SuicideBunny
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- May 1, 2007
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tempting....
Not necessarily. I'm a firm believer that most games are sold in the initial 5-15 minutes of player exposure - that is, what they see right up front is what sells it for them. Ever wonder why so many action games these days open with an action scene (God of War), or why other titles seem to pour their development dollars into a really awe-inspiring intro and then end up being kind of banal and stupid for the remainder (BioShock)? It's all about getting the player hooked in that initial few minutes. You need to give the player a reason to care about your game the instant it starts up, whether that's a cool intro, nice/unique aesthetic or good gameplay. If an RPG, even the most hardcore CRPG (provided it had a usable/modern interface) managed to do that, I can almost guarantee it'd sell well; it wouldn't even matter what it did beyond that point (assuming it was, you know, good), because most gamers and critics will have already been sold.Jasede said:If Obsidian made a game all of us liked they'd go out of business, like Troika.
True story.
serch said:No publisher is going to give them a penny for a game like this. They have their hearts in the right place, though.
KalosKagathos said:Right. NV is the exact same game as 3, VATS and all. They just dressed it up with nice writing and C&C, so that storyfags who have no clue about what makes games good would buy it. It worked spectacularly.
Xor said:NV was a pretty good game crippled by a shitty engine. Obsidian doing an actual old-school RPG? That could be fucking awesome.
And even that would be much better than the mainstream RPGs we get nowadays.Demnogonis Saastuttaja said:Xor said:NV was a pretty good game crippled by a shitty engine. Obsidian doing an actual old-school RPG? That could be fucking awesome.
Riddled with bugs and broken mechanics as usual.
Admiral jimbob said:I think my favourite thing about Mastermind is his screeching insistence that he is definitely not one of those faggot Codexers man I hate those guys despite his daily visits and posting. It's kind of adorable.
Jaesun said:Admiral jimbob said:I'm sure they want to. I'm sure they'd also like to give all their fans a free car. Doesn't really mean shit.
Agreed. With the current Publisher/Developer model Obsidian is stuck too, it's never going to happen.
There is NO Publisher on earth that is going to approach or that Obsidian can approach and would even consider a "Old School cRPG Game". None.
Are you saying Troika made a game that all of us liked?Jasede said:If Obsidian made a game all of us liked they'd go out of business, like Troika.
True story.
KalosKagathos said:Why do I like these guys again? The idiocy of this statement hurts physically.AG: On that topic, Obsidian would probably be the best guys to ask about this, but do you think the days of turn-based RPGs are done? Are we just gonna get some mix of action and RPG from here on out?
RT: I think it's still doable. Dragon Age was quite successful. It wasn't necessarily turn-based, but it was very much pause-and-play, especially if you kicked the difficulty up.
Right. NV is the exact same game as 3, VATS and all. They just dressed it up with nice writing and C&C, so that storyfags who have no clue about what makes games good would buy it. It worked spectacularly.Alexandros said:They kinda did that with New Vegas. They made a good game and dressed it up in shitty brown next-gen clothes in order to lure in the sheeple.
RT: I think it's still doable. Dragon Age was quite successful. It wasn't necessarily turn-based, but it was very much pause-and-play, especially if you kicked the difficulty up. It was very challenging if you did not play is it as a tactical RPG. I thought that was a fantastic game, and I thoroughly enjoyed it
RT: We have some ideas, and we talk about them, and exploring ways to make that possible. You have to figure out, what would be the market for it, what's a way we could release that and actually have it be viable. There are a lot of things we have to solve for. We talk about it. A lot.
AG: Oblivion was a controversial game, especially in the RPG crowd. It was often seen as "Baby's First RPG". But, it made a lot of new RPG fans, and even though Bethesda went from fantasy to post-apocalyptic with guns, they were able to take the fanbase from Morrowind and Oblivion and apply it to Fallout, which was not Baby's First RPG anymore -
Azrael the cat said:I suspect that if it was possible to get a publisher for it, they'd have a go at a mid-budget tactical crpg, but it's hard to see a bricks-n-mortar publisher going for it, given that they'd still have to cough up marketing and distribution costs. They could always go a steam-only route, but that would probably also mean going very low-budget, if nothing else because you wouldn't want to take a double risk on both game style and distribution at the same time. But whilst that might be financially feasible, they'd have the risk of folks in their wider market bitching about the low-budget graphics/bugs and having publishers think of them as a low-budget company rather than an AAA developer.
KalosKagathos said:It's still not similar to TB because of simultaneous movement.
KalosKagathos said:Right. NV is the exact same game as 3, VATS and all. They just dressed it up with nice writing and C&C, so that storyfags who have no clue about what makes games good would buy it. It worked spectacularly.
Twinkle said:KalosKagathos said:It's still not similar to TB because of simultaneous movement.
I'm still surprised they some fail to see the difference between TB and round-based combat. Pseudo real-time round-based game where you have to mash pause button regularly to have reliable control over party members will never be an equal substitute to a proper turn-based system.
DA combat has more in common with DOW 2 singleplayer rather than anything turn-based.
IronicNeurotic said:Also in another question he mocks Oblivion. Hes nearly a codexer for fucks sake.RT: We have some ideas, and we talk about them, and exploring ways to make that possible. You have to figure out, what would be the market for it, what's a way we could release that and actually have it be viable. There are a lot of things we have to solve for. We talk about it. A lot.
AG: Oblivion was a controversial game, especially in the RPG crowd. It was often seen as "Baby's First RPG". But, it made a lot of new RPG fans, and even though Bethesda went from fantasy to post-apocalyptic with guns, they were able to take the fanbase from Morrowind and Oblivion and apply it to Fallout, which was not Baby's First RPG anymore -
I'm not sure if that was intentional or not, it's funny either way.IronicNeurotic said:(Emphasis on tactical)
That's the interviewer who calls it baby's first rpg, not Taylor. Doesn't strike me as particularly 'dexy. For example:Also in another question he mocks Oblivion. Hes nearly a codexer for fucks sake.RT: We have some ideas, and we talk about them, and exploring ways to make that possible. You have to figure out, what would be the market for it, what's a way we could release that and actually have it be viable. There are a lot of things we have to solve for. We talk about it. A lot.
AG: Oblivion was a controversial game, especially in the RPG crowd. It was often seen as "Baby's First RPG". But, it made a lot of new RPG fans, and even though Bethesda went from fantasy to post-apocalyptic with guns, they were able to take the fanbase from Morrowind and Oblivion and apply it to Fallout, which was not Baby's First RPG anymore -
PC RPG mechanics are items with a lot of stats? Items withIt's approachable, it should feel like a console game, but it should hearken back to PC RPG mechanics: the loot, the complexity of the items, they're kinda complicated, they have a lot of stats, but at the same time we try to present it in a way that, even if you really don't care about the stats, if you see a lot of green arrows, it's probably a good idea and you can go ahead and put it on. If you see a lot of red, probably don't want to put it on. It's trying to balance the needs of both of those potential audiences for Dungeon Siege 3.
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So there's that RPG side of it, should feel like you're very used to managing resources in an RPG, but then there's also the console side where you push a button and see an immediate reaction. The attack doesn't go into an attack queue and wait until the round comes around to fire. I worked on those games, too, and I love them, but that's not usually what you're looking for on a console experience.
My understanding of Alpha Protocol is that nearly all of its issues were due to a really, really protracted development cycle headed largely by a producer who kept changing his mind every few months about what he wanted the game to be. They outright restarted development at at least one point and it's pretty clear from the cobbled-together nature and general mediocrity of the finished product that it was less an issue of Obsidian's abilities as game developers and more an issue of management and production.villain of the story said:First game? Oh, I forget; Alpha Protocol isn't really a game
sea said:issue of management and production.