I do think FO:NV's success is relevant, to answer the OP. Faced with a tight development cycle, like Obsidian invariably is, they chose to use the existing framework of Fallout 3 to tell their own story. Many of the Obsidian team worked at Black Isle during the creation of Fallout 1 & 2. A couple even sweated over Van Buren, the Fallout 3 that never was. They had a clear tie to the history of the franchise, a linkage similar to Bioware's ties to Baldur's Gate. When the opportunity to revisit that world arose, they took it.
Instead of relying on focus groups and consumer soothsaying, reading gamer entrails to determine how they should place and market their next game, they took the engine and assets available and decided to make the best story that they could with them. It surely wasn't easy. Gamebryo is a shambling beast. VATS was broken. Gunplay was terrible outside of it and damage was irrelevant when moving in pipboy bullet time. The core Fallout Warrior/Thief/Diplomat trifold dynamic was mostly absent from Bethesda's rendition. It didn't matter. They made their game anyways. They touched up Gamebryo where they could. They reworked VATS. They collapsed a couple skills and added significance to others. Most of all, they worked with the core of what they already had in order to focus their gaming 'zots' where they wanted to, on the story, on pure content.
And the beautiful thing about it? It worked out. It worked out beautifully and it sold. They made the game they wanted to make. They built it, in a regular Field of Dreams moment, and the people came.
Now contrast that with a different potential approach they could have taken. Imagine that, instead of working from what they had to generate content, that they tried to read the market and respond accordingly. Cynically, they determined that in order to move the number of units they needed to move, they needed to change their product. Screw the art style, let's 'hot rod' it and spend our zots there. Sure, it means new art assets, but yeah, let's spend the development resources on that. You know what, the big selling games don't have people moving up into combat to enact their actions. Let's mock that old slow kinda gameplay to play up how hot rodded our gameplay is now gonna get. Let's focus on capturing that whole adrenaline demographic. Let's change our approach in order to seek sales.
It *is* very different. And maybe it'll work. Some products work fine when designing by marketing's bullet points, I guess. Some. But sometimes, it's a disaster.
As a stand-alone game, I guess I can see chasing the God of War/Musou demographic. There probably IS a market for it. But there's also clearly a market for FO:NV. If they had kept their gameplay as just a slight refinement of DA:O and instead delivered massive amounts of content, it looks like that could very well have worked for them. The argument that it wouldn't have been financially viable, that their hand has been forced, doesn't look like it's really sustained by the market. And maybe there are things going on behind the scenes that I'm unaware of. Hell, I'm certain that there are. It's been alluded that the dev cycle was too long on DA:O for the return they achieved. Maybe there was a lot of pressure to craft their sequel proposal in a manner that would promise a better return down the line. It certainly seems that way.
But whatever the reasons were, it's nice to see that Choice is still valued. It's nice to see that a game that is virtually all content can succeed, and handsomely. It's nice to see that 80+ hour games are still very viable, that they CAN be done. I wonder at what DA2 could have been, had that been known (or believed, at least) a couple years ago.
And I'm not saying it won't be good. The gameplay I've seen hasn't filled me with optimism, but time will tell. I thought I'd detected an undercurrent, like the title character who heard the walls murmuring 'Money' in D.H. Lawrence's The Rocking Horse Winner, that profit had to be made and that if the game hadn't taken the form it has now, it never would have been. That was disappointing, because I very much liked the idea of envisioning what Bioware could have produced by focusing almost all of their development time on content. And while I guess I'll never get to find out, at least I now know that it wasn't inevitable. It wasn't ineluctable. It was a choice.
Modifié par Vylan Antagonist, 16 novembre 2010 - 11:17 .