maxernst wrote...
Well, you may be right about Arena, since that's ages ago. But surely all games appeal to some niche or other. The question is whether Obsidian really geared their strategy toward appealing to a niche or whether they made a good game that just happened to do so.
If that's the question, then the answer is clearly no. Obsidian did not 'really gear' their strategy towards appealing to only a subset of their audience. I don't think they have the luxury of being that cavalier about sales.
But I also don't think they specifically set out to convert CoD players (for example) either, particularly at the expense of some of their 'core'. The changes they made to FO3 not only didn't appear to alienate their existing market, but seem to have somewhat appeased some of the older fans who were still chapped over the direction Bethesda had taken with the franchise. If you've ever been to NMA, that's no small feat. As vitriolic as fans here can be at times, they have absolutely nothing on the NMA crew,
Maybe, as In Exile asserts, that's because Bethesda had already made such extreme changes to the franchise that any hint of a bone tossed their way would feel like infinite kindness in comparison. Who can say? Personally, I enjoyed FO3. Sure, I missed FO1 and FO2's isometric turn-based gameplay. I'd been looking forward to the first game all the way back when it was based in GURPS. But I recognize that there are some market realities that apply to what is and what isn't viable these days and I was able to enjoy FO3 on its own merits.
Still, FO:NV greatly surpassed Bethesda's take and made me realize a good bit of what I'd been missing. The game is vast and incredibly well conceived down to the most intricate details. Vault 11 in particular was like something out of a Rod Serling episode of the Twilight Zone. It's a game a person can absolutely lose themselves in for hours and hours at a time and it invoked all kinds of fond old memories.
Bioware has made a good case about that kind of massive content not really being a sound business decision. I believe them 100%. From an effort vs. reward perspective, I'm sure that massive amounts of that content and attention to detail will be completely missed by the bulk of its buyers. That doesn't lessen those buyers in any way and I'm not insulting them or their preferences. Most people, as greater developer access to in-depth play metrics have unfailingly revealed, just don't put that much time into their games. The majority don't stray too far from the beaten path. And sure, as a developer, when you are allocating scarce resources (time and budget!), I can absolutely understand the logic behind cutting content that you know only 20% (if that) of your audience will ever even experience.
I'm just glad that we still aren't at a point where it's mandatory in the market as a whole. I'm just glad that Obsidian was able to lavish some time on those less seen areas and still find success. I'm happy for them as developers and I'm happy for the enjoyment I've derived as a result of those efforts.
Besides, FO1 and FO2 are not particularly obscure games, so I don't think appealing to their fans is really appealing a niche market. I would guess that they make up a sizeable portion of the core audience of FO3.
Maybe FO1 and 2 don't seem obscure on the internet, but among the general gaming populace? I'm just not as sure about that. Fallout 2 sold, what, under 300,000 copies? As a PC-only game in 1998? That was an awfully long time ago by 2008, when Fallout 3 was released, I have to think that a substantial number of FO3's 5 million purchasers had never played a prior entry in the series. And among the self-proclaimed 'hardcore', the fans who still haunted No Mutants Allowed? Fallout 3 was an abomination. A disgrace. The amount of venom they directed towards Bethesda was outrageous and comical.
But yeah, I'm sure they bought it anyways, complaining all the while.
Still, I don't think they ever got past the move from isometric and turn-based to 1st person and real-time. I doubt they ever will.