11.10.2013 @ 00:56
Yes, a lot of it is true. But for those devs who are making M-rated games, point #1 does not apply. People start to learn failure first hand when they are in the last year of high school, have their SAT tests, and apply to colleges. Kids get really worried, and really goal-oriented this time. This continues into college years, where there is no guarantee of success at all. So trying, failing, and in the end triumphing is something audience for M-rated games understands very well, and may be even better than in Europe, because professional life and career-making in USA is more brutal.
The second point is directly from any movie-maker text-book, and it is quite correct. May be not the first 5 minutes, but make thing interesting reasonably fast. People with not too much time on their hands want to play, and they do not want to spend hours trying to discover some hidden gen in a waste pile.
Nothing bad with having avatars if the game allows it. Probably we all like doing it from time to time. It does not mean that a per-defined character-driven game won't sell. I can list dozens of examples. It actually goes without saying that the games with avatars are in the minority.
About history: can't say really. Here in the US we sure know US history better than Europeans, but the rest is a matter of personal preference. I don't know if we have mandatory world history classes here in high school. In colleges, unless you are in a history program, they are electives. So it may be true, but I don't know what to make of it. If the game is good, and also historically accurate, it will be educational as well. I don't think the game will turn off gamers just because it is about some historical period they know nothing about. Make a story and gameplay good, and they will also learn something.
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