Originally Posted by
Claymore65
Wait...so taking risks = "fundamental overhaul of game mechanics"? I think there is a big difference between "taking a risk" and "rebuilding the core of the game from the ground up". Diadem, for example, was a risk. Deep Dungeons, which feature randomized dungeons and differing leveling structures, is a risk. Lords of Vermillion, a miniature real time strategy game, is a risk. They differ drastically from the ordinary flow of things in various ways, even if they have their failings (Diadem failed to reward exploration leading to Dino island, Lords of Vermillion is hampered by the Golden Saucer queue times and console controls etc). I think it's disingenuous to say "they don't take risks" just because they haven't, for example, turned the entire game into a different genre.