Fairfax
Arcane
- Joined
- Jun 17, 2015
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- 3,518
Sales were considered strong by everyone involved, which is why it got a more expensive sequel.Not that well.
Sales were considered strong by everyone involved, which is why it got a more expensive sequel.Not that well.
Some players, don't want to keep playing gimped characters.
At chargen, most cRPGs don't show enough information on game start for an informed decision. Without this info, players only learn by playing a gimped build - the trial-and-error problem.
So how does a player know a game's "playstyle logic" on chargen? How attribute-scrutinizing and penny-pinching should a player be? They can't know.
It is true that if you've been around the block enough time you know that the long-term goal is to overcome some final boss and that the obstacles are things like popamole fights and dialogues that can be won by picking the option with the highest diplomacy requirement. But that is to say, character creation "works" only when the gameplay is stupidly predictable and bland.
why would you challenge MRY, the man's a lawyer
Wow, long thread. I will admit I don't have time to read it all, but let me say this. I think there has been a misunderstanding of my talk. I never said I don't like complex systems, just that I don't like the presentation of so much complexity in the first few minutes of the game, like in character creation. We lost a lot of potential players to that. That isn't hypothetical. I have emails and reviews to back me up.
Subject to interpretation. Hitman sold half a mil, but got a sequel too. The sequel sold almost 4 mil, which resulted in two more sequels selling 2 mil each. Deus Ex sold 1 mil, which seemed to be more of a "strong promise" rather than strong sales, got a sequel and even though the sequel sold more than the original, which in your interpretation is strong sales, it put the franchise on hold for the next 8 years which indicates that it wasn't a strong seller.Sales were considered strong by everyone involved, which is why it got a more expensive sequel.Not that well.
But you have to realize that, at least for those of us who remember the good old days, complexity at character creation is integral part of the experience.
complexity at character creation is integral part of the experience.
But you have to realize that, at least for those of us who remember the good old days, complexity at character creation is integral part of the experience.
Like the time you did a little quiz in Ultima 4 and just started playing? And the time you went with the premade party in Might & Magic III and just started playing? And the time when you just started playing Gothic 1 without any input whatsoever?
I sure too remember ye olden days when no complex character creation was an integral part of the exp- wait, wha~
Eidos considered sales strong enough that they doubled the team size (or more, would have to check) and gave them 3.5 years to release the sequel. There was a hiatus because (a) IW underperformed (b) Eidos ran into financial trouble (c) Ion Storm was closed in 2005. Also, the hiatus was not that long, since Eidos Montreal started to work on Deus Ex 3 in early 2007.Subject to interpretation. Hitman sold half a mil, but got a sequel too. The sequel sold almost 4 mil, which resulted in two more sequels selling 2 mil each. Deus Ex sold 1 mil, which seemed to be more of a "strong promise" rather than strong sales, got a sequel and even though the sequel sold more than the original, which in your interpretation is strong sales, it put the franchise on hold for the next 8 years which indicates that it wasn't a strong seller.Sales were considered strong by everyone involved, which is why it got a more expensive sequel.Not that well.
What's unclear here is what exactly "million units" refers to. Sold in the first year? Sold at full price? Sold since release? If sold since release, that's very low no matter how you look at it.
Subject to interpretation.
Warren Spector said:Deus Ex shipped in June 2000. Sales were, and continue to be, strong, worldwide. Critical response (with one or two notable exceptions) has been positive. We've already won several "best of year" awards in the U.S., the U.K. and Germany. Needless to say it's gratifying when people appreciate your work.
Number of Full-Time Developers: Approx. 20: 1 of me, 3 programmers, 6 designers, 7 artists, 1 writer, 1 associate producer, 1 tech
Number of Contractors: Approx. 6: 2 writers, 4 testers
Development Time: 6 months of preproduction and 28 months of production
I do not disagree with you, but look at the trends: multiple RPG developers either closed or were cannibalized by the likes of EA; the completion rates on even the easier RPGs is terrible; the testers for QA are fucking retarded; and developers that did choose accessibility survived.Fair, but I can still see why developers would want accessibility. From Tim Cain's perspective, he probably has seen several studios die for this very reason. Business is business
Of course is a business, but the point is (1) whether they can make a sustainable model without compromising their characters; (2) why they assume that they current business model (medium studio with bigger payroll) is the only model; (3) why they are avoiding the responsibility to develop a new generation of players that can appreciate genuine cRPGs; (4) why they are even more afraid of risk now that they have more experience, better and cheaper technology to make games, and better and cheaper means to ship games (steam, GOG, etc.).
It seems that most professional developers took the easy route without blinking with the excuse that this is a fact of life. The result of this indulgent and fearful attitude is that this will be a fact of life. I don't know who is more cynical: the publishers or the developers.
Ultimately, I think it comes back to your first point, what does a sustainable RPG company make these days?
You're probably right, catering to chess players is utopical albeit philosophically awesome.
then i guess we can agree with Tim Cain, that a visualization of character management, as long as it somehow, and a BIG somehow, retains the complexity of Special system, is the way to go to cater to many players, making sustainable business?
(with a proviso never to get metaphorical on you codexers again)
I'd say it's a good business model for a very small "studio" with low overheads. It's not a good business model for a small company like inXile and it's definitely not an option for a company like Obsidian. When you're responsible for 50-100 people, your first priority is to make sure they all stay employed after your game is released, which makes accessibility a very important factor.I would use Iron Towers as an example. Iron Towers made a great game (which I still need to finish), but would you call that a good business model? Could other studios have adopted that same strategy and survived? Would Iron Tower have survived if not for VD's efforts to fund it with his own money? Plus, how long did it take to develop AoD? I am not trying to take a jab at VD or AoD by these statements. I just think its a success story among a pile of bad news and dead studios.
So either stay small and do whatever the fuck you want or grow big and do what the market wants (and the market isn't going to start craving hardcore RPGs anytime soon).
But does that game even managed to keep the company to actually stay relevant in the business, though? They were torn apart because of release-day's bugs, and even though there appearing people who wanted them to have another go at a NV-like game for Fallout 4, there also appears people who would defend Bethesda to death from the new audience they gained from Fallout 4.Obsidian's best selling game is Fallout New Vegas.
But does that game even managed to keep the company to actually stay relevant in the business, though?
They were torn apart because of release-day's bugs, and even though there appearing people who wanted them to have another go at a NV-like game for Fallout 4, there also appears people who would defend Bethesda to death from the new audience they gained from Fallout 4.
I generally like complicated character creation systems while I'm fiddling around with them -- precisely because they are often the only moment in RPGs where you get to do fun stuff defining your character that goes beyond just incremental advancements within an already set framework. But I don't think complicated character creation systems are "great gameplay" in what I'm calling to Mustawd's chagrin "narrative RPGs" (which is to say, RPGs that are designed to be played start to finish and won on the first character build, often aren't ever played again, and reward mostly through the arc of the story rather than the powering up of the character/party). The reason is that while they entail the kind of resource management decisions and neat choices that could be part of great gameplay, those choices are being made in a vacuum -- the player has no idea what the long-term goal is, or even what the short-term obstacles are. It is true that if you've been around the block enough time you know that the long-term goal is to overcome some final boss and that the obstacles are things like popamole fights and dialogues that can be won by picking the option with the highest diplomacy requirement. But that is to say, character creation "works" only when the gameplay is stupidly predictable and bland.
But does that game even managed to keep the company to actually stay relevant in the business, though?
Yes. I believe Anthony Davis said so himself here.
They were torn apart because of release-day's bugs, and even though there appearing people who wanted them to have another go at a NV-like game for Fallout 4, there also appears people who would defend Bethesda to death from the new audience they gained from Fallout 4.
New Vegas: 95% positive http://store.steampowered.com/app/22380/
Fallout 4: 78% positive http://store.steampowered.com/app/377160/
New Vegas owners 4,653,314 ± 61,051 http://steamspy.com/app/22380
Fallout 4 owners 4,134,937 ± 57,589 http://steamspy.com/app/377160
Fallout 4 got there faster, but that's it.
Which was not their IP, their engine and not even their core game. It was a mod or a slam dunk project, which they excel at, because than you don't have emphasize on execution (engine, gfx, movement, animations, AI etc.) and can add things they were great at like: Story, characters, C&C, and encounter design.Obsidian's best selling game is Fallout New Vegas.
MRY vs Mustawd
MRY vs Mustawd
"The lesser condiment grazes your leg lightly for 0 damage."
Highly unlikely until they don't have an IP which is so highly regarded as Fallout. They can make the best game in the world in a new IP, but it won't sell as much as FNV did.Which was not their IP, their engine and not even their core game. It was a mod or a slam dunk project, which they excel at, because than you don't have emphasize on execution (engine, gfx, movement, animations, AI etc.) and can add things they were great at like: Story, characters, C&C, and encounter design.Obsidian's best selling game is Fallout New Vegas.
I have yet to see such success from them with their own game.