I just watched this video by Razbuten, and it kinda struck me how much they talked about ideas and mechanics being popular, safer for a wider audience, as a virtue.
AAA explicitly means lowest risk, not highest quality. I think over here we know that people are not all supposed to like whatever AAA studios produce. We should celebrate creations that convey meaning and emotion, that present unique perspectives, that do things differently and do them well, not ones that remove emotion and uniqueness in favour of bigger sales.
I think there should be more games meant for smaller audiences, enjoyed by fewer players, especially when those few players get more entertainment and/or emotional connection than they otherwise would from broadly appealing stuff.
Many indie devs are already making those games, but I feel that others (myself included) often get unnecessarily stuck on the quest to make something more broadly appealing. Sadly, a lot of it is strongly incentivised by the system we live under - in order to really commit to making good games, we have to succeed financially, and in order to succeed financially, we have to make things that reach a large audience; it’s a catch 22.
Nonetheless, I think video game journalists should put more emphasis on game quality and enjoyability given individual preferences, and less on broad marketability. Of course, they, too, are bound by the same system, having to write content that will appeal to a wide audience, but they should find new, interesting games to talk about, and encourage giving risky mechanics a try.
Speaking of risky mechanics, I think overarching time limits can be a good enhancement to an experience when it narratively makes sense. I liked how panic levels forced some prioritising in XCOM Enemy Unknown, and it even felt like there wasn’t enough strategic pressure from the invasion. The time limit doesn’t have to be explicitly visible, and failure to complete objectives within it doesn’t have to be total or binary - the uncalculated threat of our outcome worsening if we don’t move is often a better motivator and narrative device than a literal ticking clock, in my opinion.