Thanks
Vampire On Titus
!
I guess at the end of the day it's the AA devs that get less return.
For indies the budget is small, so they probably don't expect high sales numbers
For AAA they usually get a lot of marketing money, so it usually does considerably well (Detroit, Heavy Rain)
But for AA devs they probably feel forced to do something better than indies, but at the same time they cannot afford to compete with AAA. I think there are exceptions, but I've noticed some of these games usually look very rough around the edges, especially in the visual department.
Just out of curiosity, do you believe it's a dealbreaker if a developer makes an adventure game with a very "traditional" design?
Because I've noticed a lot of developers nowadays seem to be trying too hard to design interactions that are different from the usual "get item, use item" for the sake of it.
I believe there was a game that mixed some sort of Sudoku puzzle with visual novel dialogue segments, it was just so out of place.
I'm ok when games make it so it feels natural (e.g. Ace Attorney), because when done right it really makes the game feel unique.
But more often then not, in most games the "unique interaction" usually feels either underdeveloped or out of place.
I believe it's probably something really hard to get it right, so I wish (some) developers would at least try to get the basics right first before attempting to innovate.