Man. Gamers today. Seriously guys. I remember the time we were quite less demanding on things when we just accepted a video game for what it is. Then again, most of us were MUCH younger, and the gaming media other than magazines like EDGE or PSN or Gamepro was very very young.
In my more humble opinion, i think Game developers need to have a complete understanding of their product, their abilities, their skills, and their proof of concepts. I could cite Idsoftware as the studio who i feel that has a very good track record in simply delivering what they want while still keeping up with the love and respect of their fans and players. But we will get to that later. Idsoftware is not without fault really, despite my almost completely biased love for that studio.
I'll cite Blizzard as one company who i feel has gotten a mixed track record yet somehow they kept up with things in keeping their fanbase and sales damn high. I mean, Blizzard was pretty much getting shanked with how they treated Diablo 3 compared to the games before it. Removing everything that made Diablo 1 and 2 great such as the intricate skill tree system in exchange for basically just gaining skills as the character levels up, and it giving the option to respect at any time. So no skill trees, just gain skills as you go. Blizzard pretty much alienated the Diablo 1 and 2 crowd but somehow kept a good number of faithfuls as well as newer Diablo players who simply wanted to experience Diablo without ever playing the previous games due to the lack of copies or having more modern computers that have difficulty in running the old Diablo games. Diablo 3 was meant to be a sequel but the game was so overhauled to the point that if Diablo 3 players were to play any of the Diablo 1 and 2 games, they would immediately feel alienated to the classic and more intricate games. Now despite Diablo 3 being rather alienating to the older fans such as myself, I still found it to be quite fun. The combat in Diablo 3 is still quite fast paced. The game makes you feel like a badass demon hunting and slaying maniac. Blizzard has done several things to redefnine the Diablo experience from its old roots, especially in the D3: Reaper of Souls expansion where instead of players having to play the in-game campaign several times (Normal, Nightmare, Hell, Inferno), the game world just grows with the character.. meaning that if the character levels up, the game world scales up as well, which means that the monsters get stronger, but the weapons and armor that you will loot will also be stronger. That pretty much solved the whole issue of having to play the game's story several times.
Now the problem with Diablo 3.. is that its just too f**kin boring when played for a very long time. Unlike Diablo 2 where the skill tree system meant that you can basically create the same character class but with different builds thus playing the in-game campaign AGAIN (Normal, Nightmare, Hell) several times is still heavily rewarded to the decidated player, Diablo 3 doesn't have any of that. OH NO SKILL TREE SYSTEM!? none of that OMG I MESSED UP MY BUILD scenarios crap right? Yeah sure.. the more casual crowd may like it, but the more hardcore fans that truly loved the skill tree system of the older games felt that with its just too pointless to play the game. You can't create a truly unique Barbarian from another person's Barbarian. Back in Diablo 2's days, even though a lot of people played a Barbarian, there were several ways where you could talent-spec your Barb so that he is a different one from the other person. None of that crud in Diablo 3. If you're a Barbarian, you are no different from the other Barbarian other than a different set of skills, and probably a different set of loot. Simply put. Intricacy with Diablo 3 does not exist, but its what Blizzard wanted, and some players have stuck around the game for quite a long time, even though most of its playerbase have probably stopped playing considering how boring the game has become. Heck, many Diablo 3 players switched to Path of Exile because many of them may have played Diablo 2, and Path of Exile => an action RPG made by some of Blizzard's former Diablo devs, felt that PoE was the true spiritual successor of Diablo. Heck Path of Exile EXCEEDS Diablo in so many different ways that a separate thread is needed for me to talk about it.
For a more relevant thing, lets take a look at Overwatch. We all take a good look at the game's very colorful cast of characters and we can see almost every character that the playerbase can find appeal and attachment to. Every character feels unique, with each having their signature weapon and skill set which is something that resembled those "Hero based" games like in League of Legends and Dota. We got manly men (and husbandos for the ladies), we got waifus, heck Overwatch's ladies have come in different shapes, body types, enthicities, and personalities because of both player base demand, and Blizzard's own agenda. Also, do we remember the Tracer's ass pose controversy? Oh yeah, ONE SJW-TRIGGERD asshat thought that Tracer's original pose was too sexualized and did not represent the kind of empowered female characters that Overwatch should have represented. What did Blizzard do? They removed the butt pose IN
EXCHANGE FOR AN EVEN BETTER and more alluring pose! That's Blizzard trolling both the SJW retard and keeping up with the fanbase that thought that there was nothing wrong with Tracer's ass. This pretty much shows that Blizzard and their Overwatch team has great knowledge of their own creative freedom while still keeping the playerbase happy. Of course, Overwatch being overpriced according to the more critical playerbase has been a talk of debate, but that's something I would reserve for the mean time. Then again, I'm about to purchase the game anyway so that's no problem for me ^___^
So that's the thing. A huge company like Blizzard, with different teams for each of their respective games or IP have some things to deal with. But as of now, I would consider Blizzard and their Overwatch team as a great outlier for this thread. I may sound like I'm overphrasing them, and I am aware that some of you may consider Battleborn to be the better game, but this is more inclined with how Blizzard has handled in delivering Overwatch.
Okay readers? Still feel like reading? LET ME GIVE YOU SOME MOAR!
IdSoftware and DOOM 2016:
Yes I know, its like my most favorite game that's been released this year, I would have already considered DOOM 2016 as like GAME OF THE YEAR, especially since its getting a sweet update soon. But let's talk about DOOM 2016, my theory on its origins, and its troubled development cycle.
As for DOOM 2016's origins. I can simply tell this. Despite people liking Doom 3, obviously the most hardcore of fans did not like Doom 3 at all because of it being such a huge departure from the series' signature run and gun style, and instead was this deconstruction of the game that put Idsoftware in the map. I can talk about Doom 3 all day and all night on why i did not enjoy it, and was almost the game that made me lose hope for Doom's ever glorious return to the modern world, but what i can say is that many people did not enjoy Doom 3 at all. It was not simply everything that Doom stood for. So obviously Doom 3's presence greatly divided the playerbase, with the camp that overwhelmingly hates it, a camp that somehow liked it, and the camp that somehow ADAMANTLY DEFENDS it. Sure, critics LOVED Doom 3, but its us players and users who matter more. We knew that Idsoftware had to do something. As I credit Arsenic for this, we entered the age of every FPS game needing to play and feel like Call of Duty. CoD was the winning popular. While there were already some games that were already being great callbacks to the 90's shooters of glorious destiny, Idsoftware needed to do something about it. Also, Idsoftware needed Doom since most of other Idsoftware's works have been only decent, but not great. (RAGE, I'm looking at you)
So where did our BAMF (Badass Mother frucker) of a game came from? Development Hell and a complete rehash of the game in its first development cycle? Most of Idsoftware's legendary members and older members leaving for other business ventures? Those were already signs of a hell on earth for Doom. But then, we did get that sweet preview of what the game will be like during that E3 and Quakecon presentation, complete with the thunderous roars of the crowd. But wait! What's this? Oh yeah! The Doom multiplayer being one of the most hated things on pre-release! I can pretty much get the heat of how Doom's open beta through its multiplayer got so much hate and overwhelming negativity because people immediately had suspicions that the game that will be released will not live up to what made Doom great in the first place. Oh yeah because Certain Affinity, the 3rd party in charge of DOOM's multiplayer was quite at fault, as well as other of those focus group testing shenanigans that often happen in today's game production cycles. Heck, I even had doubts whether DOOM will be that great. But May 13, 2016 came. It was Friday the mother crocking 13th, it came, and IT LIVED UP TO ITS NAME!
So yeah, in short, DOOM 2016 was something. Not only did it somehow live up to the player WISHES (I use the term Wishes instead of Demands) for a proper DOOM game and experience, it gave EVEN MORE surprises that even the likes of myself would never expect. Of course the Multiplayer was still quite shoddy, though it is admittedly fun, but quite forgettable, it was definitely the Single player experience that carried the game to its success. Its what the fans wanted and wished for, its what Idsoft designed, despite the departures of idsoft's gods, the new guys of their studio made DOOM 2016 with the skill and understanding of what made DOOM great, and gave some really great surprises.
And to further reinforce what I may be trying to say, what matters more to game devs is the understanding of the game they want to make. its the skill, execution, discipline, and talent needed. Yes, reading about player demands and wishes is still going to be an integral part of the development process, but really what matters more is how THEY UNDERSTAND the means of executing the game they want to deliver. DOOM 2016 and Overwatch are my prime examples of games being successful at being what they are, and it tells a lot about the future of these game devs, A VERY GOOD ONE. GIT GUUD as they say.
Besides, there's a big difference between reading and understanding player demands and wishes from kneeling down and just simply giving what they want.
Okay, so this post was so long and i was so fired up. Next post, I'll talk about the really bad side of a playerbase that I think we are all aware off, and how its repercussions will greatly butt smash some companies and studios. want clues ladies and dudes? -> Infinite Warfare being double penetrated by its own playerbase AND the Anti-fans