I must say i agree with Lucid a lot, seeing that his insights come from a dev's background, noticing small but very important factors like "that special something" . I must also agree that the game needs to be fun and replayable, since that IS the whole deal, right? To have fun, not frustration. Still, some diehard gamers (myself included) actually love a bit of a challenge and need hardcore, ultraharcore etc. settings in order to enjoy the game at the later stages. However, easy settings are welcome too - game needs to cater to the widest audience imho.
For a game to be cohesive i think that the hierarchy and division of tasks in a dev team is very important - if people force their own styles on the game, the ending result will be a patchwork and not very pretty or pleasant. The same happens when one person makes the (commercial!) game and although he KNOWS he can program, he won't admit he can't make any music. Or graphics. But still he forces it, and then feel insulted when reviews and customers complain about lackluster graphic or lousy, repetitive (at best) music. Or idiotic (or nonexistent) plot. For their money, people desire quality. And we need to provide. Of course, no one should criticize freeware, since it's offered out of free will and is (and should be!) greately appreciated by the community. However, constructive criticism is always welcome (that's why i LOVE this forum)
I think the best way to approach the entire game making strategy is this:
a person with the big picture and some knowledge about every stage of the process (graphics, music, programming, writting, QA etc... This person needs to be a boss of sorts, although taking very seriously into account what specialists have to say
-lead graphic artist
-lead audio producer
...etc. so the Ford Conveyor belt System is the way to go, imho. That way everybody does what he/she knows best and while everybody's oppinions are appreciated, it's always assured that the most capable people work at any given area.
I know that the big guys are already doing it this way, but i feel that us here can do the same - unite on one speciall scirra construct project, take roles and make something really great - if we feel like it. I'm sure that would be a great challenge, but imagine the possibilities!!
Of course, this is just one way of looking at it - your turn now, guys