Alpan
Arcane
- Joined
- Mar 4, 2018
- Messages
- 1,340
Look no further than the first vanguard of the Kickstarter-era to find games made without those constraints. They certainly had constraints still, yes, but very different in nature. For the developers of RPGs that had a track-record going back to the late 90s or early 2000s, their liberated-from-publisher-constraints output was... not as good. One way to interpret this is an affirmation of the old "necessity is the mother of invention" saying. It just may be that creative and practical constraints that existed several decades ago were more beneficial to the creative output than anyone could have guessed.
This is a misreading of what actually occurred. Those developers under-delivered not because of a lack of creative constraint, but because they severely underestimated the technical challenge of making the games they thought they were free to make. In effect, they were constrained by their tools this time around -- remember that this was their first time using Unity. In the inevitable compromise that ensued, the creative aspects of the games -- the narrative, the reactivity, the characterization -- took the brunt of the hit. The expansions and sequels to these games -- think Eternity, Shadowrun, Wasteland, Divinity: Original Sin (the relative best, and made using Larian's own engine) -- turned out better than their precedents in most respects for the same reason.
EDIT: To stay on-topic, I do think Gilbert is a sensible fellow who usually (that TP spinoff game...) has good reasons for doing the stuff he does. He's also a good programmer, so I expect him to be rational when it comes to assessing what works for this game. I expect things will be fine.
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