Problem is that most of the male audience is not particularly interested in urban fantasy, and most of the female audience is not interested in cRPGs - or at least the kind of cRPGs you would want being made.
If you want to avoid paranormal romance under the guise of UF, just look for male written UF: Felix Castor, Alex Verus, Twenty Palaces, Dresden Files, Rivers of London, Eric Carter, Garret P.I., Alexander Southerland, P.I., The Many Travails of John Smith, Demon Accords, Iron Druid, etc. Not all are great, but none are porn for women.Every single urban fantasy series I can think of is pornography for women. Anita Blake, Mercy Thompson, ect
Oh yeah I forgot about Dresden Files and Iron Druid. Both started good and eventually went to shit. I don't think either would make a great game though.If you want to avoid paranormal romance under the guise of UF, just look for male written UF: Felix Castor, Alex Verus, Twenty Palaces, Dresden Files, Rivers of London, Eric Carter, Garret P.I., Alexander Southerland, P.I., The Many Travails of John Smith, Demon Accords, Iron Druid, etc. Not all are great, but none are porn for women.Every single urban fantasy series I can think of is pornography for women. Anita Blake, Mercy Thompson, ect
Yeah, that's why I thought I was missing something there for a moment. Vampire: The Masquerade - Bloodhunt was one thing that came to my mind. Shame it's battle royale though.I mean, slaughtering monstrous enemies by the truckload is one of the most common video game premises there is. Vampire hunting specifically doesn’t seem to be very common, tho. The only example I can name off the top of my head is Wrath of Malachi. From the early 2000s.
You aren't wrong, but its not like theres any team with the appropiate experience that Paradox could easily get a deal going with. They're either eaten up by the other publishers or too big to bother with a middle leaguer like Paradox at this point. Any Bloodlines sequel is gonna have to be handled by newbies to the genre(Which is the point where a sequel becomes debatable.)Why have they been tasked with making a game as complex and borderline immersive sim as a Bloodlines sequel, especially when the last band of clowns failed so utterly?
What specifications or talent does the Chinese Room bring to the table they the ones being called in to unfuck the project?
You aren't wrong, but its not like theres any team with the appropiate experience that Paradox could easily get a deal going with. They're either eaten up by the other publishers or too big to bother with a middle leaguer like Paradox at this point. Any Bloodlines sequel is gonna have to be handled by newbies to the genre(Which is the point where a sequel becomes debatable.)Why have they been tasked with making a game as complex and borderline immersive sim as a Bloodlines sequel, especially when the last band of clowns failed so utterly?
What specifications or talent does the Chinese Room bring to the table they the ones being called in to unfuck the project?
I'm just baffled by their choice of developer. All things being equal are the Chinese Room really the best candidate for the job? They're a bunch of dumb modders that have made two (three?) shitty walking sims nobody cares about, one of which was so bad the whole Amnesia community was up in arms about it.People who think this game will be good (despite a complete blockade on news, new screenshots, gameplay, etc) are wildly optimistic.
None of those people except the founder and his wife are employed at the company anymore.I'm just baffled by their choice of developer. All things being equal are the Chinese Room really the best candidate for the job? They're a bunch of dumb modders that have made two (three?) shitty walking sims nobody cares about, one of which was so bad the whole Amnesia community was up in arms about it.
How shit of a developer must you be to fuck up a walking sim?
Yes, because those were created to be book series and not games. This bizarre obsession publishers have with adapting existing IPs is beyond stupid, especially when they make games that don't even appeal to the fans who would be drawn in by name brand recognition in the first place. If you want a good game IP, then your best option is to make it from scratch to be suitable for the format.Oh yeah I forgot about Dresden Files and Iron Druid. Both started good and eventually went to shit. I don't think either would make a great game though.If you want to avoid paranormal romance under the guise of UF, just look for male written UF: Felix Castor, Alex Verus, Twenty Palaces, Dresden Files, Rivers of London, Eric Carter, Garret P.I., Alexander Southerland, P.I., The Many Travails of John Smith, Demon Accords, Iron Druid, etc. Not all are great, but none are porn for women.Every single urban fantasy series I can think of is pornography for women. Anita Blake, Mercy Thompson, ect
Plus the battle royale genre is dying anyway so there's no chance to make further profit now. Paradox was giving the license to anyone who asked regardless of whether it actually appealed to existing fans, defeating the entire point of name brand recognition in the first place. Tbh, I don't think the IP was ever appropriate for video games for this reason. Sure, Troika made a cult classic but that's entirely due to their skill as a dev and fuck all to do with the IP's own merits (BL's tone is the polar opposite of the original IP's), but even then it bombed on release and killed the company.Yeah, that's why I thought I was missing something there for a moment. Vampire: The Masquerade - Bloodhunt was one thing that came to my mind. Shame it's battle royale though.I mean, slaughtering monstrous enemies by the truckload is one of the most common video game premises there is. Vampire hunting specifically doesn’t seem to be very common, tho. The only example I can name off the top of my head is Wrath of Malachi. From the early 2000s.
We can all agree that developers, like any other organization, carry around a certain degree of institutional experience - either through the employees on their payroll, the internal procedures developed and put into effect by management or through their internal archive of files, protocols, projects, cases etc.None of those people except the founder and his wife are employed at the company anymore.
"Here's a bunch of assets left behind by the artsy-fartsy auteur types. Can you make something resembling a video game out of it, on budget, on schedule, for peanuts we're going to pay you, and without causing us any headache?"So it begs the question, why put a developer that has only ever made walking sims in charge of the project?
Did you miss the story as Paradox itself told it?So it begs the question, why put a developer that has only ever made walking sims in charge of the project? Now, I could be wrong and they manage to pull through and deliver a functional product, maybe even a good game, but the chances of that happening are very low, especially when they have virtually no experience actually making games with gameplay, let alone open-world, non-linear RPGs/immersive sims.
You have trouble imagining that an executive could watch a Bloodlines gameplay clip and conclude it was a walking simulator with nice facial animations?We can all agree that developers, like any other organization, carry around a certain degree of institutional experience - either through the employees on their payroll, the internal procedures developed and put into effect by management or through their internal archive of files, protocols, projects, cases etc.None of those people except the founder and his wife are employed at the company anymore.
So it begs the question, why put a developer that has only ever made walking sims in charge of the project? Now, I could be wrong and they manage to pull through and deliver a functional product, maybe even a good game, but the chances of that happening are very low, especially when they have virtually no experience actually making games with gameplay, let alone open-world, non-linear RPGs/immersive sims.
They hired people with experience, like the Bioware Narrative QA guy, one of the Hogwarts Legacy writers, a programmer from the upcoming Suicide Squad. I already told you: the people who made the walking sims no longer work there (except the founder and his wife). The company is filled with an entirely different set of employees with various work experience and Sumo Digital bought the company so they could make action-adventures.We can all agree that developers, like any other organization, carry around a certain degree of institutional experience - either through the employees on their payroll, the internal procedures developed and put into effect by management or through their internal archive of files, protocols, projects, cases etc.
So it begs the question, why put a developer that has only ever made walking sims in charge of the project? Now, I could be wrong and they manage to pull through and deliver a functional product, maybe even a good game, but the chances of that happening are very low, especially when they have virtually no experience actually making games with gameplay, let alone open-world, non-linear RPGs/immersive sims.
You're better off anyway, the game requires an online connection even when playing single-player.Huh, first time I am hearing about it. I am somewhat interested in vampire games (I blame my university friend, who was a real vampire junkie), but this ain't the kind of a game I am looking for so I will most likely pass. Replacing zombies with vampires just doesn't do it for me.
Name 42.there are plenty of devs that shifted from one genre to another and made beloved games. you guys are being negative.
Aside from Westwood, that before the EA acquisition made a habit of shifting between widely different genres and being successful at it, I can't really think of many examples.there are plenty of devs that shifted from one genre to another and made beloved games. you guys are being negative.