You people must be on crack or something. Emotional involvement and full immersion in the world are key elements of ANY good games. It is not even open for discussion: if you don't feel anything, why the fuck are you even playing? The interview was more than OK, and if W2 turns out FO4 Indie that is going to be OK as well. Unless you rather spend more time with Mass Retarded 3 or those so cute wonderful ‘true’ indie RPGs like the last Mysterious Castle.
You people must be on crack or something. Emotional involvement and full immersion in the world are key elements of ANY good games. It is not even open for discussion: if you don't feel anything, why the fuck are you even playing? The interview was more than OK, and if W2 turns out FO4 Indie that is going to be OK as well. Unless you rather spend more time with Mass Retarded 3 or those so cute wonderful ‘true’ indie RPGs like the last Mysterious Castle.
I agree. I don't think the problem with Bioware games is their constant talk of emotional engagement. The problem is their complete fucking lack of any emotional engagement despite all the talking about it.
Emotional engagement comes from a believable world designed in a neutral way that is unintrusive and doesn't force any emotion down the player's throat. Any emotions that are displayed should be those of NPCs. Everything that is fed directly to the player should have no "mark of the narrator". Then, and only then, there's a CHANCE of player generating and experiencing some kind of emotion or attachment, because it is completely of their own making.
Bioware and Bethesda games have this amateur narrator garbage poisoning every step of the game, including the interface itself, creating too much noise between player and gameworld to feel anything genuine.
. Civilization 2, and many other strategy games. Doom, Blood.
Clockwork Knight said:… there was no other solution to the quest …
I guess we should see what kind of features are being asked for on the official Wasteland 2 forum, since that's where Fargo & Co are going to get an idea of "what the fans want". Truth be told, I don't like the idea of designing the game based on fan forum feedback in the least -- it seems to always be the first step towards dumbing the game down -- but what can you do. Will check it out a bit later today.
Yeah, but here we aren't talking about primitive instinctive reactions, but about some people feeling heartbroken because of having to kill a rapid dog that is attacking them in game. What the hell?I find it odd that you say these games didn't make you feel anything, as all entertainment attempts to engage the viewer emotionally. Joy in victory, bitterness in defeat at the very least for strategy games, with an expanding array of available emotions as computer ai's and diplomacy options were developed. In addition, doom, and blood work like horror movies, raising heartbeats and giving a kind of visceral excitement you can get from a good unexpected shock. Of course on repeated playthrough's they would lose some of this but there's no denying that they did try to put you into a fight or flight state while playing. All of these are attempts to engage the player on emotional level. I don't find it surprising that the game designer who is most known for his writing would talk about trying to engage people's emotions.
Oh Jesus, no... That's really bad news. From Bioware a Twitcher forum experience I know that for every legitimate, interesting proposal there will be like 30 people clamouring "No, no, no! That's too confusing! Give us hawt mutant ghay sekz intead!". You'd think that the core fanbase of such titles should be above such things, considering that Wasteland is pretty obscure game by now.But knowing the interwebz, somehow I doubt that.
Why doesn't Divinity 2, Risen, Risen 2, Demon's/Dark Souls have quest compasses then? Doesn't it make more sense to target fans of recent so-called "hardcore" RPGs than old Wasteland players who love the quest compass? There must be millions of the former and hardly any of the latter. Even if every single active gamer who's played Wasteland donated I doubt it would be enough to reach his target. He needs to target a bigger niche than that.Shannow asks, "why should W2 be the game to prove that those features don't neccessarily have to suck if they weren't problems or even features of the original?" Consider this: from Michael Stackpole's interview, it is quite clear they ARE already inclined to include a GPS compass/quest markers into the game. "But why? It wasn't there in the original Wasteland! Why would they do that?," you'd ask. The problem is -- I do not argue this is 100% true, but this is definitely a strong possibility in my view -- that the vast majority of those who love, or at least are nostalgic for, old crpgs WOULDN'T object to that particular features being implemented into the core game; on the contrary, they would WELCOME it. Why? Because they consider it a self-evident modern convenience. "The old games didn't have quest markers, true," they would say, "but there's no reason an 'updated' sequel shouldn't have them." They're willing to satisfy their nostalgia, but in a more convenient, up-to-date package -- like any other average fan-turned-consumer would.
I doubt the type of crowd you're describing is particularly large. I've never heard of anyone who wants an involved and complex game yet would complain about lack of quest markers. If they like quest markers then they're typically also satisfied with shallow gameplay. They would have no reason to donate to a niche RPG except for nostalgia as you said. Even if they are enough to fund the game it would be a rather pointless exercise in creating an indie version of a game that might as well have been funded by a publisher.They would accept the game being turn-based and even top-down. The absence of quest markers, however, would be regarded by them as an unnecessary throwback to the old days. And judging by the more popular forums and blogs that I sometimes read (CRPGAddict's blog, SomethingAwful, etc.; heck, even RPGWatch to some extent), this kind of audience is much larger than the Codex -- and there's a possibility it's going to dominate the official forums.
I don't think the type of crowd you're describing really exists. I've never heard of anyone who wants an involved and complex game yet would complain about quest markers. If they like quest markers then they're typically also satisfied with shallow gameplay.
I think these gamers are more than satisfied playing DA2, ME3, Witcher 2 etc. Why they hell would you need a Kickstarter project to fund a game for them?Maybe it would help if we gave that crowd a label you would recognize. Storyfags. Yes, there are many "oldschool" players out there who played the old games mainly for the story, or the hint of a story. These are the people who aren't feeling so badly about modern trends in RPG development. For them, the important thing about a game is that it's not another Call of Duty clone and it's not trying to pander to the Call of Duty crowd. Gameplay, mechanics? Eh, not so important.
I think these gamers are more than satisfied playing DA2, ME3, Witcher 2 etc. Why they hell would you need a Kickstarter project to fund a game for them?Maybe it would help if we gave that crowd a label you would recognize. Storyfags. Yes, there are many "oldschool" players out there who played the old games mainly for the story, or the hint of a story. These are the people who aren't feeling so badly about modern trends in RPG development. For them, the important thing about a game is that it's not another Call of Duty clone and it's not trying to pander to the Call of Duty crowd. Gameplay, mechanics? Eh, not so important.
Doesn't it make more sense to target fans of recent so-called "hardcore" RPGs than old Wasteland players who love the quest compass?
I don't think the type of crowd you're describing really exists.
I think these gamers are more than satisfied playing DA2, ME3, Witcher 2 etc. Why they hell would you need a Kickstarter project to fund a game for them?
The crowd W2 will attract:
People who played W1, liked it and are nostalgic about it. - They require no emotioneering, aren't easily frustrated and require no VO.
People who may not have played W1 but hunger for a (well done) TB RPG. - They require no emotioneering, aren't easily frustrated and require no VO.
The crowd W2 has no better chance of attracting than any other game:
People who liked PST's - and the two or three other games with non-shallow stories - stories. - Some of them might require emotioneering, are easily frustrated, require VOs and see TB as an obstacle instead of a good feature.
(And seriously, storyfags should just read books...)
Crooked Bee, if you were the dev, which crowd would you prioritize in your game design/PR?
You're both describing a scenario where Kickstarter is used to fund a mainstream low-budget game targeted at mainstream gamers who feel nostalgia towards the project for one reason or another.
Is it possible to do such a project? Sure...but it seems utterly pointless. I'd certainly never fund such a project. The draw of Kickstarter funding is targeting niches that are too small to be interesting to publishers, not to indulge people's nostalgia - the publishers already have that covered with their "re-imaginings".
You're both describing a scenario where Kickstarter is used to fund a mainstream low-budget game targeted at mainstream gamers who feel nostalgia towards the project for one reason or another.
Is it possible to do such a project? Sure...but it seems utterly pointless. I'd certainly never fund such a project. The draw of Kickstarter funding is targeting niches that are too small to be interesting to publishers, not to indulge people's nostalgia - the publishers already have that covered with their "re-imaginings".
I've asked it before: Is Wasteland a storyfag game?