MetalCraze said:
There is a difference between a hard difficulty and a retarded difficulty. With the latter being enemies absorbing more bullets and doing magic sniper shots to your head which just makes a game unbearably boring. And we don't even see that often in modern games. Hard difficulty is more like "less easy" these days.
I couldn't agree more with this.
mpxd said:
The one thing i'm sorta hesitant to accept is that the existence of today's 'next-gen' stuff necessarily makes the 'good old days' model no longer feasible.
I wouldn't go as far as calling it non feasible anymore. The gothic series and the large number of indy production titles are examples that catering to a niche market still works and can even work for mainstream titles. (risen)
I meant to illustrate the point that when faced with the decision of knowingly catering to a niche vs attempting to adress an audience as large as possible, and each being connected to a risk value, most companies opt for the later simply because that is usually less risk.
I guess its along the same level of having to play a system you do not like as much as your favourite one vs not playing at all. Most people would prefer working in the industry and making a game vs making the one game and facing unemployment afterwards. Some companies take the risk and are successfull, such as the witcher publishers, and some simply don't. Thats where titles like DA, Mass Effect, ArcaniA and the like come from IMHO.
Breaking even has simply become harder because the starting investment is bigger and thus the amount you need to sell has gone up. Even if you do not want to make big bucks, you want to stay employed and thus need to break even. And that is only for privately owned companies that work on investments or loans. Many companies these days have shareholders who don't care one bit about the product, only the money they can make off it. To satisfy those, you have to simply make as much as you can and that means to adress the biggest crowd possible.
So then why the drought of great games, relative to the 'golden age'? Is it a temporary problem, which will fix itself as the mainstream market matures and developers go back to looking for profits in the niches? Or is it more permanent, perhaps an artifact of the mainstream market's enormous advertising budgets and media clout?
First of all, the market has gotten a lot bigger since then. Back when the old SSI type games were produced, the people who wanted them also made up a large part of the overall computer game audience. People who actually had computers and used them to play games were very likely to be into fantasy, scifi and roleplaying anyway. These days, being into roleplaying games does not even equate basic math skills anymore, let alone being comfortable with crunching a few numbers.
Still, I am still hoping the market will mature, like the movie market did in parts at least, to the point where niche audiences become large enough to justify the investment to make modern scale games. In some parts, I think it even already has. PC games have gone from a small industry of people who wanted to work in that particular industry to simply big business. The audience has grown with the industry but I dont think it has grown proportinately yet.
Finally, there is also the evolution of games that should not be neglected and accounts for some part of the problem I think. For a long time, for instance, turn based combat was not really a design choice but a necessity because for many games it was the only or simplest way to actually handle combat. With the advent of real action based combat (as in real time) it became a choice and a large part of the audience seems to prefer it. Hence, turn based combat became a thing of the past for most games simply because it requires more suspension of disbelief to see the realism and it makes games more complicated and thus harder to get into. Turn based combat also tends to be less forgiving which ties in directly into MetalCrazes argument.
@Raghar, I love how you quote things out of context in order to provide an example of a statement I have already made in the part you did not quote. Especially, the serialized model and the associated public outcry I outlined. Well done.
Regardless, some things I would like to adress:
1. The Gothic series + Risen have barely evolved system wise. Imagine a new storyline being written in the G2 engine back when it was current. I doubt many people would have complained. Oblivion, Fallout 3 and Fallout NV were all done in the same engine, with tweaks as necessary to account for the changes in the system. It was mentioned in reviews and complains were there, but it didnt stop the audience from paying full price for each title. (Im not going to make a comment about quality, or lack thereoff here.)
2. The groundwork of the elder scrolls system has never changed, only the way it was implemented. While bethesda continually removed elements, they added little except for the perks in oblivion. The lore was there in large parts, every game has the quests for the daedric artifacts, the same guilds to join, the same skills and the same attributes. The implementation changed with each game, but they have basically been doing the same thing over multiple titles, two of which, Daggerfall and Morrowind seem to be well respected around here.
3. Voice acting may be unimportant for you and me, but it does seem to play a huge role for the majority of gamers. How many successfull games have been released in the last couple of years that were no fully voice acted? Heck, even modders start to VA their stuff. Personally, I dont care either way, but I know a lot of people who do. As a case in point, Patrick Steward VAing in Oblivion was a major selling point. As pathetic as it was, the simple fact that Bethesda could say it was in there before the game was launched boosted sales. Thats the role VA plays today.
4. Replay value is a great thing, but it does not help sales. The model I proposed was to keep people playing continually, much like a TV series, in maybe a two or three month spread. The concept is not to have people wolf down the game in a week or two and then move on, but to give them an incentive to stay involved for a long time to basically emulate the subscription model in MMOs. I realize the model is no where near finished or feasible in its current state. It was an idea that I felt warranted exploration.
5. As I said, I do not work in the industry and have never worked in game design, so it is entirely possible I am wrong about things. These are just thoughs and views gathered by following games and the market as it presents itself to me.