Is this what it's come to, in the end?
Seriously? I do not know
Is this what it's come to, in the end?
It's so weird, what happened to PB. They introduced some great ideas with Gothic 1 (some of them based on earlier games like Ultimas which they admired, some were their own), and then with Gothic 2 and NotR, they polished and perfected most of them to the point where they created an RPG as close to perfection as any other that has ever been made. After that, all they had to do was to stick with that basic formula (open world, handcrafted map, decent action combat, detailed NPC schedules, involved faction system) and build on that. Instead, I guess because those first two games sold so poorly or something, they started doing completely different, significantly inferior stuff.
It's so weird, what happened to PB. They introduced some great ideas with Gothic 1 (some of them based on earlier games like Ultimas which they admired, some were their own), and then with Gothic 2 and NotR, they polished and perfected most of them to the point where they created an RPG as close to perfection as any other that has ever been made. After that, all they had to do was to stick with that basic formula (open world, handcrafted map, decent action combat, detailed NPC schedules, involved faction system) and build on that. Instead, I guess because those first two games sold so poorly or something, they started doing completely different, significantly inferior stuff.
I might be wrong but I have the impression that a fundamental shift in development tools dictated a lot of the regressive changes. For instance, 3D environments in G1/2 were hand-modeled to the, detail the traditional way. Every terrain formation, pathway, ditch and the like; crafted largely polygon by polygon, to the specifics of the player, to be walked on, climbed on, carefully weaved like a web by the designers. Very impractical, huge amounts of work but the degree of utilitarian and aesthetic precision it provides is unsurpassed.
That was before a certain breed of "general purpose" 3d modelling tools became widely available. You can instantly recognize it in almost any 3d game with large open environments; bland terrain built out of a strictly ordinate polygonal matrix with 3d brush tools, sprinkled on top with various environmental props to break the regularity. Generic looking 3d structures visually at odds with their environment because they were built by other designers with a different pipeline using different tools. Massively easy and quick to design compared to traditional methods, but a hassle to modify to precise individual standards that don't conform to a continuous, uniform matrix and a mish-mash of distinctly different props.
Likewise with animation tools. Once the tools to make a task easier ara available, it seems hardwork and good results becomes disposable. Look at Bethesda, for instance; they re-emerged in the market with MW and 5 games later, the quality of animation in their best-sellers are still laughable.
Such changes dictate a certain approach when designing environments and mechanics which in turn dictates gameplay. Was it Tim Cain at Obsidian who explained there wouldn't be grappling in POE because animations would be difficult?
And here, ladies and gentlemen, you see the exact microcosmic explanation of why progress on any level always has its downside. If we transform this example to principle, to concept, and therefore make it apply to meditations on the macrocosmic, we have the tool at hand to see why our time sucks.It's so weird, what happened to PB. They introduced some great ideas with Gothic 1 (some of them based on earlier games like Ultimas which they admired, some were their own), and then with Gothic 2 and NotR, they polished and perfected most of them to the point where they created an RPG as close to perfection as any other that has ever been made. After that, all they had to do was to stick with that basic formula (open world, handcrafted map, decent action combat, detailed NPC schedules, involved faction system) and build on that. Instead, I guess because those first two games sold so poorly or something, they started doing completely different, significantly inferior stuff.
I might be wrong but I have the impression that a fundamental shift in development tools dictated a lot of the regressive changes. For instance, 3D environments in G1/2 were hand-modeled to the, detail the traditional way. Every terrain formation, pathway, ditch and the like; crafted largely polygon by polygon, to the specifics of the player, to be walked on, climbed on, carefully weaved like a web by the designers. Very impractical, huge amounts of work but the degree of utilitarian and aesthetic precision it provides is unsurpassed.
That was before a certain breed of "general purpose" 3d modelling tools became widely available. You can instantly recognize it in almost any 3d game with large open environments; bland terrain built out of a strictly ordinate polygonal matrix with 3d brush tools, sprinkled on top with various environmental props to break the regularity. Generic looking 3d structures visually at odds with their environment because they were built by other designers with a different pipeline using different tools. Massively easy and quick to design compared to traditional methods, but a hassle to modify to precise individual standards that don't conform to a continuous, uniform matrix and a mish-mash of distinctly different props.
Likewise with animation tools. Once the tools to make a task easier ara available, it seems hardwork and good results becomes disposable. Look at Bethesda, for instance; they re-emerged in the market with MW and 5 games later, the quality of animation in their best-sellers are still laughable.
Such changes dictate a certain approach when designing environments and mechanics which in turn dictates gameplay. Was it Tim Cain at Obsidian who explained there wouldn't be grappling in POE because animations would be difficult?
PB always liked pirates though, should be obvious if you've played gothic 2 NotR
I might be wrong but I have the impression that a fundamental shift in development tools dictated a lot of the regressive changes. For instance, 3D environments in G1/2 were hand-modeled to the, detail the traditional way. Every terrain formation, pathway, ditch and the like; crafted largely polygon by polygon, to the specifics of the player, to be walked on, climbed on, carefully weaved like a web by the designers. Very impractical, huge amounts of work but the degree of utilitarian and aesthetic precision it provides is unsurpassed.
That was before a certain breed of "general purpose" 3d modelling tools became widely available. You can instantly recognize it in almost any 3d game with large open environments; bland terrain built out of a strictly ordinate polygonal matrix with 3d brush tools, sprinkled on top with various environmental props to break the regularity. Generic looking 3d structures visually at odds with their environment because they were built by other designers with a different pipeline using different tools. Massively easy and quick to design compared to traditional methods, but a hassle to modify to precise individual standards that don't conform to a continuous, uniform matrix and a mish-mash of distinctly different props.
Likewise with animation tools. Once the tools to make a task easier ara available, it seems hardwork and good results becomes disposable. Look at Bethesda, for instance; they re-emerged in the market with MW and 5 games later, the quality of animation in their best-sellers are still laughable.
Such changes dictate a certain approach when designing environments and mechanics which in turn dictates gameplay. Was it Tim Cain at Obsidian who explained there wouldn't be grappling in POE because animations would be difficult?
Well, the original Team were four members of Greenwood, who had previously worked on Metalizer and D.O.G, plus three Students who had written an Ultima Underworld clone in Turbo Pascal and pitched it to Greenwood. All four of the former are credited as Game Designers in Gothic 1, the latter three are credited as programmers.By Gothic 3, the driving vision was gone. Marketing and publisher sheningans fucked up the release. The original people left and the QA guy took over.
Just take a look at this [resume]:
Risen 3: Titan Lords (2014) (Project Management, Game Design & Story)
Risen (2009) (Project Management)
Gothic 3 (2006) (Project Management)
Gothic II: Night of the Raven (2003) (Project Supervisor) - position usually reserved for incompetents which means that the guy had no real input on the project
Gothic II (2002) (Project Supervisor) - see above
Gothic (2001) (Quality Assurance) - basically SW tester
Even at first glance, I can tell you this:
1) There is no fucking way this guy promotion from testing to project supervisor was something normal. I'm not saying he is not competent but it's really strange. I honestly don't know what a SW tester can do to warrant such a promotion. Suck a dick or something?
2) He is no part of the original band of founders therefore he never shared their vision despite all the shit that he added to his resume.
3) As you can see, the games start sucking the moment he took over. Causation or correlation? I would say is a little bit of both but nevertheless he is one of decline signs.
4) He was groomed for leading PB. Personally I think he is a yes-man, a person without any personality which happens to be the type preferred by shareholders. Unfortunately this is the worst kind of person from a game design point of view.
Or else, Gothic 2 was just a blind copy of Gothic 1, without them knowing what they were doing, and it all started to go downhill when they started to do their own thing.
Risen is really fucking good, bro.
Yes you are. Gothic combat better than Risen? Please. Risen 1 has the best combat out of the whole franchise, not to mention better than most other RPGs.Or else, Gothic 2 was just a blind copy of Gothic 1, without them knowing what they were doing, and it all started to go downhill when they started to do their own thing.
Look at combat:
Gothic 1 - good to great
Gothic 2 - good to great (mostly G1 copy-paste cause the engine was a modified version of G1 engine)
Gothic 3 - abomination (new engine and their own thing - boars anyone !? - )
Risen - mediocre (new engine and perhaps this was their last sincere attempt to recreate Gothic combat)
Risen 2 - awful
Risen 3 - awful
I think you answered your question. Gothic 2 was good because they used the old engine.
Risen is really fucking good, bro.
First half is good. But the second part is bad. Not to mention the non-sensical ending. Overall the game is boring.
I understand why you would like the game and maybe the game is good for whatever it is ... but it's really bad when compared to G1 and G2.
Now, I don't know. Maybe I see G1 and G2 through rose-tinted glasses.
It's a good game from start to half. Inferior game by orders of magnitude to both Gothic 1 and 2Yes you are. Gothic combat better than Risen? Please. Risen 1 has the best combat out of the whole franchise, not to mention better than most other RPGs.
And no Risen isnt just goofd for what it is, it's an awesome game from start to finish.
In conclusion, development tools shifts and trends have nothing to do with PB's games decline. In fact, Risen games and especially Risen 3 are technically and visually competent. Their big problem is lack of vision: they are no longer about having an adventure, explore a world and escapism. They are about money.
If it is only good from start to half, then so are Gothic 1 and 2. All of them follow a very similar formula.It's a good game from start to half. Inferior game by orders of magnitude to both Gothic 1 and 2Yes you are. Gothic combat better than Risen? Please. Risen 1 has the best combat out of the whole franchise, not to mention better than most other RPGs.
And no Risen isnt just goofd for what it is, it's an awesome game from start to finish.
It's a good game from start to half. Inferior game by orders of magnitude to both Gothic 1 and 2Yes you are. Gothic combat better than Risen? Please. Risen 1 has the best combat out of the whole franchise, not to mention better than most other RPGs.
And no Risen isnt just goofd for what it is, it's an awesome game from start to finish.
Even liberating towns seemed to do fuck all. What are your good examples of this reactivity you speak? I felt exactly the opposite after how they did it in G1/2.Genuine world reactivity
It's not much of an achievement to hand-write hundreds of fetch quests a la Ubicry, isn't it?hand-written quests
I mostly remember randomly generated crap.scads of cool items
Really? My memory is sketchy on this, so maybe i'm wrong, but really..excellent crafting
The only playthrough i managed was with melee two--handed guy and only meaningful choice was ti pump into ST and two-handed skill.character development with meaningful choices
Yeah, right. Most of the fights are plowing swarming trash mobs, without any thought of tactics. Compared to G1/2 - absolutely depressing.tough and surprisingly varied fights
Never played community patch - how does it remedy huge empty world full of cardboard npcs and flat landscapes?From where I'm at the only real problem with G3 was overreach. They just didn't have what it takes to make something that big, well. The community patches sorted most of that out nicely.
Never played community patch - how does it remedy huge empty world full of cardboard npcs and flat landscapes?
Gotta go full VD on your ass here.
Even liberating towns seemed to do fuck all. What are your good examples of this reactivity you speak? I felt exactly the opposite after how they did it in G1/2.Genuine world reactivity
It's not much of an achievement to hand-write hundreds of fetch quests a la Ubicry, isn't it?hand-written quests
I mostly remember randomly generated crap.scads of cool items
Really? My memory is sketchy on this, so maybe i'm wrong, but really..excellent crafting
The only playthrough i managed was with melee two--handed guy and only meaningful choice was ti pump into ST and two-handed skill.character development with meaningful choices
Yeah, right. Most of the fights are plowing swarming trash mobs, without any thought of tactics. Compared to G1/2 - absolutely depressing.tough and surprisingly varied fights
Never played community patch - how does it remedy huge empty world full of cardboard npcs and flat landscapes?From where I'm at the only real problem with G3 was overreach. They just didn't have what it takes to make something that big, well. The community patches sorted most of that out nicely.
Guess i will revisit it with fan patch someday playing mage and siding for orcs. Magic seemed relatively more fun judging from the spell scrolls i used sporadically. If they fixed the stun-locking boars it would be a reason enough to at least try it once more.