and lots of old fans cry and the publisher feels it in their wallet but then what's blacklist but another reboot. People retain optimism and think it might get better. It's a reboot right so it might be better? Not really.
So really it's gonna take another few games before some crafty companies like ubisoft feel the pain of their stupidity. Other companies like crytek felt the pain in reduced sales almost immediately but still show no sign of genuine repentence.
Seriously they're all idiots.
Capcom has actually come out and said that Resident Evil 5 was their best selling game of the series. So there's definitely something to be said for that.
I'm one if the people that jumped onto RE with 4. I had always heard about the game, but never felt it was quite what I was looking for. Then I heard about 4 and gave it a shot, and freaking loved it. It's in my top 5 of all time.
But the reverse would be Mass Effect 2. Let me just say right away, I DONT care for RPGs. It takes something truly special for me to want to play one. The first I played and loved was KOTOR. So since it was Bioware I gave ME a go. I Loved the first one. The story was amazing. Exploration was fun. Combat was good enough. And I spent Hours customizing my weapons and armor to where I wanted it. Then ME2 came out and threw it all out the window. I liked ME2 as a game, but not as a sequel to ME.
"A game that everyone likes."
That's a tall order. Let's try to understand what it means first. For starters this concept would be coming from the developers table. It is more than likely it sources from the demand to make more money. They want to make a game that becomes a hit and sells alot. They are willing to apply this concept to already established franchises as well as new ones.
Realistically, it is near impossible to make everyone happy, although that is the developer's goal. Since we can rationalize that developers want mass appeal to get more money, we can then tie that to sales numbers. If we tie that to sales numbers then we can get an idea of what types of games are selling the most. If we tie the content of the highest selling games and merge that with the content of current franchises then we can start to see where video games are heading.
The biggest selling products seem to involve online, family, and friends. Because of that the main driver to invoke high sales strongly ties in with level of popularity and word of mouth. Now, the question to answer is this: Does a game become popular because it is great or does it become popular because the person who plays it is?
From my experience the best games I have ever played never really amounted to the sales these developers are shooting for. Nor have I ever seen a strong tie between great games and high sales. I do, however, know that popularity plays a really strong role in game sales, regardless of the quality of the video game. I also know that the maturity factor plays a big role. Meaning a mature title is more likely to cut off most of the audience rather than a title meant for "everyone". Why? Well because a title for everyone can still be appealing to older audiences.
I believe the developers are lost and have no clue that the video game industry is no longer about making great games based on their content. It is now a fashion statement these developers are seeking. Just look at the trends. Family, fitness, friends, service, celebraties, convienance, gimmicks, apps, mutlifunctional features, nongaming related features, etc. Anything but video games. And the franchises they got right, they decide to change that too. They will end up losing their core audience and the people they are shooting for. Why? Because those people really aren't into gaming. They are into everything else you don't understand. That's why the industry expanded this much in the first place.