Doesn't make it a good game, let alone an RPG. I have a lot of hours in that game, it's a time waster, like an mmo. It's really easy to jump into, but doesn't leave a lasting impression.(Isn't very replayable, and doesn't have a definite end) Also he's right in the Oblivion comparison, but you could also take that as an insult for what is a truly awful game.
There has to be something more here to explain why it sold so many more millions over Oblivion, Fallout 3, and New Vegas, and I'm going to try to find it.
What a moronic way of thinking, popularity doesn't equal quality, that's fallacious. Let me think up a few reasons why it could have sold more: Larger Marketing budget, hype, the company's reputation, brand recognition, Larger market in general(More people playing games, mostly casual.), better visuals, -other asinine bullshit.-
Gameplay wise, it's a time waster, as I said. Like WoW, Flappy Bird, Minecraft, etc, it's easy to pick up and doesn't have much depth or learning curve, maybe it's a good game, I wouldn't know, since in response to sawyer's question: " How do you guys even play da non RPG games?
" my answer would be, "I don't.".
Doesn't make it a good game, let alone an RPG.
Josh Sawyer has stated that a)his idea of a good game is different than that of "grognards" and b)he does not care about catering to grognards (classic CRPG fans) when designing games, because their idea of "fun" clearly isn't something that most modern gamers agree on. In other words it's unprofitable to not cater to casuals, and doing the opposite would be an unwise design choice since grognards are a vocal minority not representative of his core audience.
Take away the "in other words" and I think you have it. It says nothing about casuals. Josh has his own idea of what a RPG is, and it doesn't involve adding shit choices that nobody uses just because some self appointed "CRPG experts" want to not use them. I'm a CRPG fan, most of what he said sounds appealing to me. The only thing in the beta that's given me concern so far is how minor an impact the builds have on their derived statistics. I'd like the builds to be balanced, but I'd also like them to play differently, hoping that attributes/stats(Whatever the fuck they're called) are more meaningful at release.