AoD sold 200k copies in 4 years, which was an unexpected success. If Colony Ship sells 400-500k in 4 years it will be a major success. For a company the size of Obsidian such numbers would be a major disaster. So as before, the bigger a company gets, the less risks it can take. Plus you can't say that Tim Cain and Boyarsky haven't tried. Arcanum was a great RPG but it sold 234k copies back when Troika was still around.
Except that Fallout 1 sold well, and right now Fallout is a multi-million dollar franchise. Arcanum also sold well. While games like Bloodlines didn't sold that well, they were not a failure. How we know that? because right now they are working on a sequel of it. With these games they gained the good will of many RPG fans, something that is very important because it brings support. And support it was the developer needs to make more games possible and when the publishers are not happy you go to the fans for that. Just remember all those crownfundings.
Ok, guys. It's bad because it was intended to be that way. Because that's what sells.
What kind of moronic answer is that? You talk like a lawyer using a risky strategy to make your guilty client look good.
On the one hand you have a point, but on the other hand Boyarsky said TOW was his "dream game". Which is just plain false advertising if he knew that this game was going to play it safe to the max.
It's sad how often this proves true. An artist making crap that takes them 15 minutes to an hour, might well sell more of their simplistic work, than if they did impeccable paintings of the same subjects.That must be the most delusional post I read in a while.
Ok, guys. It's bad because it was intended to be that way. Because that's what sells.
By all accounts it sold poorly. Wiki says it sold 53k copies in the first 3 months (Sep 30 to Dec 31), 120k in a year, etc. 400k was mentioned several times as the final sale number (before digital sales revitalized it), half of it bargain bin sales. In comparison, Baldur's Gate released a year later sold over a million copies in the first year, in 5 years it sold 2.2 mil copies. So that's your answer. Year 1: 120k vs 1 mil, 5 years: 400-600k (Fargo claimed 600k) vs 2.2 mil.Fallout sold pretty well...
Behead those who are disrespectfulle towards Chris Avellone.
Why not compare the sales figures of a language study courseware, one for French, and one Zulu? Same program, same quality.By all accounts it sold poorly. Wiki says it sold 53k copies in the first 3 months (Sep 30 to Dec 31), 120k in a year, etc. 400k was mentioned several times as the final sale number (before digital sales revitalized it), half of it bargain bin sales. In comparison, Baldur's Gate released a year later sold over a million copies in the first year, in 5 years it sold 2.2 mil copies. So that's your answer. Year 1: 120k vs 1 mil, 5 years: 400-600k (Fargo claimed 600k) vs 2.2 mil.
In a sense, yes. Daggerfall almost bankrupted Bethesda (ZeniMax bought it and re-animated). Morrowind showed them the way forward (focus on consoles and simpler design), Oblivion took 'simpler design' to the next level and became a mega hit.Ok, guys. It's bad because it was intended to be that way. Because that's what sells.
Because the license didn't really matter all that much. It's not like it was the first DnD game in ages. Remember Interplay's Descend to Undermountain, released same day as Fallout? BG sold great because it was strikingly beautiful for its time, which got everyone's attention. The media was raving about the visuals non-stop. It was also glorious real-time heroic fantasy with flashy spells and not some obsolete turn-based shite where you play a loser who drew the short straw.Why not compare the sales figures of a language study courseware, one for French, and one Zulu? Same program, same quality.By all accounts it sold poorly. Wiki says it sold 53k copies in the first 3 months (Sep 30 to Dec 31), 120k in a year, etc. 400k was mentioned several times as the final sale number (before digital sales revitalized it), half of it bargain bin sales. In comparison, Baldur's Gate released a year later sold over a million copies in the first year, in 5 years it sold 2.2 mil copies. So that's your answer. Year 1: 120k vs 1 mil, 5 years: 400-600k (Fargo claimed 600k) vs 2.2 mil.
Baldur's Gate was sporting the most sought after license in RPG gaming.
The conscious decisions in subpar design is evident in the superficial character system, meaningless stats and combat, BUT even a shallow shooter could be more fun and engaging than that dross. Besides, you could make better characters, quests, reactivity and story without hurting sales. That’s why I don’t buy the “it was bad on purpose" excuse. The game could be ten times better in different fronts and it would still sell all the same. The team at Obsidian is simply incompetent and couldn't deliver an engaging game if their lives depended on it. I don’t know how many fuckups in succession Obsidian has to deliver, or how many talents need to abandon the studio so that people here can realize the obvious.It's sad how often this proves true. An artist making crap that takes them 15 minutes to an hour, might well sell more of their simplistic work, than if they did impeccable paintings of the same subjects.That must be the most delusional post I read in a while.
Ok, guys. It's bad because it was intended to be that way. Because that's what sells.
Read the above.In a sense, yes. Daggerfall almost bankrupted Bethesda (ZeniMax bought it and re-animated). Morrowind showed them the way forward (focus on consoles and simpler design), Oblivion took 'simpler design' to the next level and became a mega hit.Ok, guys. It's bad because it was intended to be that way. Because that's what sells.
Do you disbelieve this practice of Bethesda?The conscious decisions in subpar design is evident in the superficial character system, meaningless stats and combat, BUT even a shallow shooter could be more fun and engaging than that dross. Besides, you could make better characters, quests, reactivity and story without hurting sales. That’s why I don’t buy the “it was bad on purpose" excuse. .
There is a talk by Tim Cain that spoke of removing numbered stats in favor of pictographs. Ghastly as that is, it was based on the percieved limitations of their consumers.
Oh it was pretty disheartening, yes.If you can't see how unforgivable that speech was, I don't know what to say.
I'm not excusing them, I was just arguing that their fall wasn't by biology and they getting old but because they wished so, to fit in where the money was."Hey, guys. I just killed hundreds of jews because everyone else was doing the same".I think the problem is that those designers are surrounded by an enviroment that has an entire different goal from the companies of the 90's.
That's the "I'm just following orders" excuse. You can justify any kind of immoral behavior with this line of reasoning.
If Tim Cain still had any dignity left, he would join Ziets in his new studio. He is ridiculously talented, he could make his own engine from scratch, he is one of the most experienced developers in the planet, and so on. In the worst scenario, the independent game wouldn't sell enough and he could land another horrendous soul-crushing job in another studio. He knows how to do it. He simply doesn't give a fuck.I'm not excusing them, I was just arguing that their fall wasn't by biology and they getting old but because they wished so, to fit in where the money was.
It's not the same thing. The market for artists is always fucked. You can't pay rent withI have seen artists who could paint par with Sargent, reduced to selling primitives—to be able to eat and pay their rent.
I have been saying this for years. If you have a passion for cRPGs, indie is the way to go. But it requires sacrifice, talent, and good management. It makes zero sense to make cRPGs where stats don't matter. It's a risky enterprise due to this own nature, like a somersault. You either give everything you got, or you fall. There is no middle ground.On the other hand we have Vault dweller who left a high paying career, formed an RPG studio, and is now providing us with the style of RPG we all should prefer. Even if you don't like his games, he deserves a huge amount of respect for not just being a windbag. He had the courage of character to put some iron in his hand and produce actual results.
I know who I'd rather give money to.
I haven't played the game yet so I can't comment.The conscious decisions in subpar design is evident in the superficial character system, meaningless stats and combat, BUT even a shallow shooter could be more fun and engaging than that dross.
That's what you want and what I want but is there any evidence that that's what the casual market wants? Deeper quests take time and effort (and thus money), reactivity (beyond cosmetic) can confuse and upset people (why am I being punished for making the wrong choice?! or force them to stop playing and start googling which choice is better, then getting all upset about it, etc).Besides, you could make better characters, quests, reactivity and story without hurting sales.
He tried once and in the end had to close the studio and lay off people, which had to be a very painful experience. You can't blame him for not wanting to go through this experience again. While we all applaud Ziets for leaving and co-starting his own studio, it's a gamble (and the more people they get on aboard, the bigger the gamble).If Tim Cain still had any dignity left, he would join Ziets in his new studio. He is ridiculously talented, he could make his own engine from scratch, he is one of the most experienced developers in the planet, and so on. In the worst scenario, the independent game wouldn't sell enough and he could land another horrendous soul-crushing job in another studio. He knows how to do it. He simply doesn't give a fuck.I'm not excusing them, I was just arguing that their fall wasn't by biology and they getting old but because they wished so, to fit in where the money was.
I have been saying this for years. If you have a passion for cRPGs, indie is the way to go.
Realtime heroic fantasy [computer] games are older than most turn based [computer] games; (they came first, before TB). Turn based is neither obsolete, nor shite... it's just a different style of game. Realtime and Turn Based do not compete (except for sales), and neither surpasses the other at offering the other's intended experience.It was also glorious real-time heroic fantasy with flashy spells and not some obsolete turn-based shite where you play a loser who drew the short straw.