Zorba the Hutt
Arcane
- Joined
- Dec 14, 2012
- Messages
- 1,865,759
I bought KOTC but now feel bad that I didn't make it a 'million seller'
Maybe you should have bought 999,999 more copies. Then we'd be swimming in D&D games.I bought KOTC but now feel bad that I didn't make it a 'million seller'
Can only hope it's fun for more than the first session. DOS got uninstalled fast when the novelty of the crafting/magic combos was exhausted. The game content was p. mediocre.Yeah keep putting the public faces of game developers on a pedestal.
D:OS 2's shaping up to be a fine compromise between mass market appeal and the classic RPG experience. Going to sell a million units, maybe more (unless the fatigue is real, gosh I hope not).
On a serious note, I like when there's such an option to give all the money to the developper. You're still right of course.How could it possibly sell that well when the developer won't put it on Steam? No game will ever sell a million copies if the only way to purchase it is off some Web 1.0 Geocities backwater site that belongs in the 90s. Old school CRPG gameplay is well and good, but your distribution platform should at least keep up with the times if you want to have any sort of credibility. Cleve had the right idea to take advantage of Steam's Greenlit while it still exists; KotC should do the same.
Seems that the vast majority of butthurt posters in these 16 pages didn't even have the patience to watch the video and understand what Tim was saying.
On a serious note, I like when there's such an option to give all the money to the developper. You're still right of course.
Which is why I said: Codex claims over and over that Skyrim and Dragon Age: Origins are trash, yet those games are trash that they buy.
Even if someone does it because of love, he still would like, at the very least, get his budget back and earn money for a few extra pizzas.Dude it doesn't matter who buys what. It's a niche genre. Nobody with the ability/genuine interest to make proper CRPGs will do it based on potential sales figures.
D:OS 2's shaping up to be a fine compromise between mass market appeal and the classic RPG experience.
FAKE NEWSTW3 winning the first place here.
aah right
what the fuck lmao.RPG elements like levels/talents/skill advancement/whatever are nowadays being inserted in almost any genre, most notably shooters, action games and adventures.
What are the reasons? That is the $mil. question.
Such features are nerdy and prestigious, making a filthy no-brain casual feel better about himself, in a "oh look, im playing a RPG, I'm so cool and prestigious" when he is only playing a watered-down hybrid. Hybridizing anything with RPG elements seems beneficial for gameplay and can even increase sales.
RPG elements like levels/talents/skill advancement/whatever are nowadays being inserted in almost any genre, most notably shooters, action games and adventures.
Is that beneficial? And for whom? What are the reasons? That is the mil. $ question. It obviously works well for companies.
Such features are nerdy and prestigious, leading to lowly casuals feeling better about themselves, in a "oh look, im playing a RPG, I'm so cool and prestigious" type of way, when he is only playing a watered-down hybrid. Hybridizing anything with RPG elements seems to increase the gameplay value somewhat, and can even increase sales by calling it a "RPG" or adding some phrases like "open-world" etc.
In this thread Bioshock (shooter) and Dark souls (third-person action) were mentioned as biggest successes but we have to remember SystemShock (was it an RPG really?) and No one lives Forever 2 too.
It seems this combo works well for developers, as they think they can keep everyone happy - hard core RPG players by calling it a "RPG" and raising the gameplay value slightly for casuals. However, is such genre-blending a beneficial practice for the industry in the long run?
what the fuck lmao.
It has more to do with the well documented effect of progression elements. Unlocking content, raising numbers, etc engage people.
You are mentally ill. My point has nothing to do with your infantile idea about the prestige of rpg and more to do with the addictive effect of the design.RPG elements like levels/talents/skill advancement/whatever are nowadays being inserted in almost any genre, most notably shooters, action games and adventures.
Is that beneficial? And for whom? What are the reasons? That is the mil. $ question. It obviously works well for companies.
Such features are nerdy and prestigious, leading to lowly casuals feeling better about themselves, in a "oh look, im playing a RPG, I'm so cool and prestigious" type of way, when he is only playing a watered-down hybrid. Hybridizing anything with RPG elements seems to increase the gameplay value somewhat, and can even increase sales by calling it a "RPG" or adding some phrases like "open-world" etc.
In this thread Bioshock (shooter) and Dark souls (third-person action) were mentioned as biggest successes but we have to remember SystemShock (was it an RPG really?) and No one lives Forever 2 too.
It seems this combo works well for developers, as they think they can keep everyone happy - hard core RPG players by calling it a "RPG" and raising the gameplay value slightly for casuals. However, is such genre-blending a beneficial practice for the industry in the long run?
what the fuck lmao.
It has more to do with the well documented effect of progression elements. Unlocking content, raising numbers, etc engage people.
Idk how to shove in your heads that practically nobody gives a fuck about CRPGs.
A good way to repeat what I said while adding absolutely nothing substantial to the discussion you bird-brain
It is suddenly a lot more shit.Triangles are fine, who gives a flying fuck. A system isnt suddenly less complex if you just start hidding numbers.
Triangles are fine, who gives a flying fuck. A system isnt suddenly less complex if you just start hidding numbers.
I dont think theres anything wrong with it. You can argue that you wont be number crunching anymore, but thats fine, any retard can take the best numerical choice 10/10 times.It is suddenly a lot more shit.Triangles are fine, who gives a flying fuck. A system isnt suddenly less complex if you just start hidding numbers.
Thats a different issue altogether that doesnt really have anything to do with presentation but with execution. When it comes down to it you just dont trust them to design and implement a good system.I'd love to share your optimism , but basically what it comes down to is an overall cultural and education decline , and the erosion of audience expectations/standard, which are leading to shit movies/games/shows imho
Its not only games/RPGs that are dumbing down.
For about a week which is the time it takes for some autists to figure it out. It's all going to be numbers under the hood, all you achieve is forcing people to waste time googling to make informed choices.The moment you hide your system for the player you free yourself from the shackles of balance. The moment you hide your system you create one more element to explore in your game.
It should be an extremely intuitive system to do that, ergo a simulationist one, which im fine with.