Brockololly wrote...
I understand that but at the same time I wonder though- how do people in the industry know that a game more in the vein of BG2 wouldn't be profitable or successful in today's market if no one is even trying to make one?
That's an excellent question. Conventional industry wisdom is always incontrovertible until it's proven wrong. It's like the commonly-held belief that Everquest's 400,000 subscribers was about the most that an MMO could hope for... until, whoops! There's World of Warcraft! Probably not the example you were hoping for, I imagine.
Probably more topical was the belief (until the time when BG came into play, I think) that RPG's were dead-- simply not feasible. These things are cyclical, without a doubt.
Even so, in a way the perception becomes the truth. The media plays a big role in this. If you show a game to the media and their reaction is "wow, that looks like something that's way out of date" then that's what they're going to say. If your project isn't viewed as a triple-A game, you're not going to get triple-A coverage. Ask independant game-makers how difficult it is to get media attention and get awareness out there that their game even
exists.
I mean I can remember earlier in DAO's development that some of the marketing speak was that DAO was basically taking the core of BG and dressing it up with modern technology (which it pretty much was). Wasn't DA successful, both critically and commercially?
It wasn't BG "dressed up"... in fact, how many threads were there that DAO wasn't
enough like BG? Strange how perceptions change. We always said that DA is the spiritual successor to BG, meaning the things that were important to us in BG remain true in DA. Not that features are the same, beyond a return to a larger party and tactical combat (which we hadn't done since BG).
DAO was successful, though, that's true. Insofar as it sold well. Profitability, for a game that was so long in development, may be another matter... but I think fans and developers will probably always have very different bars on what constitutes success. No way around that.
I'd love to see BioWare do an old school iso view text only BG style RPG- obviously not as a huge, big budget project but even as an experimental DLC or some smaller project to lead in to a core DA game maybe. I like some voice acting in games and all, but it just seems its gotten to the point now where VO (and especially player VO) is eating away at content and player choice such that we're just playing interactive movies.
I would tend to agree. I'd like to see developers having the ability to do smaller, "art house" projects much the way that the film industry does. I suspect, however, that "cheap" according to modern standards would not equal the triple-A games you were used to 10 years ago. BG2, for instance, still took 70 people about a year and a half to create. That's not cheap, and I'm not certain that the number of people it would take to make a similar game today would be so much smaller... especially compared to the fact that whatever game they created would never get the same chance at success that it would have 10 years ago.
Let's also not forget that the economy is not doing very well. Such an "art house" project might very much be considered a luxury... something a company in a comfortable enough situation might indulge in as a risky venture. I'm not sure that any developer is in that situation right now, but maybe I'm wrong. There's all sorts of arguments one could make about what's good business sense on this front, but I'm not the one to make them. I don't decide what BioWare or EA creates-- but I get why they're risk-averse, considering the state of things. It's not rosy.
Anyway. Enough of my cold-water doses of reality. I doubt these sorts of statements are particularly welcome in these parts anyhow.
Modifié par David Gaider, 14 septembre 2010 - 04:05 .