There is a daunting problem with marketing a skateboarding game and that is to appeal to a wide variety of consumers. On one hand there are people who buy the game for the big air and massive bails and to have a bunch of laughs with friends. On the other hand there are consumers who are more attracted to the simulation aspect of the game and how close to realism they can achieve whilst playing the game. There needs to be a FLUENT transition between those two experiences.

In personal experiences friends of mine who do not skate pick this game up and migrate to the mega ramp. This is the case for most people who casually pick the game up. Because of this fact the game can offer a few designated areas for the "go big" causal gamers without sacrificing the integrity and realism that can be applied to the actual city. This is where skate 3 failed. They tried to make a city that would appeal to the casual player. Basically, creating a few "sandboxes" so-to-speak will be more than enough to make the big air wanters happy. This way you completely please both parties.

Also, as knex stated before, a big problem with the skate franchise was that they were too caught up with unnecessary details. They targeted immensely popular skaters and artists which cost them a pretty penny. By reaching out to more unknown markets (newer pros, ams, indie/lesser known artists) your game becomes a desired canvas for people to reach out to. These people seek exposure and a highly marketable skateboarding game will prove to be very appealing. As a result, more people become interested with the game due to the lure of exposure at a FRACTION of what it would cost to get big names into your game. This also adds to the down to earth, life like feel of the game.

That is all. /rant