Exitium said:
I thought we were talking about which element results in a better game? Why did you turn your argument around and say that money is more important?
I didn't turn anything around, Volourn claimed that only the talent is important, completely disregarding the role of the publisher (money). I disagreed and explained why.
But the ORIGINAL ARGUMENT was which was more important in the development of a good game rather than "which games get made".
This discussion has taken so many turns that we moved away from THE ORIGINAL ARGUMENT (TM) long time ago. Evolushun!
The answer is still talent. Money doesn't create talent. Talent creates money.
Both are important, talent is wasted without money, and money are wasted without talent, but money rule all. Money decide what game will be made and what features it would have. Money can overrule talent at every turn. That's just how it works. Who decides that TB is a no-go? Money. Who decides that people want another MMORPG? Money. Who decides that generic fantasy is better then sci-fi? Money. Then they unleash talent to do their bidding within set guidelines.
About "talent creates money". These days advertisement and hype create money as much as talent. NWN when it was released was crap. Yet every mag praised it like the second coming of Jesus, and it sold very well. Fallout, Torment, Arcanum didn't do so well despite the talent, they failed to create as much money as BG or Diablo, and that's why we are seeing more of those.
Bioware's games had a lot more multiple paths than TOEE ever did. I also don't see what's so non linear about TOEE besides choosing what group to work for in the Temple.
Hommlet -> Moathouse -> Nulb -> Temple of Elemental Evil
Really? Can you name all those multiple paths in Bio games? As for ToEE, it was extremely non-linear. You could go straight to the temple from the Moathhouse, you could skip the MH, you could even access different levels of the Temple and thus skip many portions of the game.
I wouldn't brag about TOEE's multi-pathness.
Agree, and I didn't. You pretended that I did, so you could bitch about ToEE again.
Same game, smaller ballpark. Jeff makes a good profit from his games. Multiply his success exponentially and you'll get: a big company producing huge commercial games that reaps profit at an exponentially larger sum than what he makes.
Not as simple. First, he makes a moderate profit, his games sell 2-4k copies, at $25, that's 50-100k, minus expenses and whoever helps him, and you aint got a lot left. He stated that any game that flops can put him out of business. Second, it's silly to assume that if he were to go big, he would be able to make games as fast while reaping exponential profits. His games are basically text adventures, it would take a lot of time and money to make them presentable to mass audience.
RPGs are not exponentially more difficult to make regardless of what creating an RPG entails. RPGs for example don't require much in terms of AI, balancing, or even cutscenes
They still require combat AI, pathfinding, balance (true, some games are less balanced, but there are many RTS with poor pathfinding or poor balance: DoW - SP is so easy and unchallenging, it's ridiculous), truckload of items and their effects, char development and progression, keeping track of all the things you've done in a game, etc. It's much much more then making a dozen of units per side following the rock-paper-scissors guideline, some buildings, balance, AI, pathfinding, and then it's only the map making.
Having a unit that's stronger than everything else in terms of weapons, armor AND good against air and land would be a disaster in terms of balancing
True. Yet take a look at DoW, 2 marine squads with 2 missiles/2 imp. blasters own everything in the game, but the frigging lizard.
Success and failure are not a matter of fucking opinion, VD
Of course, they are. I gave several examples, but I guess I have to repeat myself. MS: investors think it was a financial success, some users think it's crap and use anything but. Arcanum: failed financially, yet many people consider it's one of the best games ever (that's role-playing success if you want definitions). There are many people who think that they did ok (in whatever: life, business, sex, etc), yet other people may think that they failed utterly. ToEE: people are bitching what a crappy game it was, yet it sold ok. Etc, etc, etc. More examples? Look at my signature.
You have to marginalize the subject into various aspects
First, that's what I was doing. A game could have many aspects: financial, aesthetic, genre, fun, etc. Then some of them are subjective, like fun, or even financial. Take Spiderweb again. He sells 2-4k per game, he thinks he's successful, yet any publisher would laugh at these numbers. Point made?
Just the same, the War in Iraq could be considered a personal success by George W. Bush, because he managed to get revenge for his dad by catching Saddam Hussein. But from military, economic and political viewpoints - it is an absolute disaster. There is no arguing that. Who gives a fuck if Bush and a few hard-line republicans consider it a failure? Even guys like Powell and that guy who doesn't know what Mojo means called it a failure outright. What was their mission? To get WMDs. Did they find any? No.
That's assuming that they came for WMDs. There are other points of view. Let's not go into political debate here, and whether other points of view are justified, it's enough that they exist to prove my point.