Also, it is VERY hard to create a Triple A game fully around Social-Fu, because one of the cavets about Social-Fu games is that players will break the system. They ALWAYS break the system. It's part of the culture of the fans of the genre. And when they can't, they hit the "design walls" of those games and get frustrated.
It's just way easier (and cheaper) to keep it at a simple development cycle where the game is fun by itself while teasing the player into a controlled path. So you won't "dare" too much.
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