Oh, people question 'fan'-status of some of the TSL's developers all the time! But ya this is not the place for that...
I suppose 'fanfic' has the opposing term 'profic' as in "professionally-produced fiction" generally used for when a novel is published by a large established corporate 'made-for-profit' company as opposed to the use of terms such as "amateur" (which may have negative connotations).
Fanfic or fan games as terms can also be misleading as a 'professional' writer or game developer may also be a true 'fans', but their involvement isn't considered 'fanfic', or fangames.
"Indie" might be the more PC term people tend to use more often than not for new company, but doesn't have the big corporate standing behind it.
BTW, Grossman has said in the past that he has played and enjoyed the KQ games, back when he was a gamer. So he may be a 'fan'. He just might not be the kinda of 'fan' that other Adventure gamers want to 'make games'.
He may more of the 'adventure-game' fan that sits on the side of Lucasarts style vs. Sierra's style. Adventure game fans used to be largely divided along those two major styles. That they may like one better than the other, but were fans of both, and found enjoyment out of both but at varying degrees.
Also, you are somewhat being misleading with Grossman's pov. He's trying to change the games towards 'mainstream'. He's not trying to just make games he enjoyed when he was younger, but games that others will enjoy. He's trying to make them more successful market-wise.
In other words for Adventure games to become popular again, they need to become more approachable and more accessable to a wider audience.
Adventure games in the past only really appealed to a small niche market of computer owners. It was limited by those who had access to expensive computers at the time. Not many people had computers back during adventure heyday.
Let's be fair companies are about the 'bottom line'. To survive they have to make a profit, so that they can put that money back into making more games, and paying for more advertising. That's how capitalism works.
"Media coverage certainly does help. As does word of mouth - quick, tell two friends! But the thing that's really critical to bringing adventure games to the mainstream is designing them for the mainstream. Avoiding player frustration while continuing to provide an experience that lets you be and feel clever has been a particular cornerstone for me. I want Monkey Island fans from way back to enjoy our games, but I want my mother-in-law to be able to play as well. It's tricky to make a game that will be fun for veterans and neophytes alike, but I think we're doing a good job of it."
http://www.adventureclassicgaming.co...interviews/526
It was largely the fact that adventure games were generally limited to a niche market, not only as a genre, but also by limits of who had access to PCs, that killed Adventures in the first place. Since larger companies had to show success sales at the end of the year, and they simply didn't compete with the action market, and console market.
This leaves the modern 'adventure-game' designer in a conundrum, try to appeal to a broader audience, or essentially leave adventures in the same predicament they were in years ago. Even though now computers are more accessible, and consoles are capable of what computers can do.
The problem? For these games to be more marketable and have more mass appeal, they often alienate the long time adventure game fans, or fans of individual series. It's very difficult to strike a balance to keep old time fans happy, but also appeal to the overall market. While keeping the overhead cheap, and the profit margin high.
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especially considering a couple of these games in many ways bested the original Sierra titles that inspired them.
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This is the part I don't agree on, but again, like I said, to each their own.