rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
scam citizen is vaporware
Imo no. The game would have been better if it were cut in half. Cut in half means it would have required less money. So less money would have been more fruitful.
Brian Fargo is one of the oldest & most experienced game producers in history. Do you honestly think his games reflect that? Even going from Wasteland 2 to Bard's Tale IV he hasn't learned shit and still made a game twice as long as it should be, just to satisfy his ego saying he's working on "epic RPGs".Depends if you see the glass as half full or half empty.The issue was never budget, was management. Every single InXile game has glaring issues that came all the way from pre-production, chief of them all being their inability to properly scope their games.
Lots of video games had management problems that still ended up becoming successful releases or even classics, because they had enough budget to overcome and/or learn from production mistakes, perhaps even discovering an alternative measure they wouldn't have imagined otherwise that winded up improving the final project immensely..
This is a double-edged sword. Target audience won't bitch about AoD's graphics - VD knew this and aimed at selling 100k copies. Fargo talks about old-school experience, but he needs much more mouths to feed and he just has to make flashy graphics to appeal to a much bigger crowd.Also despite what we all say about caring for gameplay instead of graphics, a vast block of critics (including many on the Codex) bitched about W2's visuals. These players are dumb assholes but this really leaves inXile no choice but to put more budget into art.
Brian Fargo is one of the oldest & most experienced game producers in history. Do you honestly think his games reflect that? Even going from Wasteland 2 to Bard's Tale IV he hasn't learned shit and still made a game twice as long as it should be, just to satisfy his ego saying he's working on "epic RPGs".Depends if you see the glass as half full or half empty.The issue was never budget, was management. Every single InXile game has glaring issues that came all the way from pre-production, chief of them all being their inability to properly scope their games.
Lots of video games had management problems that still ended up becoming successful releases or even classics, because they had enough budget to overcome and/or learn from production mistakes, perhaps even discovering an alternative measure they wouldn't have imagined otherwise that winded up improving the final project immensely..
And then, out of nowhere, a bunch of nobodies from Hungary seem to be making a blobber that looks 10x better than Bard's Tale IV, undoubtedly with a much smaller budget:
They didn't even need a kickstarter. Sadly, I doubt they will ever get 1% of the free promotion Fargo gets on the press.
Target audience won't bitch about AoD's graphics
out of nowhere, a bunch of nobodies from Hungary seem to be making a blobber that looks 10x better than Bard's Tale IV, undoubtedly with a much smaller budget:
So is Garriott, and he's arguably responsible for some of the greatest in the genre ever....but I'm not sure Garriott even acknowledges why/how SotA was a mess - or if he even cares. And this is after 1 failed attempt through crowd-funding.Brian Fargo is one of the oldest & most experienced game producers in history. Do you honestly think his games reflect that? Even going from Wasteland 2 to Bard's Tale IV he hasn't learned shit and still made a game twice as long as it should be, just to satisfy his ego saying he's working on "epic RPGs".
It's been observed on the Codex before that this is an advantage that Obsidian has had over inXile. As a larger company, they had access to more and better artists, more and better programmers, etc. Design is a different matter, but to a large extent, good game design requires that sort of support in order to shine.
I realize this is partly in jest, but there's an unfortunate grain of truth to it, and it's bound to eventually cause problems. The absence of actual real programmers means that the expertise and functional knowledge-base of game development is eroded, and there won't be many able to do something "outside" of the "toolbox", let alone teach others how to do it.Unity games don't have programmers.more and better programmers
I think it became necessary since they seem to have funneled funding from various developments around a lot in order to stay ahead. But obviously, you can't keep that shit up, and you're spreading your capabilities thin as hell.It was silly to attempt an undertaking of these 3 CRPGs, simultaneously.
I’m glad they didn’t manage to touch PST in any way or formI think a lot of people said the later half of Wasteland 2 was pretty good or something, they changed the tech for things to be similar to PoE's look in Torment and then they changed things again to be different with Unreal Engine I think instead of Unity for Bard's Tale.
Obsidian stuck with the same thing but added some enhancements to the later game, from PoE1, Tyranny and then PoE2. Larian was the same thing with DOS1 and DOS2 with some changes and all that. InXile went pretty different, wonder if they stuck to Wasteland 2's type of thing, if things would have turned better.
Also probably been better if they gave up making a new Torment when WotC refused giving them a chance with PST or something to make something else.
Hardly an example for one's "track record of failure" - who measures that, over standing duration/the critical acclaim of individual games?Have you heard of a company called Interplay? Where is it now? Oh ya. Brian Fargo mismanaged it into the ground,
Give moar budget
Their game with the biggest budget, Bard's Tale IV, was also the one they released in the worst state: buggy as fuck and rushed out without basic quality-of-life features.A bigger budget doesn't necessarily mean "more stuff" but can also mean "more time to develop the game" or "more competent developers" or "more testing". All these would have been good for InXile games
Yeah can't argue with thatTheir game with the biggest budget, Bard's Tale IV, was also the one they released in the worst state: buggy as fuck and rushed out without basic quality-of-life features.A bigger budget doesn't necessarily mean "more stuff" but can also mean "more time to develop the game" or "more competent developers" or "more testing". All these would have been good for InXile games
Their problem is not budget, is management. More money would only bloat the projects even more.
Time is money.Their problem is not budget, is management. More money would only bloat the projects even more.
Their game with the biggest budget, Bard's Tale IV, was also the one they released in the worst state: buggy as fuck and rushed out without basic quality-of-life features.A bigger budget doesn't necessarily mean "more stuff" but can also mean "more time to develop the game" or "more competent developers" or "more testing". All these would have been good for InXile games
Their problem is not budget, is management. More money would only bloat the projects even more.