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Editorial BioWare says: Don't innovate, just give me more Elves PLZ!

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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Don't bullshit. TOEE (or any of their games) didn't sell ok enough to keep Troika in business. This is a fact. Deal with it. Nor did it sell ok enough to warrant Atari supporting an expansion (or two) or even a sequel. These are facts. Deal with it.
 

kris

Arcane
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Messages
8,904
Location
Lulea, Sweden
Volourn said:
Don't bullshit. TOEE (or any of their games) didn't sell ok enough to keep Troika in business. This is a fact. Deal with it. Nor did it sell ok enough to warrant Atari supporting an expansion (or two) or even a sequel. These are facts. Deal with it.

While this is partly true, had they made more money they could self publish. But the reason they did close business was because they couldn't sell their projects to any financers.
 

galsiah

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Catcher said:
Of course, but then, where does he say that the only way to reward devotion IS power increase? He specifically says "You don't need levels and XP..." Further, there's his very next point...
Damion Schubert said:
...but you need a reason not to cancel...
That sounds an awful lot like he is pointing away from leveling as that tool.
So why emphasize it the way he does? The way he puts it, this "reason not to cancel" seems to be something extra you add to the game to keep players playing.

How about "because I'm finding it entertaining" as the reason not to cancel?
How about "because this game world is unique and interesting?"

I'm sorry, but he simply is not talking about it in this general a sense. You might bring up some interesting new things that he might have been thinking - but he didn't say them.

The idea that he's not assuming power increase seems somewhat far-fetched when you consider:
but you do need to allow players to quickly know where they are int he pecking order in PvE and in PvP.
There needn't be a "pecking order".
Not that he's assuming combat, of course - that would be silly.

Sounds good so far and doesn't contradict a single thing he said either.
So what?
If he begins the talk by saying "There are many smart innovations", then goes on to spend a lot of time on the less smart/stupid ones, he doesn't get points for saying it.

He spends his time talking about levelling and XP as though finding alternatives is difficult.
Then he himself says that
Threshold advancement is even better when they are not levels
Why even start talking about levelling and XP as though it's a good idea to which better alternatives might exist if we search for them?

In cRPGs it is, and always has been, a bad idea (unfortunate p&p relic) to which better alternatives do exist.

He shouldn't be apologising for it and tentitavely suggesting occasional additions; he should be denouncing it as a load of crap and coming up with something better.

Here's where you leave the track again on power gain. Read the above quote from his presentation again and tell me where he considers "the Grind" as a necessarily good thing.
I'm not talking about grind (necessarily). I'm talking about power increase.
The entire talk is based around:
getting... in EQ at 20
getting... in WoW at level 40
content that elevates with the character advancement
people in WoW who are pissed because they got to 60 and they cannot play their solo game anymore!!!!!

Even his WoW example of "rewarding" quests is about quests that reward through level increase. You might not be talking about power increase, but he was. He might not have shouted it explicitly, and he might have thrown in one or two "but you really can do things differently..."s. All his talk was still entirely focused on the assumption of power increase.

Refer to my arguements above with twinfalls. Seems this little example drew more fire than anythingelse said eventhough it was just an example and he never said SMAC was a bad game. I liked the setting of SMAC too, but I can at least see the logic in the point that he's making.
Yes - logical if you're talking about making money. Not if you're talking about moving the industry forward.
No-one is saying that "give the people what they're used to" doesn't sell. Don't imagine it's anything to get excited about though.

Mark Antony said:
I'm not here to defend everything he said...

but isn't this exactly how the Codex seems to see things?
Sometimes, but the usefullness of such a view depends on the context. If the context is creating a good game design to satisfy all portions of the market, then this kind of black and white view is stupid and harmful.
If it's a codex shit hurling contest, there's less to lose.

As a specific example of the idiocy of the view, "hardcore" seems to refer to:
(1) People who buy £300 graphics cards and want to see reflections in the eyes of their enemies.
(2) People who buy £300 graphics cards and want to play counter-strike at 200fps without blinking.
(3) People who emphasize gameplay over graphics / physics etc.
(4) People who spend a lot of time gaming.
(5) People who game in long sessions rather than short ones.
...

The reflection guy might have no skill at all.
The counter-striker might not give a damn about prettiness - so long as he can see who to frag / be fragged by.
The gameplay over graphic guy might play at 8fps with low settings if it means he can play interesting games.
The above might spend widely different amounts of total time playing, and widely different individual session times.

The notion that any non-casual gamer fits into "hardcore" is absurd in logical terms, and harmful in design/marketing terms (even money-wise this one sucks).

Did fun acquire a particular meaning that includes close-mindedness or did you use DU's ESP on this quote? Just asking.
Call me crazy, but when "fun" is followed by "cute and funny", I'm not going to interpret it as "entertainment in the most general sense".

Suggesting that things need to be "fun", "cute", "funny" etc. is closed minded, since it fails to admit the possibility of entertainment existing without those things [take a minute to think of books, films and even existing games, and you'll see that "fun" is not required all the time]

You still want such a "casual World" to be inviting in it's way.
Sure - but I wouldn't call it a "casual" world. You're assuming that "not spending a long time playing every day" implies a casual attitude to the game world.

I might not play tennis often, and I might not play for long, but that in no way implies a casual attitude on the court.

Afterall, who wants to spend even 30 minutes every few days in Battlefield:Earth: The Movie?
Not seen it, but presuming you're suggesting that a bleak, harsh environment can't be involving, I'd say you're 100% wrong.

Sure - you can't use that kind of environment if you want people to spend half their lives there. That's not necessary though.
I needn't cancel my subscription to the "Bleak, depressing, yet involving book club", simply because I don't want to spend all my time involved in such a setting. I just need to be able to read when I want without being penalised (effectively) for not spending much time with such books.

I did notice that power increase as reward got assumed again out of nowhere. You really ought to have that looked at you know.
I never said that he stated it as a universal truth. He was careful to appear to admit various possibilities - then spent the talk focusing on the status quo, without mention/discussion of any real alternatives.
[The idea that he's not assuming power increase is still a little silly - e.g. why does content need to "elevate with character advancement", with the example of fighting (not that he's focused on combat) orcs then ogres then zombies]

Perhaps he's hinting at innovation by making zombies more powerful than ogres?

Where's his alternative to levelling? Where's his alternative to combat? Where's his alternative to generic fantasy?
When he mentions non-combat puzzles he makes no attempt to present them as viable alternatives - no attempt to tie them in.
When he mentions Eve, he says that it freely ignores his whole talk - wouldn't it have made sense to look back over his talk with that in mind, and perhaps look at the way it manages to do things differently?

Interesting you should say that because here's the rest of that point...
Damion Schubert said:
...players want to be better than normal. Fantasy has this meme built into it....they don’t want to be just another crafter, they want to be the best crafter in britain.
By 'larger than life' it sounds more like he's talking about signifigance to the underlying story, which can be power, or influence, or the wieght of the consequences of actions.
I don't know what you're reading, but when I see:
...larger than life...
...better then normal...
...want to be the best...

I don't interpret it as "want to be part of an involving situation, and to have an important influence on it.
I interpret it as "want to be the best / better / more powerful / larger / better / stronger / better..."

That has nothing to do with importance of action, and everything to do with "look at me - I'm ubar".

Would Fallout have been fun if you could only play the guard of the Armory in Vault 13? You could still have plenty of choices with cosequences, they just wouldn't have much of a sphere of impact. Then the game would end randomly when the AI Vault Dweller either died or betrayed your location or brought back the Water Chip, etc.
What point are you making?
Are you saying that it's possible to design a bad game where the player isn't amazingly powerful?

I'm sure you're capable of coming up with any number of bad ideas involving any suggestion I might make. Coming up with bad ideas is easy. That's irrelevant.

The question is whether a good game can be made which doesn't have players either be super powerful, or on a treadmill towards such power.
The answer is yes, and assuming otherwise is closed-minded.


When you automatically equate "character advancement" with "power gain" then who is wearing the blinkers?
When it's followed by orcs->ogres->zombies, do excuse me for allowing context to affect my interpretation.
Out of interest can you find any example in the article where character progression/advancement/change... doesn't involve power increase? If you can, I missed it.

Should a game not become more challenging over time?
First: how does increasing the player's power achieve that exactly???

Second: in an online game, probably not. If the aim is to have players playing for months (even if not for long each month), their skill at the game will plateau very early compared to their time playing the game.

They need variety in challenge. They don't necessarily need difficulty increase (and AFAIK they don't get it either).

There's certainly room to add game breadth as well as depth, but, assuming such a path were available, should all diplomatic challenges be as easy as the first?
I said nothing in my previous post about variety / escalation of player challenge. I only talked about absolute player power (rather than contextual influence).

There can be great variety in a game world without putting players through that variety in an organized, linear fashion.

As for difficulty, it shouldn't change much, since players spend most of their play time on a learning curve plateau. There should be simpler/easier things to do in order to learn the ropes, but there's no need to have escalation of difficulty in the majority of content.

One of the best ways to balance things (and easiest in many ways), is to provide a variety of difficulties of challenge, each with a variety of outcomes. Designing quests with two outcomes {Die horribly / Achieve mighty victory}, creates a balance nightmare, since either you dumb down to the lowest common denominator, or you put people off when they fail.

If you admit degrees of success / failure in most instances, then there's no need for the player to think "We're three level sixes, and this is a level 8 quest - we should have a reasonable chance..."

Rather anyone can take on anything (so long as truly life/death quests are clearly presented as such), and will have the opportunity to half-succeed / escape with their lives / back out half-way as the odds become clear...

Sticking big level indicators on quests is an ugly, inelegant solution.

He didn't use the word but he did say some things in that area both in looking for variety in "tactical problems"...
Sure. I'd have liked to see more emphasis on that though - whatever words were used.

...but I can understand why he didn't get into details like that in front of competitors.
I'm not with you there. It's pretty much impossible to give away trade secrets in a fairly general one-hour talk. If you're giving the talk, do it to the best of your ability.
Any concept he wanted to illustrate from something he's currently working on could be presented in an entirely different format.


galsiah said:
Absolutely. Though this is rather at odds with the rest of the talk.
Care to actually explain this one or should I translate it to "Talk isn't inline with My Vision"?
Sure. The talk says this:
You could do this in all these ways, but there are good reasons it's done this way.
You could do this in all these ways, but there are good reasons it's done this way.
You could do this in all these ways, but there are good reasons it's done this way.

Eve didn't do any of these things, but I'm not going to bother thinking through how that applies to my points.
Since Eve didn't follow my advice, and sticking to your vision is the main goal, don't adapt your vision (read design) just to follow my advice.

I could have gone through comparing conventional wisdom with the way things were done in Eve, but that would have been difficult. Instead I thought it'd be helpful to present some points, then say "but you might want to ignore them".

:roll:

The Fantasy section includes examples from standard psuedo-medieval fantasy (WOW), superhero fantasy (City of Heroes), comic fantasy (Bugs Bunny), contemparary fantasy (Highlander, Harry Potter), and Science Fantasy (Star Trek). seems he's going for the broader depth to me, but that may just be me.
These aren't his examples of fantasy - they are frequently either alternatives, or mere illustrations. [the section also contains Civ and Alpha Centauri, but I guess mentioning them would have made your point look foolish :)]


Truely, the combat alternatives section of this presentation was the weakest but then, he's the Lead Combat Designer, so the fact that he's thinking about it (out loud) at all is reason for more interest, not scorn.
Ok - I direct my scorn at the fact that there is even such a thing as the "Lead Combat Designer".

In any case, Lead Combat Designer or not, any designer should be aware of the wholistic design in order to understand where their section fits in. I don't see how it helps to give an analysis of the advantages of combat without making a genuine attempt to draw comparisons to tactical content in other activities (pointing out that Myst isn't repeatable doesn't qualify).

The first sentence is rather uninspiring in any case: "This question comes from outside the industry"
As though people inside the industry aren't asking the question, and understand the reasons that combat is necessary.

And yes: I am using ESP; I'm fully aware that he meant to imply nothing of the kind; I know that the subtext was "as well as from within the industry"; I know that Bioware have a "Lead Combat Designer" to throw the competition off the scent of their wealth of non-combat tactical activity research etc. etc. :)


I'm not gifted with the ESP that seems to run rampant here.
But you're happy to ignore the context which was your first defence of his talk.
You can't reasonably cry:
Ignore those statements - look at the context!!
...
Ignore the context - look at the statements themselves.

Or maybe he chose a topic and chose to stick to said topic, you just don't like the topic. That's fair, though hardly grounds for the kind of flaying he's been receiving around here, in absentia.
If he chose the "Don't innovate" topic, then stuck to it, then it is certainly grounds for what he's getting. [I'm sure Hitler stuck to the topic :D]

It's not fair to expect game level details given the context though. He's going after industry-wide trends and letting others work from those challenges.
What is he "going after" exactly?

A summary:
WoW is like Coke. You need to be Red Bull.

Coke's really sweet - there might be other tastes, but sweet is good.
Coke has these great bubbles - now you could do things differently, but there's a reason people use bubbles.
Coke is great because you can drink it all day. You can't eat steak all day can you?
Coke comes in red bottles - there are other colours out there, but red really is good.

I know I said you had to be Red Bull, but what could help you more than my telling you how and why Coke is great?
Oh - and stick to your vision.


This is one Codex mantra that I just can't understand: just make the game we want who cares if it sells!
There - you're getting the hang of the ESP.

The idea that you can evaluate "an innovation" in isolation in "bang for buck" terms is just silly. It might be true if your "innovation" is some funny little mini-game, or a new type of hat.

If you're designing a really different game which is innovative (rather than the same shit with a few "innovations" thrown in), then such a view isn't helpful.

I'm not saying don't carefully evaluate financial viability. I'm saying don't limit your innovations to ones that can be evaluated out of context from the main game, and strapped on as an afterthought.
This kind of piecemeal, uninspired design won't get you anywhere more interesting than a WoW clone with extras.

If the most innovative, imaginative game is made and sells only 1000 copies or 10000 do you think anyone else will actually try it again?
Like VD says, who says that real innovation or the games that we would like, don't sell?

We live in a capitalist society that rewards giving customers what they want and not breaking yourself doing it.
Not what they want now - what will entertain them in the future. Simply giving them what they want now will get the industry nowhere, and will fail to make money as soon as a competitor actually goes further and really takes things forward.

Working within the system may be slow, but the alternative is to hit your bunker and pray for the rest of the world to go away. It won't hurt you much to come out and play from time-to-time, galsiah.
Nonsense. It's quite possible to work within the system, but still to innovate. It might not be safe business (neither is the cutting edge of any industry).

In response to what you said earlier about market research and giving players what they want, that's not what I want (and not what Twinfalls etc. want either I think).

There are three options:
(1) Respond to what the mass market wants.
(2) Respond to what the codex wants.
(3) Think for yourselves, take a lead, and come up with something great that neither predicted / asked for.

Option (2) is preferable to (1), but (3) is what we're after.
It's not the safest or easiest option, but the idea that it wouldn't make money is silly.

Most large investors are risk averse. An investor with half a brain knows that while putting money into one risky venture is dangerous, putting money into 100 risky ventures is much less dangerous.
If money were there for many small groups to try something really new, it's very possible that enough would be successful to make collective investment worthwhile.

Thinking such a thing possible is not "not living in the real world" - such situations exist in other industries.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Volourn said:
Both Atari, and Troik aoften disucssed possible expansion,a nd sequels. It never happened? I think the answer is obvious.
Can I have the links? Against the Giants was mentioned by Tim as a possible next module, but I don't recall any mention of discussions about possible expansions (?) and sequels. Troika stated it's up to Atari, and Atari didn't want to flood the market with DnD titles. The end.

Bottom line is if it sold 'ok' there would have been an expansion at the minimum.
What expansion? There couldn't be any expansion, only the next module.

You know full well BG3 is a completely different beast with completely different circumstances. The two situations do not compare.
Different beast with the same common element - Atari sitting on the license, slowly drifting out of business, still waiting for the millions from DnD Online to start rolling in.

It says a lot when a Troika founder doesn't even know how much his games have sold or which sold the most. 'to the best of my knowledge'.
Stupid much? Anyway, here is the full quote:

"I don't have any actual numbers at hand (nor do I know whether I can reveal numbers per our contract, since I don't have that with me at the moment either), but to the best of my knowledge, ToEE was our best seller - or at least our fastest. The reason it's difficult to say is because our numbers were often being adjusted after the fact for arcane business reasons (on the publisher's end). I believe Arcanum is close to ToEE in sales, but Arcanum has been out alot longer and is at a much lower price point. Vampire hasn't been out long enough to really judge how well it will eventually do, as our games tend to continue to sell (as do all RPGs) longer than most. "

HAHAHAHAHAHAHAHAHHHAHAHA!
:roll:
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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Messages
24,995
Twist, and turn all you want. It's obviosu to anyone with half a brain that Troika's games - all of them including TOEE - didn't sell ok enough for them to remain in business.

Period.
 

galsiah

Erudite
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Messages
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Montreal
Troika didn't [insert expression here] enough to remain in business.
Since they are no longer in business.

So it's obvious that:
Troika didn't snort cocaine enough to remain in business.
Troika didn't juggle coconuts enough to remain in business.
Troika didn't travel through time enough to remain in business.
Troika didn't support gay pride enough to remain in business.
Troika didn't kick puppies enough to remain in business.
...
oh and:
Troika didn't sell games enough to remain in business.

If you want to make a comment with any content, you'd need to assert either:
That they couldn't have stayed in business with that number of sales (not correct).
Or
That that the number of sales not being higher was the primary reason they went out of business (possibly arguable - I don't know the details).

What you're saying at the moment is vacuous.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
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Messages
24,995
"Troika didn't snort cocaine enough to remain in business.
Troika didn't juggle coconuts enough to remain in business.
Troika didn't travel through time enough to remain in business.
Troika didn't support gay pride enough to remain in business.
Troika didn't kick puppies enough to remain in business.
...
oh and:
Troika didn't sell games enough to remain in business."

Except for the fact that in business it's about making enough money at the minimum to stay in the business. That's ultimately the goal (which you do, usually, by making quality stuff that people want).

Your goal isn't to snort cocaine, juggle coconuuts, or the other garbage you are spouting.

Bottom line is that Troika's sales of their games were NOT ok enough for them to stay in business.

Period.
 

Stalin

Scholar
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Sweden baby!
You missing a point here gentlemen: The fan base of hardcore RPG players that want a top down D&D RPG with all the stats you can eat is shrinking real fast, we are getting older getting jobs families hell even girlfriends and we are not longer a lucrative market .That's why ToEE sold so badly. Game was fine but to hard to get into. we can only sit here now and bitch about how things were and put our hopes in indie games which always turn out to be shit anyways. Face it, there won't be any new games for you, the scene changes. We are reduced to the role of old timers whining about how things were better before. I hated those old fuckers when I was a kid.
 

galsiah

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:roll:

Edit: meant for Volourn, but it still fits I guess :).

Personally I don't care about isometric views with stats. I do care about good design. I do care about making the effort to make games which appeal to more than the lowest common denominator.
I sincerely doubt that all such games are gone for good. The RPG genre is just suffering more than most at present. Perhaps Gothic 3 will put some smiles back on some faces. If not, there's always AoD... :).
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
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Volourn said:
Bottom line is that Troika's sales of their games were NOT ok enough for them to stay in business.
Unfortunately, the main survival factor in the gaming business is whether or not a publisher would like to give you money *now*. Not in 6 months, but now, otherwise you don't have money to pay your employees and then it's over (which is what happened to Troika).

Of course, whether or not a publisher is willing to sign you up *somewhat* depends on sales. However, usually, it's a black-n-white approach: your games are either mega sellers and then you have nothing to worry about or they are not mega sellers, and then it's a gamble. Take Obsidian and KOTOR 2, for example. I don't think that KOTOR 2 sold poorly. As a Star Wars RPG and a sequel to a mega seller, it couldn't have sold poorly. It wasn't a mega seller though, which is why Lucas Arts didn't resign Obsidian right away.
 

Diogo Ribeiro

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Stalin said:
we are getting older

Yes.

getting jobs

Yes.


Unfortunately I can't get rid of mine.

hell even girlfriends

Ha ha ha, not anymore! Bitch.

and we are not longer a lucrative market .That's why ToEE sold so badly. Game was fine but to hard to get into.

It wasn't exactly rocket science to point a cursor and click buttons. Interface wise it was just as jumbled as Infinity Engine games and other contemporaries (Gothic 1 - jesus on a pike!), and the radial menu "problem" most people comment on is blown out of proportion. A cascading menu could probably fix that, though.
 

DarkUnderlord

Professional Throne Sitter
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Catcher said:
Now, let's apply the full (con)text to the original news postand see just how filtering can make a normally intellegent person seem quite dense.
You know what I found interesting? Every quote in the news item appears in his speech. Every single one.

Catcher said:
DarkUnderlord said:
<b>Step 1:</b> Games should work. The innovashun! The wonder! Why, who would have thought gamers want games that *actually work* out of the box? <i>The mind boggles!</i>
You are complaining because he makes the observation that you accept as a truth basic enough to be sarcastic about?
Yep. When someone's giving a speech on how to make games that sell and the first thing they come up with is "the game has to work", don't you think it's a bit of a worry?

Bill: Gee Bob. Made this car but it's not selling. Why won't people buy our car Bob?
Bob: I'm just guessing here but maybe it's because it doesn't actually go anywhere, considering there's no engine and all...
Bill: Nah, that can't be it. Must be the paint job. We need a better paint job!

What does Damion say? "Smart innovation. Which is what WoW did. The first game not to release in a shameful state." Making the game work is NOT innovative. There's nothing new or unique about the idea of a game which actually works out of the box. It's a pretty well-known concept that if you're making a product, any kind of product, the product that actually works as it's supposed to is going to sell better than the product which doesn't. If the gaming industry need this "revelation" and hoist Damion up upon high and praise him for his insight, then the industry is in a sorry state indeed. They should've rolled their eyes, beaten him over the head and said "we know that one, idiot".

Catcher said:
DarkUnderlord said:
<b>Step 2:</b> If it's an MMO, remove any and all aspects of the MM part. That's innovation for you right there folks.
This is some of that jaundice I was talking about. Why is adding the ability to play solo ocassionally a Bad Thing? It still lets people get together into groups and there are still challenges for those groups. To make your comment more laughable is this from original presentation.

Damion said:
If you are making a multiplayer game you need co-op. People talk about PvP first, but the future is co-op play. We talked about solo in WoW, but co-op is still what differentiates us from a single-player game.
OH MY GOD! THE INNOVASHUN! You still need co-op in a multiplayer game? Who would've thought it! Damion truly is an inspiration to us all. His genius must be seen to be believed.

Here's an even more laughable quote though: "But more importantly, WoW was soloable. After years of all of us saying "but you need grouping." That was their core innovation that gave them the 10x multiplier."

Yep. The core innovation of WoW was that it was a co-op game you could play single-player. Oh but you still need co-op because, you know, it's multiplayer... But solo-play is like 10x sales!

Damion said:
DarkUnderlord said:
<b>Step 3:</b> Keep your gamers in a neatly confined box. It makes all that hard thinking work easier.
Here's a pattern you'll see repeated: the Gamespot article completely lost the context of the presentation and cut out large portions that highlight only certain small slices of the arguementation. Damion spent several points to demonstrate what a class system brings to the MMORPG table in general to highlght the needs for any sucessful character creation process regardless of whether it actually used classes or not
Actually, no. Damion talks a lot about keeping people in neatly defined boxes. About making sure everyone knows what everyone else has got and might use. About removing choice because "choice is teh hard for teh gamers". Step 3 still stands.

Catcher said:
Yup, he only wants solo play too. :lol:
LOLOLOZ!11one!. If you'll recall his quote, solo is a "10x multiplier" while co-op is just expected but making a game work, now that's innovation.

Catcher said:
DarkUnderlord said:
<b>Step 4:</b> Make your game really, really easy by removing any and all challenge what-so-ever (Well, I guess that explains Oblivion then).
Wait a minute, this is the same Forum that excorriates arcade-style combat isn't it?
Arcade style combat != making your game really easy. Rewarding devotion over skill. Doesn't matter how devoted you are to an arcade game, unless you have the skill to get through, you get screwed and brutally. You often have to repeat the experience all over again. It's anything but easy.

Catcher said:
Here's the full point from the presentation.

Damion said:
You don’t have to use levels and XP, but the game needs to reward devotion more than skill. Our business model as it stands right now depends on devotion. If the business model changes, this becomes much less of an issue. Even if you believe Raph is right and we need lifestyle games, you will still need devotion. Also, the problem with skill is that not a lot of players have it.
Devotion over skill = making your game easy. If a player without skill can simply devote enough time to it and win, that's called easy. A player without skill won't win chess no matter how much time they devote to it. If they don't understand what's going on, if they don't have "the ability to do something well", they lose.

Catcher said:
DarkUnderlord said:
<b>Step 5:</b> Save yourself lots of work by just sticking to Elves. Yes, just because someone decided to make an Elf game all those years ago, we're stuck with them now. It's familiar! It's what you want! Why bother creating your own game universe? That stuff's hard!
Here's another case where the context changes the meaning of the whole quote. Here are the topic sentences of each point when daimon talks about 'fantasy' and MMORPGs.

Damion said:
You don’t need fantasy but you do need a fiction with resonance.

You don’t need fantasy, but you do need a setting that is doublecoded.

You don’t need fantasy but you need an inviting world.

You don’t need fantasy, but you need a world where the player starts out larger than life.

You don’t need fantasy, but you need content that elevates with the character advancement.

It doesn’t have to be fantasy, but you need a wide variety to content.

It doesn’t have to be fantasy, but group play needs constant involving activities for everyone.

You don’t need to deliver fantasy, but you do need to have a vision and deliver it.

Nairy a pointed ear in sight. :)
That's an awful lot of "buts" and you know what's interesting? Reading the entire piece leaves you with the context that "Elves sell". Case in point:

Damion said:
I’ve seen numerous games say they want to make post-apocalyptic games. Who wants to live there? You may want to visit, but who wants to spend 200 hours a month in a grim and dirty place? Shadowbane was a depressing place.
Damion advocates Fantasy.

Damion said:
You don’t need fantasy but you need an inviting world. People want to spend their spare time here. This is their corner bar. Even the bad guys in WoW are cute and funny. It’s still inviting.
Keep in mind what he said above about post-apocalyptic worlds not being inviting.

Damion said:
Question: A lot of folks like science fantasy and SF. But swords and sorcery is way more popular than rayguns. There’s way more scifi movies. And the tropes are similar.

I think that there are a couple of reasons. Fantasy is about characters, and SF as a genre is about ideas, which translate to movies well, but don’t translate to “creating an alter ego and going into a virtual space.” And sci fi has a million flavors that are all incredibly different from each other — Star Wars and Star Trek are radically different, and there’s a ton of other variants. Whereas fantasy has kind of congealed, for better or for worse, so you can relate easily.
Sci-fi is hard and difficult to do. Fantasy is easy! Everyone knows fantasy! Make a fantasy game today!

Damion said:
Compare Civ to Alpha Centauri. How many of you played Alpha Centauri, and then after 15 minutes said, “I feel like playing some Civ”? I think this is why EQ beat AC. People logged in and they didn’t know how to pronounce the names.
Keep your game easy and based on the real world. People can relate! People can relate to fantasy but not sci-fi. If Damion really thinks fantasy doesn't matter, why then is he going out of his way to shoot down everything that's not fantasy?

Damion said:
DarkUnderlord said:
<b>Step 6:</b> When dealing with a non-combat game, just turn it into a complete combat game. One wonders how The Sims managed to get through production without becoming "Household Argument Simulator". Oh wait, that's maybe because they had <i>real</i> innovashun?
This one is so sad because of several quotes much earlier where Damion says, explicitly, that you don't need combat.
It's also sad that that's exactly what Damion says. Why does he suggest every game has combat? Because it's easy to do and we can relate!

Damion said:
Star Trek is about NOT fighting. It’s about diplomacy., There’s a sense that the crew has failed if you resort to a fight. But how do you make a repeatable experience out of that? I am really interested to see how they address this problem.
Oh boy, Mister Innovashun just can't figure out how it might be done!

Damion said:
Oh, and when discussing alternatives to combat, he uses examples like Puzzle Pirates, Civas, and Myst. Such a violent, uninformed chap. :D
You know where he uses Myst as an example? Right here:

Damion said:
Consider Civ as a repeatable game, versus Myst which isn’t. You don’t need combat, but you do need a repeatable experience.
You know what that is? That's Damion saying "Myst is a bad example. It's non-repeatable. Don't do Myst."

Catcher said:
DarkUnderlord said:
<b>Step 7:</b> Don't confide in anyone at BioWare unless you want your great innovashun leaked to GameSpot.
This one is pretty much a cheap, personal shot. He didn't share anything that couldn't be found in probably a hundred press releases and he pointed out a very simple problem that would occur to just about anyone on first glance of the design.
Yep, he pointed out a problem to which he has no answer other than combat. Remember Damion is going to be "really interested to see how they address this problem". God forbid someone do some real innovation.

Catcher said:
DarkUnderlord said:
<b>Step 8:</b> Don't "over-innovate" and make sure to stay "within the bounds" of what-every-other-game-has-done-before-you. You wouldn't want to "over-innovate" like Alpha Centauri, Myst or The Sims (the highest selling PC game of all time) did, would you now?
Here's the finale of the presentation that really makes this quip sound hollow.
Damion said:
Always be true to yourself. This is the important thing. Eve and Earth and Beyond came out at the same time.If you were a betting man, you would have been an idiot to bet on EvE. E&B had a great team , money, marketing. Eve had a dedication to a vision, and E&B tried to make Everquest in space. And you know what? It turns out that everquest doesn’t work that well in space. Eve kept to their mantra, and they won.

Damion said:
Make a world, because they aren’t as dead as they look. The demise of worlds has been exaggerated. Second life, Eve, Runescape all came out. They are the ones that have done well, compared to the gamey games in the wake Wow, they are doing better than Auto Assault, Matrix Online, etc. Eve freely ignores my whole talk, pretty much. And it is doing great.
Now isn't that interesting? Damion suggesting that everything he's saying is complete and utter bullshit. That in fact, you can completely ignore everything he says and make a killer game. And here you are bitching at us for saying Damion's full of shit.

Catcher said:
In the end, it seems like this guy is no more a souless, corporate clone than the Codex is a collection of reactionary kneejerkers, right? :cool: There's plenty of things that Bioware can and will do wrong (at least in the eyes of the Codex), but it's poor form to pick them out of a parsed review without consulting the original source and even poorer form when the reaction ios based more on perception of a company as opposed to the individual and what was actually said. We can all do better.
Raph isn't the original source. It's Raph's type up. Raph missed a few bits. Here's Damion's site. Find on page "men in tights". He links to both the Gamasutra and GameSpot articles. He doesn't say anything about them being innaccurate. In fact, here's what he says:

Damion said:
This was one of the harder talks I’ve ever had to give. My first draft of this talk read almost like “do exactly what’s been done before”, whereas I wanted the message of the talk to really be “Innovate, but stop innovating in stupid ways”. Put another way, if you’re going to come up with a replacement for a class system, be sure your innovation is actually better than a class system. (But please, come up with something better than a class system!)
Innovate but stop innovating in stupid ways? Right. His final draft isn't much better than his first one. You can download the slides there too if you want. "Come up with something better than the class system but I don't know what that is so just stick with the class system for now". Right.
 

Stalin

Scholar
Joined
May 27, 2006
Messages
497
Location
Sweden baby!
Role-Player said:
Stalin said:
we are getting older

Yes.

getting jobs

Yes.


Unfortunately I can't get rid of mine.

hell even girlfriends

Ha ha ha, not anymore! Bitch.

and we are not longer a lucrative market .That's why ToEE sold so badly. Game was fine but to hard to get into.

It wasn't exactly rocket science to point a cursor and click buttons. Interface wise it was just as jumbled as Infinity Engine games and other contemporaries (Gothic 1 - jesus on a pike!), and the radial menu "problem" most people comment on is blown out of proportion. A cascading menu could probably fix that, though.

the problem was the D&D rules: for someone who never played RPG's (new generation of players) they are complex and mindboggling: which stats to max, feats to take etc it requires serious reading and in the age of instant gratification and short attention span it is hard to justify reading up in order to play especially if there are other RPG's that don't require any effort(looking at you dungeon siege). We grew up with all this and watched D&D evolve with us adapting to changes with time. open the rulebook now and it looks way too much like homework.
 

Dmitron

Arbiter
Joined
Sep 9, 2006
Messages
1,918
Games are being made for the sake of the demographic and not for the sake of making a game. I'm sure the oldish "classics" I play were made with accessibility in mind - developers wanted to sell as many copies as they could - as today. BUT, I think they were planning the game BEFORE planning the age group, deciding what genre will sell, spending more time developing the gfx engine than the gameplay . Innovate and then make that innovation accessible. They're starting with a basic shell that is 100% accessible and has little depth, and are then trying to graft "innovations" on to this shallow shell. Unfortunately, only so much innovation can be implemented before the "accessibility" is affected - and the toning down process begins.

As a player, I dislike hearing developers talk in a purely financial way. I want original, different games. I don't want compromise.
All industries have complexities which aren't apparent to the end user. Publishers/financiers hold over developers has probably increased. Budgets are bigger, and so revenue needs to be higher, compromises are made in order to appeal to a larger audience. Plotting gameplay based on demographic.

Guess I'll head back to the fringe.Wait for the next indie sleeper/overtly niche game - while the big shiny franchises steamroll a long.
 

OccupatedVoid

Arbiter
Joined
Sep 4, 2006
Messages
1,846
Location
East Texas
This is why I can't wait until games get perfect graphics. Once they do, developers will need to focus on something else to sell their game, and we won't have any more Oblivions, yay!
 

Twinfalls

Erudite
Joined
Jan 4, 2005
Messages
3,903
OccupatedVoid said:
This is why I can't wait until games get perfect graphics. Once they do, developers will need to focus on something else to sell their game, and we won't have any more Oblivions, yay!

Oh the blissful naivete of childhood.
 

franc kaos

Liturgist
Joined
Aug 4, 2005
Messages
298
Location
On the outside ~ looking in...
2006 - realistic breaking glass and global weather systems implemented.
2008 - realistic skin tones (with sweat glands) in real time.
2010 - realtime deformable realistic scenery and location based damage (watch the NPCs sweat, bleed and plead for mercy) - adults only, therefore these will be cut before the games release.
2020 - realistic AI finally. Unfortunately NPCs will start demanding 'digital rights' so this will also need to be nobbled.
2025 - Matrix style VR, meaning, so much info will be required in these body suits, graphics will take a plunge, and it will be like playing Ultima Underground but with complete 3D freedom - swing that sword in realtime.
2030 - The computer takes over the world, exterminates human kind, and they get to play the perfect RPG (fuckers!).
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,196
Location
Florida
Games will never have "photo"-realistic graphics. Well, at least good games won't.
 

Nael

Arcane
Joined
Dec 12, 2005
Messages
11,384
Location
Indy
OccupatedVoid said:
I hope that there's innovation and not "INNOVASHUN!!!!111one" in NWN2.

I hear they hired students from Dixie's Dallas/Ft Worth Hairstyling School of Beauty to design a dynamic form of hairloss as your character ages. EMERSHUN too!one
 

Shoelip

Arbiter
Joined
Sep 27, 2006
Messages
1,814
The best graphics engine is your imagination! So all we have to do is find a way to control dreams!!
 

Dmitron

Arbiter
Joined
Sep 9, 2006
Messages
1,918
Photorealism? Urg.

Do I really want to play a game that looks exactly as DRAB, BLAND and GROTTY as reallife?
 

Shoelip

Arbiter
Joined
Sep 27, 2006
Messages
1,814
Dmitron said:
Photorealism? Urg.

Do I really want to play a game that looks exactly as DRAB, BLAND and GROTTY as reallife?

Of course photorealism won't look like real life. If anything it'll look like a movie.
 

The_Pope

Scholar
Joined
Nov 15, 2005
Messages
844
I'd prefer eye realism to photo realism. Eyes work better than cameras - I don't get blinded by bloom whenever I go outside, but all the characters in next-gen games do.
 

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