That stopped with Bioware because it was bought up by a company that didn't know how to brew the liquor
ME and DA:O both added extensive romance scenes (including sex scenes IIRC). All of that was developed pre-EA.
WallaceChambers Are you sure he wasn't talking about that 3D game he released? Wasn't that a time-traveling girl? I can't remember for sure. I was under the (mis?)impression that the next game would be a sequel to Unavowed. (No insider knowledge, I just thought he said that on Twitter at some point.)
In other words: Become increasingly degenerate and overflowing with hideous characters as modern politics creep into game development? Become a shadow of their former selves that is constantly ridiculed on? Lose their dignity as the developers visibly decay and degenerate in real time?He's going to proceed like Bioware did -- distilling that formula into stronger and stronger proof, with fans getting drunker and drunker on it.
As I’ve said before, I don’t think he’s selling out at all; I think he’s making the games he dreamed of making, and is blessed enough to get rich doing so. They may not be the games you dreamed of playing, but that’s hardly his fault.
As for Epic, I have the good fortune of not caring much about the economics of my games. So I wouldn’t be interested in limiting my player base for Epicbux. Dave is doing so well as is, I don’t see why he would, either.
Sure,i do agree with that. But if you begin delivering shit that nobody wants,you will end up out of customers and fuck off in obscurity. Same shit with vogel,his later games are trash that i have no interest,even if i had replayed his older ones like a few times each. Changing too much things will not bring people in,after all he is selling games in a very niche market place. People are more interested in the content of the game than in its shininess. Making his games more modern looking could push off more people than the ones who decide to buy it because of it. Still,in the end we will see what he delivers.Well, I’m very biased. Dave is a friend, and Primordia owes at least some of its success to Dave publishing it and linking it with his brand.
Bias aside, I think Dave’s opus is impressive (especially The Shivah), and maybe even more impressive is the discipline—maybe even ruthlessness applied primarily to himself—that would allow him to have a Jeff Vogel-like business longevity in indie gaming but without stagnation. And that discipline has included bold steps—jumping into publishing, bringing on full time staff, taking on mobile ports, dropping traditional puzzles, etc. It has also included decisive retreats, which not everyone would have the will to execute—laying off Francisco when Shardlight showed having a second “in house” designer didn’t make sense, abandoning 3D when he couldn’t make it work, dropping Android ports because they weren’t profitable. He managed all these things without losing friends or fans because he’s transparent.
At this point he’s made more adventure games than Roberta Williams. He’s fostered more adventure designers than Lucas Arts. And he’s gotten rich and famous doing so. Hard not to cheer for that striking achievement.
I don't know, it's highly subjective, but Blackwell games made me pause to think every once in a while, and Unavowed was just playing itself.I don't see how much of a big deal could be made about Dave changing his approach when he barely has. The Shivah isn't heavy on "traditional" puzzles nor is it difficult by any stretch. You cant even use inventory items on the game world in Blackwell Legacy. Unbound is mostly research and clue combining as well. The inventory puzzles it does have are mostly to underscore a dramatic narrative moment like playing Issac his sister's piano part.
If anything the relatively (relative to actual puzzle heavy adventures) few instances of more involved inventory or logic puzzles that you can find in Blackwell Deception and Epiphany are the exceptions to the rule in his catalog (I dont recall much from Convergence tbh it's my least favorite). There's the boat sequence at the start of Deception... and what else? Rosa melting ice to jump off a dumpster? Come to think of it that boat sequence might actually be the most complex traditional puzzle chain in the entire series and it spans like 3 screens.
Yet Whispers of a Machine, Goetia, QfG and QfG-likes, Maniac Mansion and possibly many others have managed just fine.For me the big change in Unavowed was the party mechanics. The puzzles were roughly in line with his earlier games, more simplistic than Deception and Epiphany. A big reason for that, I'd imagine, is that it's hard to design so many different kinds of puzzles for all the party combinations, with different powers at play.
Yet Whispers of a Machine, Goetia, QfG and QfG-likes, Maniac Mansion and possibly many others have managed just fine.
WoaM is particularly interesting comparison, as it's extremely similar to Unavowed in many ways - production values, team size, writing quality, RPG influences - but it works as a proper adventure game. It's still fairly easy, but not offensively so. Which, apparently, had been its downfall as it wasn't received nearly as well as Unavowed.
EDIT: Funnily enough, it turns out today it's exactly a year since WoaM has been released.
Well, on the other hand, Dave had a dedicated artist and Hepler as a "narrative consultant", so I don't think having both devs contribute to puzzle design gave WoaM much of an edge.As far as the Whispers comparison. I also felt Whispers was an easy game and that's with two people designing puzzles over just Dave.
A full walkthrough video of UA, including four different endings, is a bit over 6 hours. An analogous video for WoaM is a little over 4. So yes, it's a shorter game, but not that drastically shorter.I finished it in like 6 hours whereas Unavowed took me over 10.
And yet, the way I remember playing it, it was significantly harder than Unavowed. I was actually mildly stuck in some places.The first game I ever played from him had no inventory puzzles (Blackwell Legacy).
They do want his older games,and he had build a name for himself in that niche,same as vogel. Still if he butthurt enough people,he could loose his edge. His latest games are not particularly good. i am not really fallowing his melodrama tho,just play the games he puts out and buy the ones i like. I have noticed that he is a libtard and i remember wanting to make a full 3D game. Soo i won't be surprised his future games are decline,still i will most likely play them. Even if he goes down burning,well there are still people that make good adventure games,like you and the dude that made Infinity quest(hope he gets well).But people do seem to want his games. If anything, I think we at Wormwood Studios are more likely to selfishly make games for ourselves and find no one likes them.
WoaM is particularly interesting comparison, as it's extremely similar to Unavowed in many ways - production values, team size, writing quality, RPG influences - but it works as a proper adventure game. It's still fairly easy, but not offensively so. Which, apparently, had been its downfall as it wasn't received nearly as well as Unavowed.