tag:blogger.com,1999:blog-10293499.post114730584614714246..comments2024-02-13T17:30:02.808-08:00Comments on Design Synthesis - structure.function.relation: Double Your Pleasure?Deaconhttp://www.blogger.com/profile/03676351336106101412noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-10293499.post-1147334086242514842006-05-11T00:54:00.000-07:002006-05-11T00:54:00.000-07:00Thanks for the imbedded link. :)One can guess why ...Thanks for the imbedded link. :)<BR/><BR/>One can guess why developers/publishers aren't interested in designing a brand new world to apply the GTA playground world to - certainly not Steampunk or post-apocalyptic. Because one can reach about two to three times the audience size with a real world setting versus a fantasy or sci-fi setting. You might get 3-5 million units with the latter, but you could get 8-15 million units with the former. I tie this in research to the Myers-Briggs Intuitive versus Sensing axis. <BR/><BR/>(Of course, one could make a profit with the first set of numbers - but if you're looking for those sorts of figures, your organisation is going to be greed-motivated and will always choose the bigger numbers).<BR/><BR/>BUT there's something being overlooked, of course. One COULD hit the big numbers by using an existing license: where is GTA Middle Earth? GTA Star Wars? GTA Marvel Super Heroes?<BR/><BR/>Also, a historical setting could be made to fly with a larger audience (maybe).<BR/><BR/>These games are monstrously expensive to make, so much so that they must have a giant audience capture to go with them. This channels them into boring regurgitation instead of originality.<BR/><BR/>In fact, that's the upper market to a tee! New and original content does not tend to occur through the upper market, because the market forces there are resistent to innovation. <BR/><BR/>Still, like you, I keep hoping for someone to do it anyway. :)Chrishttps://www.blogger.com/profile/07550565723765898399noreply@blogger.com