I admire effort, but I'd suggest it's heavy sledding when you have the following obstacles to overcome if you want more people in Savage.
The fight design is formulaic and probes a tiny area of design space. As such, it is doomed to appeal to a minority only.
The skillset this favors is highly specific, despite assertions from those in this thread who have apparently never studied intrinsic variations in the cognitive abilities of our species. (This also leads to toxic ableism through the assertion the only thing preventing people from succeeding in certain content is "disabilities." Gaming bigotry is still ensconced in the 1990s.)
The monothematic, DDR boss design is driven by the limitations of the engine, pressure from parsers who need nice, clean metrics so they can show how clever they are, and a lack of imagination endemic to CBU3.
The increasing use of visual clutter as a "mechanic" is a refuge of scoundrels who are constrained by the factors mentioned above. Giving the middle finger to accessibility issues is something that simply isn't tolerated from studios in most of the world.
Finally, even on data servers where the dominant ideology is "the game gave me this content, I must therefore do it," only 50% of subscribers clear Savage. On the remaining servers, it is more common to find players who regard a game as a game rather than a second job, and thus have no interest in Savage.
And to repeat, none of the above points suggest Savage should be removed or even watered down. What they suggest is the futility of any attempt to drive more players into content that they simply do not like. Unfortunately, the tail will continue to wag the dog because SQEX panders to streamers and may even believe such "players" are somehow representative of the player base. Or they just don't care.


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