Every once in a while I go back to this interview (http://shmuplations.com/residentevil2/) with Hideki Kamiya and Noboru Sugimura made around the time of RE2's release. I find three passages particularly important in this day and age - and it's quite interesting that all these points came from Sugimura, who was no game designer.
Anyhow, here they are:
"Sugimura: I think space and distance are very important to Resident Evil. That’s why we didn’t add melee weapons. We want players to feel fear and dread, like danger is just around the corner—even if you can’t see it on-screen, you can hear the footsteps of licker or the groaning of a zombie… should you flee, or fight? But if we go and give the player a steel pipe that can be used over and over, then we’re giving that player a reason to approach the zombies! And then the player will no longer be afraid. The Resident Evil world must always hold true to the idea that approaching the enemy == danger. And even if you do choose to fight, you run the risk of expending your precious ammo…"
"Sugimura: That’s why I was also against the idea of having the Tyrant drop bullets when he’s defeated. We must not give players a reason to seek out fights with enemies. Unlike many other games, the enemies in Resident Evil don’t drop gold or experience. In Resident Evil we’ve sought to convey a terror free from such impurities, and I think that has been the key to its success."
"Sugimura: That will probably continue to be an issue for us. If we’re going to preserve the true character of Resident Evil, we may not be able to continue to “open the gates” to new players like that."
All these "big no no" points eventually ended up being the foundations of RE4, a game that encourages you to engage the enemies because they will drop gold coins. A game made to "open the gates" to new players. A game that was the beginning of the identity crisis the franchise is still experiencing today...something that could've been avoided in toto had they stuck to these rules (especially given that, contrary to popular belief, RE4 wasn't a smash hit on first release: on the GC it sold 1.3 million units, which was pretty average for the series - RE3 more or less sold that much at a fraction of the costs - and far away from the 4 million units RE2 sold on the PS1 alone).
Anyhow, here they are:
"Sugimura: I think space and distance are very important to Resident Evil. That’s why we didn’t add melee weapons. We want players to feel fear and dread, like danger is just around the corner—even if you can’t see it on-screen, you can hear the footsteps of licker or the groaning of a zombie… should you flee, or fight? But if we go and give the player a steel pipe that can be used over and over, then we’re giving that player a reason to approach the zombies! And then the player will no longer be afraid. The Resident Evil world must always hold true to the idea that approaching the enemy == danger. And even if you do choose to fight, you run the risk of expending your precious ammo…"
"Sugimura: That’s why I was also against the idea of having the Tyrant drop bullets when he’s defeated. We must not give players a reason to seek out fights with enemies. Unlike many other games, the enemies in Resident Evil don’t drop gold or experience. In Resident Evil we’ve sought to convey a terror free from such impurities, and I think that has been the key to its success."
"Sugimura: That will probably continue to be an issue for us. If we’re going to preserve the true character of Resident Evil, we may not be able to continue to “open the gates” to new players like that."
All these "big no no" points eventually ended up being the foundations of RE4, a game that encourages you to engage the enemies because they will drop gold coins. A game made to "open the gates" to new players. A game that was the beginning of the identity crisis the franchise is still experiencing today...something that could've been avoided in toto had they stuck to these rules (especially given that, contrary to popular belief, RE4 wasn't a smash hit on first release: on the GC it sold 1.3 million units, which was pretty average for the series - RE3 more or less sold that much at a fraction of the costs - and far away from the 4 million units RE2 sold on the PS1 alone).