Section8
Cipher
Oh, I agree. But "they're not improving anything full stop" is different from "they're not improving anything that I consider necessary for a game." Which is what I was pointing out.
Ah, but because I'm a pedantic arsehole, I never said they didn't improve anything, I said "they're not out to improve anything", meaning that their attitude is not advancement of RPG design (note the quote I'm referring to), it's an attitude of doing what it takes to shift millions of copies.
Of course, if I see an opportunity to take on the questionable nature of production values and what not, I'll go for that, too.
I've said it here before, but why not say it again: I believe that a clever studio licensing an engine that does the bling-bling, and concentrating on high-value, low-cost content such as dialogue, scripting, and music, could produce a very deep game at a fraction of the cost it would take to do it from ground-up, and let them do it with production values that won't turn off a large part of the potential market.
Okay, hold on a second here. I think we've got very different ideas of what constitutes "production values". The term to me encompasses that which is entirely unnecessary, but far more impressive "at a glance". So in other words, full VO instead of simply written dialogue, multitexturing of all art assets, rendered cutscenes, etc. And basically all of those things are out of reach of a "high-value, low-cost" development budget.
I'm not really doubting the ability of indie developers to put together cost-effective games and target niche markets, because there's quite a few good examples, but I'm questioning the ability of a game like Oblivion, which is all glitz and glamour to act as a stepping stone to games with entirely different selling points.
For instance, do you realistically believe that a worthwhile portion of inexperienced RPGers who bought Oblivion because it's a flashy FP Action RPG are going to warm to say, Geneforge based on their Elder Scrolls experience?
Mun-ny. I've no idea how much Oblivion cost to develop, but it ain't cheap. Big-budget efforts tank too. Software is notorious for going over budget and over schedule. Propose a project that targets 10% of Oblivion's market, but costs 2% to develop, demonstrate that you're capable of delivering software on time and on budget, and I don't think it'd be too hard to make a business case interesting enough to get financing.
Okay, to be perfectly honest, I was being devil's advocate on this point, because I also believe it makes sense to develop "budget" games for niche audiences. We don't see much evidence of publishers willing to try their luck outside of the cutthroat "blockbuster" business plan, though. And to be perfectly honest, I'm not convinced that's a bad thing. After all, it gives the indies more room to move, but it's still a shame to see mainstream gaming get more insipidly uninspired as time goes by.
It expands the market. A bigger market means more opportunities for everyone in the market, including indies and niche players.
I think that's completely subjective, (mind you, most of what I've said is subjective, too. ) Given the breadth and variation of the "RPG genre", I don't think you can say that there is an actual RPG market. For instance, compare Arcanum to Final Fantasy. Or Oblivion to Planescape Torment. Or Fallout to Diablo.
Again, I think the movie market is a pretty good analogue of what the CRPG market could be: there's room for both Pitch Black and Star Wars, and at least some people who saw Pitch Black wouldn't have seen it if they hadn't been hooked on sci-fi flicks by Star Wars.
Pitch Black cost $23 million to produce, and made about $40 million (in the US). Star Wars cost $11 million, and made about half a billion in box office sales alone.
Now obviously those figures don't mean a whole lot, given the 23 year difference, but they're both of the "blockbuster" mould.
And to keep the analogy in line with the varied production values of a blockbuster game and a niche title, we're basically talking the difference between an all-star cast, CGI extravaganza based on an existing commercial property given worldwide release, vs a stop motion animated, silent movie starring nobodies, that would be lucky to make it to cinemas.
I think your analogy better illustrates what the CRPG industry is rather than could be.