Stinger wrote: : "If you were in the business to sell games and you have a choice of making them so complex no one would have the patience to really get into them or a choice to make games people can catch onto fairly easily? Then, what would you suspect would produce the best dollar bottom line?"
That's a sad fact about most games these days; creativity is sacrificed for decisions that affect how well the game will sell, and games are dumbed down as a result. Only a few games houses (Valve, Epic, Blizzard and DICE immediately spring to mind) seem to put out games where creativity is what actually makes a game good and helps to sell it.
Having said that, it's a small miracle that Freelancer turned as good as it did. Sure, it could be improved in many ways, but considering that the game took five years to make, survived an acquisition by MS and had one of its chief visionaries (Chris Roberts) leave halfway through, it turned out to be pretty good.
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/707th/ Zaccix
Member of the 707th Silver Dragons.