In many ways the budget creates the mediocrity. If your game costs 100 million then you can’t afford to make a niche product. You need mass market appeal or it won’t even break even.
What I understood was that a large budget also demands lower risks and therefore designers target conservative game mechanics, derivative themes and money making schemes (e.g., micro transactions).
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In many ways the budget creates the mediocrity. If your game costs 100 million then you can’t afford to make a niche product. You need mass market appeal or it won’t even break even.
What I understood was that a large budget also demands lower risks and therefore designers target conservative game mechanics, derivative themes and money making schemes (e.g., micro transactions).