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MMORPG.com occasionally asks the same question to a group of developers to see how different philosophies inside the industry really are. This week, our question is: "How do developers balance the company's need to make a profitable product versus their desire to create an interesting and innovative game?" Today, our answer comes from Age of Conan's Craig Morrison.
This week's Developer Question is:
How do developers balance the company's need to make a profitable product versus their desire to create an interesting and innovative game?
That is always a challenge for sure. You have to make an assessment of the risks that are inherent in trying something different against the risks in making something that is too generic. If a team 'dials in' a design as it were you will have a reduced chance of having a break out hit, especially as the market gets more crowded and the end user has more choice. I would guess there are exceptions where being a good 'clone' is the aim of the project, but if you are aiming to attract a genuine audience and make a mark at the top end of the market you must have a clear vision of what you want your game to be.