Foamhead said:
skyway said:
They can do - but they don't want to. And that's why they deserved this.
Nobody stops them from doing a good game without any unneeded for RPG genre fancy graphics, with a budget of Arcanum and the team of the same size as Troika - but whoops! It won't bring as much profit as a generic console shooter with stats (and will tank because Obsidian can't program and optimize for shit)
That's right they deserve to lose theirs jobs and not feed their families because you aren't getting your precious Might and Magic 1 and Wizardry clones. You remind me of an old hippie who thinks no music released after Woodstock is worth listening to. You never ever have anything remotely intelligent or constructive to say whatsoever do you? I'd tell you to go shoot yourself in the head but seeing at your skull is completely hollow the impact might cause your head to totally collapse around your neck.
He has a valid point though. There's loads of smallish independent studios who turn a tidy profit, by focussing on the niche they excel at. Take Kereberos, the team behind Sword of the Stars. They like making 'hardcore' 4X space games. They know full well it won't make as much $$$ as Gears of War, that it won't appeal to the casual crowd, but hey there's a captive market for that sort of game! By keeping their studio lean and mean and focussing on what they do well, they turn a tidy profit and have a loyal fan base. They didn't really sacrifice anything either visually. You don't need to spend a fortune these days to make a game look 'nice'.
Obsidian seem intent though on becoming Bioware Jr, looking at their product lineup, their expansion, etc. Going for the epic slam dunk. There's more money there, if they are
very lucky, but the risks are much, much higher and they aren't necessarily the best suited to it. Good cRPG designers don't necessarily make good 3rd person shooters, etc. Take Bloodlines, you could tell from a mile away Troika had been struggling with it. The repetitive/actiony combat was fucking awful, the level design quality was all over the show, only really coming together for the first hub, even the quality of character models was inconsistent (check out the people in the clubs). But luckily the dialogue was consistently awesome -- lucky for us that is.
It's tight for the guys who have lost/are going to lose jobs, but it doesn't change the moral of the story: Trying to be everything, to everybody is a sure fire way to end up in tears.