Parrk wrote...
I'd rather play an action game with liberal use of rpg elements.
I guess I am just coincidentally fortunate that that is the current trajectory of gaming.
I think this is somewhat driven by advances in the gaming systems themselves. I do not think that a lot of studios want to be seen as providing last-gen graphics, because that is the easiest way to lose your reputation as a AAA studio.
Once you build a game with great character models and an intriguing environment, I bet it is difficult to stop there or kick the thing to hell by duct-taping a dice roll system to it.
Sadly, as unpleasant as that is, that's not anywhere near why things are occuring the way they are.
Developers are at the mercy of publishers because they control the retail channels. The publishers pick and choose what they'll release, and make demands for changes. Publishers aren't interested in a game that sells "Ok", they want the next Blockbuster. So if you walk in with a game with the wrong set of buzzwords, they won't touch it. Arcanum had it's real time component forced onto it by a publisher, Sir Tech went under because no one would touch a turn-based Jagged Alliance during the height of the RT craze. So you make the game the Publishers want you to make, because they control the retail channel, and often your company is living on milestone payments. A sizeable portion of the price you pay for a game is going to a bunch of people who don't actually do anything to make games, you're paying enourmous overhead for a publisher who did nothing more than ship to a store. Which increases the number of units for profitability significantly.
Unfortunately, Firingsquad did an article on this about 2 years ago, almost none of the publishers are healthy at this point. One bad year could kill many of them, because Publishers don't produce anything. They're a bank, wholely dependent on the Developers for products to sell. If those products don't sell, Publishers have no income of their own, only expenses. They can't just ship something, or take on some other work, they're not setup to do work.
As gamer fatigue grows, meaning publishers release the same few games with different graphics over and over en masse, publishers see lower returns. There's only so many times you can sell a copy of Doom, no matter how pretty it is. Reflexively they gravitate more towards blockbusters in those few fields in order to try to keep the income flowing, becoming more resistant to risk. Meaning, the greater gamer fatigue grows, the more they gravitate towards sequels with name recognition and gameplay they think will sell regardless of quality. Which in turn increases gamer fatigue further.
Usually there's a hardware refresh to boost sales through more shiny. Due to heat dissipation and power issues, there's no refresh.
So we've hit a wall. 2010 was down all year, January 2011 was down. The market is sufficating itself. That is what is driving things right now.
The whole looting discussion ties in with the examination of RPG mechanics. Is a mechanic really appropriate for the story the game is trying to tell, or is it simply "the way things have always been done"?
ME1 had a lot of looting, pretty much because it was an RPG and you have looting in RPGs, right? We choose all the outfits for our companions because, well, you always have, right? Does changing that to finding gift upgrades for your friends represent a "dumbing down", or is it an attempt to be a bit more realistic? After all, one can presume that our companions are capable of making their own sartorial decisions.
I think the key is to change out concepts, not simply remove them. The need to accumulate gold/credits in order to get new stuff provides motivation for actions and requires resource management. These are both good things, but can a developer provide them in another way that more closely dovetails with the world they've created? I think we saw glimmers of that in DA2 that weren't fully explored-- in act 2, Hawke is well off and a part owner of a business that needs occasional sidequests to take care of. That business ends up providing resources, as well as motivations (not just for money, but I'll avoid spoilers). I would have like to have seen more of this sort of thing.
You approach the reason why looting exists in an RPG. Why do I want to explore this world if there's no reason to do it? Why do I want to do Side Quests if it yields no reward? Looting exists in an RPG because it provides motivation for exploration and going out of your way to do side quests. If your game features no loot, and level scales critters, there's no point. Leveling does nothing, there's nothing to get out of doing the side quest, why bother? Just keep going on the main story.
Loot is a motivator, carrot and horse, keeps the player going. Without it, there's no reward to exploring, and going to do some sidequest like "I want a rare fish!" is pretty pointless.
Modifié par Gatt9, 23 mars 2011 - 09:16 .