Silent_Buddha
Legend
The great e-commerce fallacy. If creating to make money, you have to know your market, what they want, give it to them and tell them you're selling it. Anyone entering into XNA to write their ultimate game they've always wanted could well be surprised by how everyone else doesn't get it and isn't interested. LBP offers a wonderfully low-cost introduction to this experience! Create an original level that deviates a lot from the norm and you may find the public unreceptive. It's this principal that retards a lot of originality in mainstream games. At the end of the day, the market isn't particularly receptive to new ideas. If you want to sell something new, you need to educate the masses to it, and convince them they'll like it.
That's a very good point. And one way in which current PC/Console gaming differs from the past. At least past PC experience where a game could go well off the beaten track and still sell relatively well.
Gone are the days when the number of new game releases was so small that someone into gaming would buy almost anything that was released, thus getting exposure to and having to learn a "new" type of game.
Now, there are so many games available that it's quite easy for most people to just stay in their gaming comfort zone and still not run out of games to play. Thus, there isn't as much incentive for most people to try something new.
I know that for myself I've almost completely stopped playing racing games and flight sims due to this alone. I know they are good. I know they are fun. But I already have too many games in my gaming "comfort zone" to bother to pick one up. Even if it's a critically good game.
Regards,
SB