Another thing that has also struck me is how many people that are interested in videogames with experiences not solely focused on a fun core. For example at GDC, we met many people, from many different places in the industry, saying how much they liked the game because of its non-gamey aspects. Also, most of the random people that we “dragged” in to the booth were very interested in this kind of experience and often surprised that videogames like Amnesia even existed. We have also seen this kind of response across the Internet, with many people wishing there were more games focusing on these aspects. Again, I am not saying that this means Amnesia is some candle bearer into the future. What I am saying is that there was an overwhelmingly positive attitude towards the kind of games where a fun core mechanic was not the focus. However, because the current trend of developing games, this potential market will most likely go without many games. A positive consequence of this is that it creates a potentially very profitable niche with almost no competition. So while the preferred way of making games might be more secure, these projects will be launched in an extremely competitive environment. I think this evens out some (all?) of the risks involved in a development not focused on quickly iterating fun mechanics. A negative, possible devastating, consequence is that the lack of these kinds of video games might remove the market altogether (or at least limit it to a very niche one). What I mean here is that if the general population’s view on view games is that they are just about “cheap thrills”, people will never bother looking for anything else. Thus most people who would have been interested in more holistic video games, will never be exposed to them. In a worst case scenario, this would mean that these kind of game will pretty much be stopped being made. I consider this is something worth thinking about and believe the critical cross road will come very soon. The video games we decide to make today, will shape the future for quite some time. (via In The Games Of Madness: Some Industry Reflections)