16
Spore: General / Re: One of the reasons why Spore is "cute" and dumbed down
« on: October 29, 2008, 03:09:11 am »That is not what he said. He said "Metacritic scores"Fixing these development blunders would be an agreeable route for future expansions. But something tells me this is wishful thinking. The Spore we have now may never be as it was.
One thing is for sure Maxis shouldn't be happy about what their devoted fans are saying.
Also, as Sub said I advise anyone to refrain from the Chris Hecker bashing. This was all just a shortsighted mistake.
You're right on that one, Chris Hecker is not the only one to blame for how the game turned out, after all he's not above the whole Development team, he gave an idea and they went with it. (unfortunatelly)
Truth. Wright has basically said in an interview that sales were more important than the actual quality of the game.
http://multiplayerblog.mtv.com/2008/09/07/will-wright-reacts-to-crtical-spore-reviews/
Quality =/= Metacritic scores
Metacritic is heavily influenced by hardcore gamers. But they are just a fragment of the audience. They have certain values that they expect from games. But these values are not universal. They are just a minority, in this case of a game for everyone. Their specific values doesn't worth more than the opinion of housewives, Christians, soldiers, homosexuals, old people, movie fans, etc. They-are-just-another-minority.
Quality = Popularity
At least that is how Will Wright looks at it. Games are tools for entertainment, and the more people entertained by it, the better it is. Actually it makes sense. Obviously, a small group of users can not decide the UNIVERSAL quality of creation, only express their biased opinion about it. So, the number of people who played with it, is a good way to decide if they made something relevant.
Popularity = Sales
This one is obvious. The more people like it, the more people buy it.
Sales = Quality
Conclusion: The sales charts represent which developers managed to reach the bigger audience, and which ones are making niches.