Looking back on Bioware games in the past like SWKOTOR 1 and Jade Empire they were 2 great rpgs that I heavily enjoyed. Then for this gen they released ME1 another great RPG but what happened?
Instead of making another KOTOR single player RPG they bring out an MMO that is already doomed to fail having played it at Eurogamer and seen it in action its no fun at all. Then with ME2 playing too much like a shooter then ME3 looking no better than ME2 and having multiplayer that tells me right there that the single player is going to be very short and nowhere as great as the first game.
So what has gone wrong? No KOTOR 3, no Jade Empire 2 no huge open rpgs on the level of what Bethesda makes like Fallout 3 and Oblivion.
Where are all the decent RPG's these days? I used to think highly of Bioware as much as Bethesda but we see Skyrim on the horizon and the only decent developer left that gives us value for money with long single player games that are very appealing and last.
Instead we get very short games that last 6-9 hours and people getting mad by arguing 'Well put it on harder difficulty!' Sorry that is not an answer games have gotten far shorter and detail in visuals are usually allover the place.
If Bethesda can make huge games with superb visuals what is stopping other developers? Rage was extremely short and that was 21.5gb in size! Nowhere the size of Fallout 3 or Oblivion and has texture streaming.
Bioware have seriously lost their touch
Débuté par
TAJ4Life
, oct. 26 2011 08:48
#1
Posté 26 octobre 2011 - 08:48
#2
Posté 26 octobre 2011 - 09:09
I'm sorry you're not enjoying what you've seen of our current products, TAJ4Life, but I disagree that just because one developer makes games a certain way that all developers should make games that way. It's the differences in design philosophies, processes, and attitudes that give us the wide variety of games we enjoy today.
#3
Posté 26 octobre 2011 - 09:19
Many BioWarians around here are eagerly awaiting Skyrim as well, partly because the Elder Scrolls are so different from the games we make here. Seeing how other developers do things helps us to make games better, gives us new ideas on what may or may not work within the context of a BioWare game, and allows us to stay abreast of new technologies and development philosophies. Other companies making successful games is not a "fail" for BioWare; it is a "win" for the industry and for all gamers.
#4
Posté 26 octobre 2011 - 11:56
Really, the best answer I can give is "it depends." there is no single way of doing things, and no singular way to ensure that a game is successful. At BioWare, while we have the same underlying phiosophies on what kind of game makes for a "BioWare game," how we go about designing these games can be very different. the Mass Effect team and the Dragon Age team approach BioWare games from different perspectives but our goals--engaging stories, dynamic characters, exciting combat--may be very similar.Xewaka wrote...
Do you believe the differences in design philosophies should be kept within franchises of a same company? At the beggining (ME vs DA:O), it felt as if you were going for two different styles of games, for both combat and non-combat situations. Come ME 2 and DA 2, the non-combat situations are suddenly much more closer between both games (read - outside of combat, they play much more similar, too similar for certain tastes). Would you agree that variation should also be desirable not just between, but within as well, rather than have the material within get closer with each iteration?Stanley Woo wrote...
I'm sorry you're not enjoying what you've seen of our current products, TAJ4Life, but I disagree that just because one developer makes games a certain way that all developers should make games that way. It's the differences in design philosophies, processes, and attitudes that give us the wide variety of games we enjoy today.
And yes, I now ME 2 combat is TPS and DA 2 combat is pause and play party based tactics. But the other half of the game (and arguably, the part Bioware excels at and got famous because of) is eeringly similar, down to the useless paraphrase system.
Just because two of our projects happen to be more similar this time around does not necessarily mean we are homogenizing the visions each team has, nor is it an indication that future games will be as similar.





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