In many ways the budget creates the mediocrity. If your game costs 100 million then you can’t afford to make a niche product. You need mass market appeal or it won’t even break even.
What I understood was that a large budget also demands lower risks and therefore designers target conservative game mechanics, derivative themes and money making schemes (e.g., micro transactions).
In many ways the budget creates the mediocrity. If your game costs 100 million then you can’t afford to make a niche product. You need mass market appeal or it won’t even break even.
What I understood was that a large budget also demands lower risks and therefore designers target conservative game mechanics, derivative themes and money making schemes (e.g., micro transactions).