Hmmm, perhaps a lull.
If you think of games as big entertainment, then as big money interests are pressing for "success" to be built in. Sort of like the difference between a multi-million dollar blockbuster and a low budget independant film. Occasionally, there is a crossover, and Hollywood remakes the film as a blockbuster. And, so I think then the "BIG" game companies want to be assured of ROI, so they springboard off the known formula of a successful predecessor.
But, if you think of games in the traditional sense, then you need to be concerned about human psychology and motivation. Why should I continue to play the game, rather than walk away and watch TV, or do something else? What is the hook? When I used to work for a software publisher, our mantra was "Hot, Deep, and Simple"... So we found that as long as you can find a way to implant the hook, and you follow that mantra, then your game/software has a chance of being successful.
Another thought; I recall an article I read recently entitled "Are we entertaining ourselves to death?" Which questioned the ever increasing portion of disposable income that we are devoting toward entertaining ourselves.
If you think of games as big entertainment, then as big money interests are pressing for "success" to be built in. Sort of like the difference between a multi-million dollar blockbuster and a low budget independant film. Occasionally, there is a crossover, and Hollywood remakes the film as a blockbuster. And, so I think then the "BIG" game companies want to be assured of ROI, so they springboard off the known formula of a successful predecessor.
But, if you think of games in the traditional sense, then you need to be concerned about human psychology and motivation. Why should I continue to play the game, rather than walk away and watch TV, or do something else? What is the hook? When I used to work for a software publisher, our mantra was "Hot, Deep, and Simple"... So we found that as long as you can find a way to implant the hook, and you follow that mantra, then your game/software has a chance of being successful.
Another thought; I recall an article I read recently entitled "Are we entertaining ourselves to death?" Which questioned the ever increasing portion of disposable income that we are devoting toward entertaining ourselves.