http://www.vgchartz.com/yearly/2011/Global/
These games are surprisingly mass-market.
What I meant by 'not mass market' was more the developers' reckoning of the game's appeal. In practice, a lot of people imported the game from Japan to play it in the US because they didn't even think it would get released here! Then, when it came out, IIRC sales dramatically outpaced the publisher's expectations and they had to rush to make and distribute more copies.
A great example of this might be haste vs crit vs power. There are generally trade offs between them and the game in no way says which is more useful per point. In large part because the math depends on play stile, spec, and the dynamics of a specific fight. Still players often spend a lot of time trying different optomizations and building different simulations based on different assumptions. End result tens even hundreds of thousands of hours of experementation that ofen gets tossed out after each patch.
And because players will find this crap out on there own games have become vary vague with exactly how things work or what they changed. Aka "spell power less useful for ability X" which says vary little overall.
Why exactly is this "nice", but having features that can only be exploited by grinding XP and equipment drops is horrible?
I mean, yes, exploration is more enjoyable than grinding, but isn't that already its own reward?
Why does it make a game better to reward one kind of massive time investment, but not another?
In my opinion, putting options in a game for people who want to discover mechanics on their own and be rewarded for it is appealing. It goes along with the hacker mentality.
It's a subjective opinion...you don't have to agree with me.
If anything the difference was fewer players cared about wormholes and people where far less interested in sharing info about them.
I wish I saw more games like one Ragdoll Invaders, though.
The reason I say this is that much of the hidden game-play/mechanics was emergent from the simple basic game-play -- you controlled a ragdoll shooting and avoiding a series of progressively more difficult enemies.
You could use the physics to, for instance, somersault gracefully through oncoming bullets (reducing your surface area), keep your body tightly curled into a ball if you moved slowly enough, continue to play with just one arm (the other would continue to shoot) so you could make the decision to lose an arm in order to survive.
This struck me as being really cool, and I wish there were more games which did allow 'special moves' as a natural side-effect of the physics they were using.
#negative penalties from the highest level of wormhole could be used along with player used module debuffs to reduce values below 0 - on an unsigned value which then reverted to being incredibly high.
I remember when a TON of games worked this way (not always by intention), and it's one of the things that drives me nuts about gaming today. Everything has a guide, maps, tutorials, and you are essentially told exactly what to do every step of the way (especially in MMO's). There is absolutely no sense of exploring the unknown or messing with the system and game-play mechanics to figure something out.