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Friday, April 26, 2013

Mass Market Appeal and the Lack of Creative & Innovative Gaming.

                                                                                  Courtesy Gamenesia.com
        Recently there's been clamour for building games as with mass market appeal. Every year gaming grows larger and larger, having since passed all other forms of entertainment in total revenues, yearly. Digital consumption has increased by incredible margins in just the last 3 years, with no sign of slowing. Yet, somehow there's a need to make games “mass-market” appealing – even though they're the biggest market that exists in entertainment.
         At what point do we ask, how long till anyone cares about the quality of games – their narrative, character development, design aesthetics and staying power – in lieu of what can only be described as desire for more money? And, while everyone likes more money, is there really a need to sacrifice the very qualities that made gaming such a lucrative business in the first place?


That is a crap-ton (pun intended) of Brown.       Joystiq.com
         As the years go by, I begin to wonder what happened to the creative minds that brought us products like Heart of Darkness, or the surprisingly fun Medievil – even games like Fear Effect. I understand the need to increase quarterly revenue and profit margins, though the continued increase of lower-quality games isn't necessary. After all, how much of the color Brown can a mass market find appealing? Years later and it's still one of the most common colors of mainstream games. The level of engagement, immersion, and narrative have become scant, but they do appear occasionally, throughout the years. Offerings such as the original Assassin's Creed, Mass Effect, Batman Arkham Asylum, Psychonauts, The Walking Dead,by TellTale games and some others in the last 5-7 years, keep the heart hopeful. They're fairly far-and-few-between, however. With the ever-growing casual/social and mobile markets making a steady increase, year over year, the sheer number of easily cashable products have become the norm.
         As far as more detailed console and PC offerings, the sheer amount of IP milking, and banking on only the most likely-to-succeed titles means a steady decline in overall rich games. Lets be serious for a moment, for the nay-sayers – What games compromise the top spots for most sales, marketing, and/or overall exposure in the last 5 years, that weren't representative of a bundle? If you said the Call of Duty, Medal of Honor, Assassin's Creed, Mass Effect, Black Ops, HALO, or Gears of War, for instance, then you'd be in the same conundrum. Yes, they all have great games in their respective series, but for better or worse, they've all become rehashed, over-milked IP's. Ironically, for instance, most FPS games have not only virtually the same marketing artthey often all look and play exactly the same - the most common appeal to mass market.
Apparently, mass-market appeal            Terabass -Wikipedia

         EA's CCO, Richard Hilleman thinks video games should be mass market appealing – though he doesn't think they've reached that pinnacle, yet. What does any of that have to do with the big chunk of yada-yada I gave in the aforementioned paragraphs? It's the core of the issue at hand – to much focus on monetization to court creativity, narrative, and quality user-experience. We have a market that produces over 67 billion a year, yet they want more, even during rounds of layoffs, and poor quarterly performance by some major companies. It's time to improve on the quality of the user experience in every faucet of gameplay. We can always come back to “mass market appeal” later, when there's a reason for people to actually feel the appeal.
  

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