OR: 25 Years Experience in Gaming Teaches You a Few Things
Several years ago there was an article by Jeff Green in Computer Gaming World where he opined that PC gaming was not dead or dying but rather going through a tranisition. This seemed to me much like the wall street analyst who warns you to sell a stock when it's already down 20%. Since I have been PC gaming for the past 25 years (bought my first Apple II in 1979) it seemed a noble gesture for me to let game makers know what I think of the product and how it might be made better.
(Boring history: I play mostly strategy and role-playing games but wander into other areas occassionally. I currently am playing Warlords Battlecry III and Galactic Civilizations. Every now and then I will play Alien Blast. I have finished the Disciples and Kohan series and cut my "I" teeth on Wizardy and Ultima. I played Everquest for a few years but find on-line MMORG a bit boring.)
So, here goes...
First off, the best games are ones that challenge the gamer to think, not look at pretty graphics. Gamers want to be challenge and be challenged by a variety of possibilities. When the game presents one long sequence of a single approach (do A, do B, do C, win, repeat) it makes the game boring quickly. Since most games lead to sequels (which is not bad) if you do that to the gamer, we turn off (see Heroes of Might and Magic IV).
Second, if you make the game too easy we turn off, so put some time and effort into complicated and challenging AI's. Kudos to Galactic Civilizations and Warlords Battlecry III for doing this right. But there are too few of these efforts on the market. The AI should also be customizable. Don't get me wrong, it isn't for me specifically, but when you are trying to get a kid interested, they need to be nursed a little which means if the scenarios are too difficult they quit. Me, I like the insane scenario.
Third, be original. There's never been a good stock market simulation, why? We can raise PC children (The Sims) but we can't simulate the most important economic piece of the American (and world) puzzle?
Fourth, remember the game is, well, a game. This may be just my own pet peeve but I think that most games allow you to SAVE way too often. 20 years ago Wizardry I allowed you to save only when you weren't in the dungeon. A risk was a risk (hey, that would be a good name for a game, hehehe). How about a "save cycle" for a game (Saves every 10 minutes on "easy" setting, 20 minutes on "hard" so that the gamer had to play the game, not find a procedure for winning based on Save 47.
PC games are costly to develop. We all know that. There is no guarantee it will sell. Welcome to the Free Enterprise Capitalist system. But if you got the b***s to try and I sure hope you do, that is what gamers are looking for. Willing to spend $50 to get it, I hope this helps.