The Twilight movies were massively popular, albeit very cringe and only mildly supernatural.I don't understand why anyone else hasn't tried to capture the audience... outside of shitty mobile games. It should be obvious that there are tons of consumers who want to play urban fantasy. Not even indie games. The only games I can find that take place in modernish times are either FPS games where you shoot terrorists and zombies or pure horror games where you're running from monsters trying to eat you. It's really strange. Urban fantasy is not a genre that lacks for ideas. Sure, it's 99% paranormal romance nowadays, but coming up with monster ideas should be really easy since you have the whole of world myth, folklore and pop culture to drawn from. It may not be isekai, but you can play to the same power fantasy tropes. "Regular guy with no personality (so the player can project) gets pulled into a hidden world of magic and monsters, with magical powers of his own to do stuff with like collect a harem or solve mysteries or whatever. If we want to be inclusive of girl gamers we can add some hunky male characters who have some kind of psychological trauma that our self-insert heroine can heal with her magic vajayjay and a threesome with some other hunky guy like a Laurel K. Hamilton novel."
This genre is so formulaic with its monsters of the week copied almost verbatim from poorly-sourced misinformative online wikis and heroines that heal her bi-curious harem's trauma with her magic vajayjay that you would have to be terminally stupid to struggle this much.
Urban fantasy set in populated areas sets a higher bar for developers because of the environment's familiarity and complexity. CDProjekt failed at it because they bit off more than they could spit out and they weren't even limited by realism grounded in current day world, only the source material.
the answer is that making RPGs is a humongous and fundamentally irrational idea that requires a sort of attachment that urban fantasy games generally lack. it takes a nerd with a company who grew up on D&D to make those sorts of CRPGs and let's face it, any walking sim with jump scares can sell 10 times more than the genre's greatest. the paradox of course is that emotionally compromised people aren't cutthroat administrators or realistic enough to get games out the door. we saw it with the WoD MMO deciding to implement parkour because assassins creed happened and we may have seen it with bl2.Devs who want this audience don't bother with imsims or RPGs, and why would they when they can go straight to visual novels for a fraction of the cost?I don't understand why anyone else hasn't tried to capture the audience... This genre is so formulaic with its monsters of the week copied almost verbatim from poorly-sourced misinformative online wikis and heroines that heal her bi-curious harem's trauma with her magic vajayjay that you would have to be terminally stupid to struggle this much.
there is no future only darkness. gehenna was all the cancellations along the way.
I'm beginning to think that the reasons why there still isn't a Bloodlines 2 boil down to the following:
- Vampires are too lame and untrendy for the masses, and masses means revenue.
- The rulebook and lore, even in their neutered forms, are too problematic now.
- The original has grown in reputation and no spiritual sequel could match the expectations, which means a very likely financial flop. It's the "curse of Half-Life 3".
- And as you said - Urban fantasy + RPG mechanics = too high a bar for inexperienced developers, which may well be the only ones contracted to do a "risky" project like this. They work for free, essentially.
Massively popular with little girls. Just the target audience for a Bloodlines sequel.