Excidium
P. banal
In before potato.
Jaesun said:odrzut said:RPGs are not dying - they are evolving. Some in bad way, some in good.
Give us a recent example of a cRPG evolving in a good way.
I cannot think of one.
Jesus christ, another moron who doesn't understand a concept as simple as nostalgia. Nostalgia means missing something. You cannot be nostalgic about your current gf, job or school ffs just as you cannot be nostalgic about games you currently play. I'd wager most people on the codex play older games a lot despite having easy access to the new ones and see them as (clearly) superior. So how does any of your drivel make a goddamn sense in such situation?odrzut said:derp
One problem that is often forgotten about is loss of talented developers. A lot of cult games were good thanks to specific game developers, often veterans from the 80s. To make it worse, they were made by a specific combinations of these developers.keithburgun said:Also: Do you guys think we can have a return to the 90s RPG days ever? Can digital distribution help? Etc!
odrzut said:I also don't consider nethack or rogue a RPG because story is virtually nonexistant in these games.
You have the questions, great, i have all the answers. Origin is a good example to start with.keithburgun said:Maybe an over-statement, but it is true that around the turn of the millennium, a lot of the greatest CRPG developers just sort of died, many of whom right after doing some of their best work. These include Black Isle, Sir-Tech, Looking Glass, Troika, and Origin to name just a few.
I'm writing an article on this, and I'm wondering if you Codexers have answers. Why did this happen? Did it have to happen? And most importantly, can there be companies like that again - non-indie teams making sophisticated, turn-based CRPGs for the PC?
Perhaps someone has written on this topic already. If so, would you kindly link me? Thanks guys!
-Keith
Mortmal said:You could say mainstreaming and the need to cater to a broader audience was the beggining of the decline. I am also convinced that if back then people were buying their games they could have sustained the rpg genre. I remember it was hardly 1 copy sold for 20 pirated games, and those games were good, damn good, way better than what we have today. People were pirating cause it just cool to get stuff for free and none give a damn, spare me the moral bullshit about "trying before buying", "fighting capitalism" and so on...
Now the situation is even worse, you need a 6 digit sale to be considered successful, a game must be understandabble and playable for the average joe within the first 5 min of gameplay. Theres is absolutely no room for modern rpg. They requires more work, the public is more demanding , it pays less and they pirate it anyway.Everyone will go for a shooter with flashy graphics, a social facebook game or some android app hoping to make millions.
Theres no salvation coming from the indie world, you may get one good rpg once a blue moon, for example, age of decadence is promising but it has been 5 years already in development and still no release. Well known indie rpg developper jeff vogel is going fulll mainstream, nothing to expect from him anymore . The other indies ? a sea of shitty jrpg clones.
These games are successful because they cater to base needs of nerds. Need to escape this world (which is oh so horrible because we don't have hordes of bandits waiting for us outside each town), to boost their bruised ego by playing someone important and powerful, to give a cheap imitation of friendship and love, etc.Kaanyrvhok said:Mortmal said:You could say mainstreaming and the need to cater to a broader audience was the beggining of the decline. I am also convinced that if back then people were buying their games they could have sustained the rpg genre. I remember it was hardly 1 copy sold for 20 pirated games, and those games were good, damn good, way better than what we have today. People were pirating cause it just cool to get stuff for free and none give a damn, spare me the moral bullshit about "trying before buying", "fighting capitalism" and so on...
Now the situation is even worse, you need a 6 digit sale to be considered successful, a game must be understandabble and playable for the average joe within the first 5 min of gameplay. Theres is absolutely no room for modern rpg. They requires more work, the public is more demanding , it pays less and they pirate it anyway.Everyone will go for a shooter with flashy graphics, a social facebook game or some android app hoping to make millions.
Theres no salvation coming from the indie world, you may get one good rpg once a blue moon, for example, age of decadence is promising but it has been 5 years already in development and still no release. Well known indie rpg developper jeff vogel is going fulll mainstream, nothing to expect from him anymore . The other indies ? a sea of shitty jrpg clones.
Morrowind was no more or less accessible than the typical ‘classic’ and was seven figures.
Even as dumbed down as KOTOR was compared to BG it wasn’t more accessible. KOTOR, Morrowind, and FO 3 were not idiot proof. I had one friend who was a Star Wars guru and couldn’t play KOTOR because it was all talk and no action. I had another friend who couldn’t find his way out of the first vault in FO 3. There were more people still who couldn’t figure out how to level, craft, or build their magic in Morrowind. These games were not successful because they were more accessible. I found it much easier to teach non-gamers how to play Baldur’s Gate than something like Bioshock.
Awor Szurkrarz said:These games are successful because they cater to base needs of nerds. Need to escape this world (which is oh so horrible because we don't have hordes of bandits waiting for us outside each town), to boost their bruised ego by playing someone important and powerful, to give a cheap imitation of friendship and love, etc.
That's why the games became shit. Because they became a replacement of real life for nerds.
If you'll talk to them you'll notice that most of them wants adventures, exploration, romances, companions and an illusion of living in that world.
Which is because wargaming didn't have such a horrible leakage of talents like cRPGs. Luckily people like Gary Grigsby just continued to make more and more crazily complex wargames instead of moving to RTS.Renegen said:People can debate what an RPG is ad-nauseum, all I know is I'm not spending money on Mass Effect 1, Mass Effect 2 or Dragon Age 2. And although the decline "doesnt exist", the last few years for me have mostly consisted of old games and strategy games, which thankfully still offer deep gameplay. Funny how that works out.
The thing is that to them immershun = a cinematic LARP simulation.shihonage said:Awor Szurkrarz said:These games are successful because they cater to base needs of nerds. Need to escape this world (which is oh so horrible because we don't have hordes of bandits waiting for us outside each town), to boost their bruised ego by playing someone important and powerful, to give a cheap imitation of friendship and love, etc.
That's why the games became shit. Because they became a replacement of real life for nerds.
If you'll talk to them you'll notice that most of them wants adventures, exploration, romances, companions and an illusion of living in that world.
I can sort of see what you're saying, with Bioware romance being an example of going too far in that direction.
However games without immersion are nothing. RPGs especially are designed around the idea of fostering a sense of immersion. The question is, how retarded is one's approach to immersion...
The main difference is that the first want to "live in a fictional world" to escape from their banal shit boring lives and the latter want to enjoy excellent craftsmanship.Radisshu said:Yeah, some people prefer a superficially "immersive" world (soil erosion), others prefer a world that is immersive through a coherent design (be that through NPC schedules or writing). I think the latter category also tends to prefer a strong (rigid) RPG system before an action-oriented one (where stats do not matter as much).
Awor Szurkrarz said:The main difference is that the first want to "live in a fictional world" to escape from their banal shit boring lives and the latter want to enjoy excellent craftsmanship.Radisshu said:Yeah, some people prefer a superficially "immersive" world (soil erosion), others prefer a world that is immersive through a coherent design (be that through NPC schedules or writing). I think the latter category also tends to prefer a strong (rigid) RPG system before an action-oriented one (where stats do not matter as much).
The thing is that there are tons of people who are really into cRPGs who play since the times of Wasteland and Goldbox games who are into next gen cRPGs. To them these new LARP simulators are exactly what they were always dreaming about for decades and they are the worst fanatics of immershun.Radisshu said:Awor Szurkrarz said:The main difference is that the first want to "live in a fictional world" to escape from their banal shit boring lives and the latter want to enjoy excellent craftsmanship.Radisshu said:Yeah, some people prefer a superficially "immersive" world (soil erosion), others prefer a world that is immersive through a coherent design (be that through NPC schedules or writing). I think the latter category also tends to prefer a strong (rigid) RPG system before an action-oriented one (where stats do not matter as much).
I guess you've got a point, although I think that's only partly true. Lots of people just want to sit down and play some shit without getting too much into it, and then they find out about Oblivion and think that's the archetypal RPG, and will then react with resentment to elitists like Codex people, partly because of the elitist attitude but also because they're uneducated. People will usually defend the opinion they had first, even in the face of better arguments, especially when they're not stroked with velvet gloves.
Awor Szurkrarz said:The thing is that there are tons of people who are really into cRPGs who play since the times of Wasteland and Goldbox games who are into next gen cRPGs. To them these new LARP simulators are exactly what they were always dreaming about for decades and they are the worst fanatics of immershun.Radisshu said:Awor Szurkrarz said:The main difference is that the first want to "live in a fictional world" to escape from their banal shit boring lives and the latter want to enjoy excellent craftsmanship.Radisshu said:Yeah, some people prefer a superficially "immersive" world (soil erosion), others prefer a world that is immersive through a coherent design (be that through NPC schedules or writing). I think the latter category also tends to prefer a strong (rigid) RPG system before an action-oriented one (where stats do not matter as much).
I guess you've got a point, although I think that's only partly true. Lots of people just want to sit down and play some shit without getting too much into it, and then they find out about Oblivion and think that's the archetypal RPG, and will then react with resentment to elitists like Codex people, partly because of the elitist attitude but also because they're uneducated. People will usually defend the opinion they had first, even in the face of better arguments, especially when they're not stroked with velvet gloves.
I suspect that it would be possible to convert the people that you are talking about (or at least it could be possible if there were actual new Fallout-like cRPGs) but the ones that went from playing old-school games to LARP simulators and MMORPGs are lost to the cause.