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Fallout 4 Pre-Announcement Bullshit Thread [GO TO NEW THREAD]

Akratus

Self-loathing fascist drunken misogynist asshole
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag.
But! New Vegas was a. . . hmm combat. . . gamebryo. .

Dungeon siege waaaas. . . . . hmm tedium, repetitiveness. . .

ALPHA PRo . . . tocol?. . . no.

KotO. . . no not at all. .

. . .

Maybe Eternity, once it comes out. .
 

hexer

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I don't understand what's holding them back from making good games like they did in their BIS days. I just don't understand it. A burnout?
 

Akratus

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag.
Alpha Protocol most of all. It's not that hard to make a slightly satisfying shooter. Fucking valve perfected it in 2004 fer pete's sake.
 

racofer

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I don't understand what's holding them back from making good games like they did in their BIS days. I just don't understand it. A burnout?

It has to have purrrty graphics and shit, that's the problem.

Back on BIS days, you had little tech to worry about so you could devote most of your time into writing the game and tunning gameplay elements. Nowadays, however, you have to implement a new engine or "improve" your existing one for each new game with more bloom and better lighting and fancier shaders, so much of your development time is wasted on gimmicky crap instead of the actual game.

PS:T, Icewind Dale, FO2 were all developed with the same tech. What do you do when your game's framework is already complete and works just fine? Well, you shift focus on making the game.

Now let's look at Obsidian's released titles:
  • KotOR2 - Oddysey Engine
  • NWN2 - Electron Engine
  • Alpha Protocol - Unreal Engine 3
  • FO:NV - Gamebryo
  • Dungeon Siege 3 - Onyx
  • Pillars or Eternity - Unity
Did you see that? Every single game developed by Obsidian runs on a different engine. So developers have to waste precious time learning a new engine and its limitations for each game, instead of adhering to a known framework. This might actually explain why Mask of the Betrayer was such a step up from NWN2, since instead of wasting time learning the engine, creating ingame assets and developing a new rule system, Obsidian simply used all they had already developed for NWN2 and simply built a game on top of it. Note that this doesn't explaing SoZ, however. But it also explains why their games may have such a fame for being buggy, since they don't know their tools nor develop them.

This mentality of ditching what already is known to work in favor something new is downright retarded when there's no justification behind it except "change for the sake of change". Instead of changing shit around at each new game, simply improve on what you already have: fix bugs, add features, optimize shit, etc.

So much wasted effort.
 

Rake

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I don't understand what's holding them back from making good games like they did in their BIS days. I just don't understand it. A burnout?

It has to have purrrty graphics and shit, that's the problem.

Back on BIS days, you had little tech to worry about so you could devote most of your time into writing the game and tunning gameplay elements. Nowadays, however, you have to implement a new engine or "improve" your existing one for each new game with more bloom and better lighting and fancier shaders, so much of your development time is wasted on gimmicky crap instead of the actual game.

PS:T, Icewind Dale, FO2 were all developed with the same tech. What do you do when your game's framework is already complete and works just fine? Well, you shift focus on making the game.

Now let's look at Obsidian's released titles:
  • KotOR2 - Oddysey Engine
  • NWN2 - Electron Engine
  • Alpha Protocol - Unreal Engine 3
  • FO:NV - Gamebryo
  • Dungeon Siege 3 - Onyx
  • Pillars or Eternity - Unity
Did you see that? Every single game developed by Obsidian runs on a different engine. So developers have to waste precious time learning a new engine and its limitations for each game, instead of adhering to a known framework. This might actually explain why Mask of the Betrayer was such a step up from NWN2, since instead of wasting time learning the engine, creating ingame assets and developing a new rule system, Obsidian simply used all they had already developed for NWN2 and simply built a game on top of it. Note that this doesn't explaing SoZ, however. But it also explains why their games may have such a fame for being buggy, since they don't know their tools nor develop them.

This mentality of ditching what already is known to work in favor something new is downright retarded when there's no justification behind it except "change for the sake of change". Instead of changing shit around at each new game, simply improve on what you already have: fix bugs, add features, optimize shit, etc.

So much wasted effort.
But..but... we can't have a game in 2013 looking like it was released in 2011, can we? What will IGN say?
 

Xeon

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Aren't publishers the ones who decide what engine should be used for the game or something?

Edit:
For Unity they probably choose it because of how much Fargo was endorsing it or something also cheap/free.
 
Last edited:

Xenich

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But..but... we can't have a game in 2013 looking like it was released in 2011, can we? What will IGN say?

There may be some light at the end of the tunnel for that one hopefully. That is, I think we have begun to reach the limits (or rather practicality) of improving visuals in games. They are reaching a limit of diminishing returns here. That is, the public they are catering to "datz so 2011 grapix drood" won't be able to see the difference between the evolutions as they could in the past and if they can, it will be so slight that won't care. Pretty soon, they will have to start catering to those who want substance over visual flare as the latter will get bored and stop playing the games.
 

Xeon

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With the oculus rift and probably other immersion things, they will probably focus more on visuals and other things that will enhance the experience I think.

Edit:
For my previous post, I think its chose and not choose.

I either way. Sorry for any grammar mistakes I guess.
 
Last edited:
Joined
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
I don't understand what's holding them back from making good games like they did in their BIS days. I just don't understand it. A burnout?

... I'm not sure how the Black Isle game are very different from the games they make now.

Planescape: Torment, with its C&C-focused design and limp RtwP combat, the same as their other games.

Icewind Dale 1-2, RtwP dungeon crawlers in the track of Dungeon Siege 3

The closest is Fallout 2, a more streamlined theme park version of the original Fallout.
 
Self-Ejected

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Now let's look at Obsidian's released titles:
  • KotOR2 - Oddysey Engine
  • NWN2 - Electron Engine
  • Alpha Protocol - Unreal Engine 3
  • FO:NV - Gamebryo
  • Dungeon Siege 3 - Onyx
  • Pillars or Eternity - Unity
Did you see that? Every single game developed by Obsidian runs on a different engine. So developers have to waste precious time learning a new engine and its limitations for each game, instead of adhering to a known framework.

By that logic, Stick of Truth should be Obisidian's best game yet.
 

undecaf

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Shadorwun: Hong Kong Divinity: Original Sin 2
Now let's look at Obsidian's released titles:
  • KotOR2 - Oddysey Engine
  • NWN2 - Electron Engine
  • Alpha Protocol - Unreal Engine 3
  • FO:NV - Gamebryo
  • Dungeon Siege 3 - Onyx
  • Pillars or Eternity - Unity
Did you see that? Every single game developed by Obsidian runs on a different engine. So developers have to waste precious time learning a new engine and its limitations for each game, instead of adhering to a known framework.

By that logic, Stick of Truth should be Obisidian's best game yet.

Maybe it ends up the most stable and technically polished one.
 

Outlander

Custom Tags Are For Fags.
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Divinity: Original Sin Wasteland 2 Steve gets a Kidney but I don't even get a tag.
I don't understand what's holding them back from making good games like they did in their BIS days. I just don't understand it. A burnout?

No, the eternal and futile pursue of the Holy Slam Dunk.

1928882_o.gif
 

Rake

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Messages
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I don't understand what's holding them back from making good games like they did in their BIS days. I just don't understand it. A burnout?
Because now they don't make "true RPGs" but console action games. The strenghts of Obsidian are similar with the strenghts of BIS, but the nature of their current games highlights their weaknesses more.
plus action games are shit by default and anyone who disagrees is a faggot :obviously:
 

Invictus

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Divinity: Original Sin 2
I think it tends to more an issue of management; Fergus was Fargo's minion at Interplay and he only had to worry (as other have correctly pointed out here) on developing the games. I would say that the costs and time spent developing their own engine (Onyx) but having it so laced in middleware so it is so expensive so they had to get that POS Unity its really telling on mis management skills at getting a good deal from a publisher for proper funding and Q&A testing
 

Xenich

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Mar 21, 2013
Messages
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With the oculus rift and probably other immersion things, they will probably focus more on visuals and other things that will enhance the experience I think.

Edit:
For my previous post, I think its chose and not choose.

I either way. Sorry for any grammar mistakes I guess.

I don't think the graphics whores out there will be able to stomach those goggles for very long. Remember, the resolutions are cut in half for each eye. Then, you have to consider that most of the those idiots want to play games that are fast paced button smashers, which means latency issues. Don't get me wrong, they are far better than anything we have seen to date, but... I don't see it attracting the general public, which are the problem these days concerning game design. Not that I would be upset if those goggles became mainstream popular. If they did, it could spur a massive development competition (similar to monitors) eventually leading to the development of some goggles that are amazing. They have a long ways to go though. They need to hit around 4k x4k resolution to compete with most monitors today and up to 8k x 8k to completely remove the issues of the human eye, not to mention the obstacles of dot pitch and tracking.

Nah, what I think will happen is that the tardsoles won't last like they did with the prior generation and people will get tired of FTP MMO and game gimmicks leading them to find some other hobby... like... I don't know... free basing Draino?
 

undecaf

Arcane
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Jun 4, 2010
Messages
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Shadorwun: Hong Kong Divinity: Original Sin 2
With the oculus rift and probably other immersion things, they will probably focus more on visuals and other things that will enhance the experience I think.

Soon we will all have our own "look and sound like a complete retard while playing vvvidyagames to the max" controllers ... controlling devices ... thingamajiggies....

 

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