Excom, I typed up a comment and deleted it like 18 times on his blog. You summed up exactly the same thoughts I had to the point where I was so pissed off that I didn't even feel like expressing it. Pay attention everyone, you're watching a live act of why we can't have nice things in anymore. This is your prototypical gamer of today. I get a chuckle when people get pissed off at devs for dumbing down games. Can you blame them....they are simply catering to their paying audience.
No one anywhere in the world gives game developers a higher percentage of their income than you do, Bruty, so I should
hope you support their marketing strategy.
I like that you're trying to troll people on the dex of all places. It's like a lamb laughing at a pack of wolves. You're terrible at it, just like Ultima so don't try (or consult a walkthrough first).
I don't troll. I'm interacting with the forum and enjoying myself. You have problems.
The original comment depends entirely on genre. Yes, the average gamer these days is never going to support genres that have always been grognard, whether good PC crpgs, flight sims, space sims, good adventure games (there's a great indie scene in that genre, but the lack of professional writers by way of a Schaeffer or the guy that wrote TLJ/Dreamfall really shows). But I still maintain that there was no reason why games like the Thief series, System Shock series, and...most of all...Deus Ex could not have defined the mainstream.
Again, Deus Ex takes out all of the hard rpg caps of SS2 while keeping a very large component of the fun (partially through more open level design; partially through the mixed skills/weapon mods/augs upgrade system). It has an interface and a learning curve that enabled players to go straight from Doom/Quake to Deus Ex. It allows something most developers have forgotten about - really fun emergent gameplay - and manages to pack that and all its rpg elements into a set of gameplay mechanics that are considerably simpler than FO3 or ME series. If you can play either of those games you can play Deus Ex, and if you made the same effort to design to difficulty curve to give CoD shooter players a familiar opening level that's relatively easy before stepping things up over a long enough game to allow a learning level or two.
On top of that, it managed to design its C+C (all cosmetic, but really well done cosmetic) in a manner that CoD players - like the Doom/Quake twitch-gamers before them - would not have felt like they were missing out on content (arguably there's a greater feeling of missed content in the way that DE:HR signals C+C compared to the way that Deus Ex just carries on as though there are no choices until you break orders and discover them).
There's also plenty of evidence that players like these games, and that they like them more when they AREN'T watered down - so long as they maintain the original DEx's strategy of packing complex gameplay into very simple mechanics. Even the moderate success of DX:HR - in an environment where that gamestyle hadn't been tried in an AAA environment for a decade - shows that you could easily build an AAA market for this genre. Perhaps you could introduce the audience to more complex mechanics as you go, but frankly the original DEx got by without that. Instead, it had really intelligent application of its simple mechanics, combined with awesome level design.
To the extent that Deus Ex clones (and thief clones for that matter - how incredibly simple are the mechanics in Thief compared to the gameplay they enable?) don't make up sizeable chunks of the AAA market, the problem isn't the audience. It's that they require a lot of skill to make, and a commitment to emergent gameplay that is alien to modern AAA game design. The audience themselve have come in the past, all the way down to large chunks of the 'dumb shooter' market.