vortex
Fabulous Optimist
Can he expand into a small 30 people studio like Obsidian and make a game with PoE quality level ?
Can he expand into a small 30 people studio like Obsidian and make a game with PoE quality level ?
Well going by Avellone's reports, neither does Feargus.Can he expand into a small 30 people studio like Obsidian and make a game with PoE quality level ?
Given his personality, I can't imagine Jeff plays well with others.
I think where Jeff Vogel really missed out in his career is in failing to leverage his celebrity.
He talks about how as a humble indie he couldn't afford to hire an employee. Okay dude, but you're not just any indie dev, you're Jeff Vogel, a guy whose name still rang out loudly enough in 2018 that he could raise $100,000 for a game that looks like Queen's Wish. You don't need an employee, you need a partner. Join forces with another indie developer who's better at art than you are, and create something that's bigger than either of you could have done alone.
Can he expand into a small 30 people studio like Obsidian and make a game with PoE quality level ?
I think where Jeff Vogel really missed out in his career is in failing to leverage his celebrity.
He talks about how as a humble indie he couldn't afford to hire an employee. Okay dude, but you're not just any indie dev, you're Jeff Vogel, a guy whose name still rang out loudly enough in 2018 that he could raise $100,000 for a game that looks like Queen's Wish. You don't need an employee, you need a partner. Join forces with another indie developer who's better at art than you are, and create something that's bigger than either of you could have done alone.
His ex-wife did do the original Exile 1 graphics and they still look decent. Not noisy, and uncluttered.
He's lurking here for sure. He's delusional and surrounded by sycophants. He pretend we want AAA quality graphics and wont ever be satisfied ,so he wont even try to improve them. We dont want AAA graphics we want better presentation. On some of the screenshots of queen wish some of the token aren't even scaled with the adventurers size, the wolves for exemple . That's the minimum to do , at least when you care.Well if wants to feel better he can look at KOTC 2 the one guy in the world doing worse than him...
Examples of games on the same or lower budget than Jeff Vogel's which manage to look better:
A lite RPG with a story that feels like it was first written as an erotic fanfic. Yet the visual style of it is pretty damn decent. Characters and environments fit well to each other, the tileset has a tasteful choice of colors, and just like with Underrail, skillful use of lighting lends it a nice atmosphere.
Zombie survival RPG. Like in Shadowrun, it uses 2D environments with 3D characters for greater flexibility. Again, it doesn't have super top AAA quality tilesets, but the tilesets are tastefully colored and give off a nice vibe fitting to the zombie apocalypse setting. It looks simple, but it looks beautiful. It also looks very clean and not messy at all. One glance at the screen lets you easily spot everything that is of interest: buildings, objects, NPCs, etc.
Bastard Bonds is the first one. IIRC it is a NSFW game.Examples of games on the same or lower budget than Jeff Vogel's which manage to look better:
A lite RPG with a story that feels like it was first written as an erotic fanfic. Yet the visual style of it is pretty damn decent. Characters and environments fit well to each other, the tileset has a tasteful choice of colors, and just like with Underrail, skillful use of lighting lends it a nice atmosphere.
Zombie survival RPG. Like in Shadowrun, it uses 2D environments with 3D characters for greater flexibility. Again, it doesn't have super top AAA quality tilesets, but the tilesets are tastefully colored and give off a nice vibe fitting to the zombie apocalypse setting. It looks simple, but it looks beautiful. It also looks very clean and not messy at all. One glance at the screen lets you easily spot everything that is of interest: buildings, objects, NPCs, etc.
Hey, JarlFrank, what are those two games? They look nice, might try them out!
Bastard Bonds is the first one. IIRC it is a NSFW game.Hey, JarlFrank, what are those two games? They look nice, might try them out!
Second one I think is Project Zomboid but not 100% because I've never played it.
But then he decided that rather than improving what he achieved, he wants to bring it all down and make a game with aesthetics of a jrpg.
Hasn't Jeff said that at one point he made quite a bit of cash ("life-changing money") off one of his games?
Considering the sycophantic response to his post on Twitter, I don't think him reading feedback would change anything.
Can you still justify your artstyle in face of those?
Truthfully, we're all approaching the thing from the wrong angle. Consider that Vogel, and this time I am not memeing, considers himself old and tired. He wants to optimize. Thus, why he went for the shittiest art style possible and Kickstarter?
+ Steam sales are probably slowing down heavily. He needs a new way to get money for certain and in advance, and if he can milk the audience by cutting down heavily on expenses and taking the extra Kickstarter money it's even better.
+ Getting good artists and keeping them (or getting non-Anglo artists for cheaper prices) is hard. Vogel is nowadays lazy. He goes for the minimum because he doesn't want to plan for art direction. He doesn't want better art. He doesn't need it. He needs terrible art that can be recycled ad infinitum (like in his previous entries) and he needs it to be fungible. There's some truth in his post, literally through the teeth: he doesn't want to pay again for more art assets, he doesn't want to plan for more art assets.
+ He's bored of the genre. Avadon has been perfunctory, derivative, and probably the worst of his gaming series. But he's a 25+ years old veteran that knows only to make retro RPG. We're not talking Illwinter or IronTower studios, with people with "real jobs" (pardon the term) on the side or with a burning passion: he wants the minimum and he wants it to pay the bills.
If you consider that the art style, more than a "ARTISTIC CHOICE" is merely a low effort for the maximum gain attempt, it makes sense. "BUT HE COULD GET SO MUCH MORE": yes, but he doesn't care. That would require risks. Effort. He doesn't want to risk or to work too hard on something. Literal wageslave mentality, and I am a wageslave, for sure I know!
It's quite sad to see the man behind Geneforge fall so low. One has to ask what happened, because Geneforge didn't have this mentality.
Queen's Wish look is a result of him listening to a loud minority of autists arguing that the original Exiles were his best looking games.
It's quite sad to see the man behind Geneforge fall so low. One has to ask what happened, because Geneforge didn't have this mentality.
One just needs to hear the man to understand what happened: again, he got scared. He has to pay the bills (and honestly, everyone has to do that, and he's a married man with a family and not a twentysomething living with his parents - no offense intended - and no expenses but just dreams and grit) and what he perceived as his "most experimental" games failed badly. It's also easy to forget that the last Geneforge is now ten years old.
For ten years, he has done just remakes and Bioware-lite games and they paid the bills. Queen's Wish is probably the most experimental thing he has done in ten years, and he wants to be entirely sure that's going to pay him back. So, Kickstarter. So, cutting every possible corner. So, zero risks.
The art style blog entry is bizzarre, but let's do for once some Academia-like work and comment on why he planned it so instead of what he says. His points are rambling and meaningless: his logic, as said on his interviews and previous blogposts, isn't. It's also fairly noticeable that the nature of the comments that triggered him aren't "the art sucks" but are "I can't get anyone to buy this because the art sucks".
Serious talk, in the real world a man has to get money and plan for retirement. Vogel has probably no marketable skills whatsoever (25+ years veteran of making games that nowadays can be made in two months by a bunch of chinks) and he has to plan carefully. He was never going to get extra people or plan bigger things or else: he isn't an entrepreneur and he managed to stay afloat for the peculiar age when he threw out his best games (the great RPG drought of the 00s). If Vogel was making games just, I dunnow, ten years later, he'll have a nice Steam page with 29 reviews, a three-page long thread on the 'Dex and he would be forgotten in six weeks.
That's the thing, though. If you spend 25+ years doing something, and end up being no better than a bunch of chinks because you had your head stuffed up your ass for most of that time and decidedly refused to improve, then it's no wonder you don't have anything in your retirement fund. Had he taken the plunge and took the risk (and I don't think rebooting Geneforge with a new plot and ATOM-tier graphics would be too risky, as the concept of the game had been proven time and time again), we'd probably be having a subforum just for him and he'd make bank. Hell, he could kickstart the damn thing just to offset the risk even more – there are plenty of people who'd back such a thing. Instead he's choosing to be a low effort chickenshit. BTW I'm not some NEET staying in my parent's basement, I have my share of bills to pay as well.It's quite sad to see the man behind Geneforge fall so low. One has to ask what happened, because Geneforge didn't have this mentality.
One just needs to hear the man to understand what happened: again, he got scared. He has to pay the bills (and honestly, everyone has to do that, and he's a married man with a family and not a twentysomething living with his parents - no offense intended - and no expenses but just dreams and grit) and what he perceived as his "most experimental" games failed badly. It's also easy to forget that the last Geneforge is now ten years old.
For ten years, he has done just remakes and Bioware-lite games and they paid the bills. Queen's Wish is probably the most experimental thing he has done in ten years, and he wants to be entirely sure that's going to pay him back. So, Kickstarter. So, cutting every possible corner. So, zero risks.
The art style blog entry is bizzarre, but let's do for once some Academia-like work and comment on why he planned it so instead of what he says. His points are rambling and meaningless: his logic, as said on his interviews and previous blogposts, isn't. It's also fairly noticeable that the nature of the comments that triggered him aren't "the art sucks" but are "I can't get anyone to buy this because the art sucks".
Serious talk, in the real world a man has to get money and plan for retirement. Vogel has probably no marketable skills whatsoever (25+ years veteran of making games that nowadays can be made in two months by a bunch of chinks) and he has to plan carefully. He was never going to get extra people or plan bigger things or else: he isn't an entrepreneur and he managed to stay afloat for the peculiar age when he threw out his best games (the great RPG drought of the 00s). If Vogel was making games just, I dunnow, ten years later, he'll have a nice Steam page with 29 reviews, a three-page long thread on the 'Dex and he would be forgotten in six weeks.
But he fails to recognize one of the most simple, most obvious things. It's like he's a brick wall resistant to learning anything at all. It's not rocket science that appealing presentation attracts more potential customers, who will then become loyalists if the actual content is good, too.