You know, Dead Space, Dragon Age, Simcity, Old Republic are all franchises that I felt DID merit sequels, and were definitely worth trying to innovate on. But what they decided on were completely risky and bizarre forms of innovation. Single Player oriented MMO? Multiplayer oriented God sim? Co-op horror game? I'd love to have seen those things work, but I wouldn't bet the farm on them. Gutsy choices like that need really hard work, and probably more original IP, to turn out positively.
If you ask me, I'd say lean hard into Dead Space's dialogue writing if you wanted to improve it; even Dead Space 1 is not outstanding in that regard. The rest of the original model was fundamentally sound horror design.
I'd say they should have built a new kind of engine that could handle proper Xwing / Tie Fighter flight sim stuff online if they were trying to make an innovative Star Wars MMO, people still deeply revere that series and nothing else has picked up the Wing Commander torch in over a decade; it's starving for innovation.
I'd say Simcity designers should have been very careful about making sure really bad gameplay results can in fact happen, and the player would gradually be led to understand more and more about why they happened, that way ensuring that the gameplay lasts. As is, people usually have no idea if bugs or their choices are why their city is what it is.
But what do I know about game design?
I think it's hard to keep making games that specifically contain lightning in a bottle, no matter how big a publisher gets. Square had it and lost it too. The really good games have something extra beyond just being well crafted - I think it's about providing what the audience doesn't know it really wants yet.
Hope EA will cut losses and push newer franchises to the top of the pile following this.
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