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Is Dragon Age 3 supposed to "appeal to a wider audience" like this game was?


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#26
Allan Schumacher

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joshko wrote...
You may try to be candid, but you end up being Candide.
http://en.wikipedia.org/wiki/Candide


I am pretty sarcastic.... :?

Sometimes I come across terse and adversarial too, which i do try not to but sometimes that is just fail.  I'm human, and sometimes something will come across the wrong way.  But then again, XKCD did make a comic about me...

xkcd.com/386/

#27
Allan Schumacher

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Fast Jimmy wrote...

Ha! The Internet - battleground of truth sayers since 1994!
I may be dangerously close to being on topic, but what was your opinion on my clarification of linear vs. choice-driven games on the last page, Allen?

Err... en guarde!


You said something....  Oh yes.  I even remember giving it a bit of thought!

I actually am a bit busy right now but if I haven't responded this evening send me a PM :)

#28
Allan Schumacher

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What Bioware has become known for is weaving choices into a fairly
linear story to give it a varied experience. For instance, you couldn't
have the option in DA:O of slaying the Archdemon, then challenging
Loghain at the Landsmeet, then gathering the treaties. That would make
no sense. But we were given options about how to gather the treaties,
how we treat Loghain at the Landsmeet, who we want to crown in his place
and how to approach the problem with slaying the Archdemon. These
choices have in-game consequences, as well as the fact that they offer
endings that can result in a slightly (or even a greatly) different
story on each playthrough.

So do you think Bioware's fanbase
wants plot decisions that are refelected in game? Or would a
sufficiently excellent story on the rails, with the option to romance
who you choose, be more in line with what the fanbase expects?


I think, with us providing a taste of player reactivity with character imports, BioWare's fanbase may be shifting towards wanting improved player reactivity.  It's certainly a vocal component on the boards anyways.  A lot of fans in Mass Effect were disappointed that they didn't receive the level of reactivity that they were expecting.  Maybe that's an issue with messaging, and possibly we could successfully move away from.  But even here there are fans that are stating that they feel that if we aren't going to do Old God Baby or other choices in an appropriate way, it may be best to do focus on something else entirely.

At the same time, there are people that really want to know what happens to the Old God Baby (it is a cliff hanger so this is fair).  But I am wondering if maybe we painted ourselves into a corner a little bit with people insisting that we not ignore the choices that they made in previous games.


I don't know how many people typically replay games though, so I do think that if we were able to create a completely linear story that did such a good job of the illusion of choice and led the players in such a way that they felt that they were truly driving the story, it'd probably still work really well for a lot of people.  (Deus Ex did this really well with it's narrative, IMO).

Before DAO I would have probably said the latter.  Even the Mass Effect games I felt weren't really all that reactive to player choice.  It was mostly the assurance/expectation that (at least by ME2) the choices would eventually be reflected.  But DAO came out and had pretty decent player reactivity.  It had the epilogue slides.  ME2 came out and it was pretty easy to get endings that played out differently and so forth, and I think that really made a lot of fans take notice.

My problem is wondering if I'm overstating what I read on the internet though.  Based on that though, I think player agency has become more important and it'd probably be better to focus on that than a long, mostly linear campaign.

#29
Allan Schumacher

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LightningSamus wrote...

Alot of games this gen are made to please a wider audience.

Fallout 3 itself was and and it got more people into the series while the fans who played the original Fallout games were disappointed as the gameplay had changed and that Bethesda was ruining their franchise.
A lot of SP games have added MP to expand their audience, this is how the industry is going.

I see the point in wider audience, companies do not always make money on their games and other competitors will steal their sales.

Sometimes it's good, sometimes it's not. expanding the audience is a bad thing it's just that they need to keep their original fans happy too an d do it right.

It's hard to please everyone



I just want to comment that I'm a huuuge fan of the first two Fallout games, and I have no beef with Fallout 3.  In fact I really enjoyed it.  It's presentation wasn't quite as enjoyable as the first two for me, but I don't feel it was ruining the franchise (a "true" Fallout 3 wasn't on the horizon and possibly would never happen anyways).

Fallout New Vegas is a fantastic game IMO, and I just recently loaded up all the DLC and Sawyer's mod for it.  So fun!

Maybe I'm an outlier, but I feel many fans of the original Fallout games still enjoyed Fallout 3 and really enjoyed New Vegas.

#30
Allan Schumacher

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sickpixie wrote...

Allan Schumacher wrote...

I just want to comment that I'm a huuuge fan of the first two Fallout games, and I have no beef with Fallout 3.  In fact I really enjoyed it.  It's presentation wasn't quite as enjoyable as the first two for me, but I don't feel it was ruining the franchise (a "true" Fallout 3 wasn't on the horizon and possibly would never happen anyways).

Fallout New Vegas is a fantastic game IMO, and I just recently loaded up all the DLC and Sawyer's mod for it.  So fun!

Maybe I'm an outlier, but I feel many fans of the original Fallout games still enjoyed Fallout 3 and really enjoyed New Vegas.

Are you unfamiliar with Fallout fansites like No Mutants Allowed, Duck and Cover, and RPG Codex or are you suggesting they're not that signficant when compared to the whole?

Additionally, Troika wanted to license Fallout to make a successor more in line with the first two (and with Activision's backing, oddly enough; apparently they were okay with it being a mid-budget title), but Bethesda won the bidding. Such is life.


I'm very familiar with those sites.  I have absolutely no clue how representative they are of all the people that loved the first two Fallout games.

#31
Allan Schumacher

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I have heard that they removed the, as far as I'm concerned, rather mediocre combat system from the first one. I'm not sure why but many people had told me how awesome it was, but they must have been referring to the weapon variants or something, because I went in expecting amazeballs combat and was sorely disappointed :\\

Though TBH I don't know what the combat is in TW2 either. I have just heard "it's better" :P

#32
Allan Schumacher

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Those are good points, though I think any usage of the terms "accessibility" in this thread are more referring to "how appealing" a game is for a variety of people.

The COD games (since they get brought up a lot) aren't particularly "accessible" but based on their sales are evidently quite appealing.

#33
Allan Schumacher

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bEVEsthda wrote...

Allan Schumacher wrote...

Those are good points, though I think any usage of the terms "accessibility" in this thread are more referring to "how appealing" a game is for a variety of people.

The COD games (since they get brought up a lot) aren't particularly "accessible" but based on their sales are evidently quite appealing.


No. That's a false deduction. A couple of CoD games were really good. But I wouldn't say that CoD games of late has been particularly appealing. I regard quite a number of other games much more appealing. But I still buy (and play) every CoD game, because I have a pretty good idea of what I'll be getting.  But not even that is the true reason I buy them. It's become a habit. It's like I have all the others, - why shouldn't I have the next?

They have achieved that. The automatic customer. Bethesda has achieved the same. I, of course, have bought every game since Morrowind, but I now mean they have achieved that on a wider scale, just like CoD.


The only false deduction occurring here is that when I say "the games are quite appealing" I mean for everyone.  Obviously the games are not appealing to you.  They aren't appealing to me either (last one I played was COD 4).

The mere fact that the game sells a lot is evidence enough that the game is appealing to people.  People wouldn't by the game unless it appealed to them in some capacity.  The fact that you and I may not care for the game doesn't mean that the game is not a popular game.

#34
Allan Schumacher

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wsandista wrote...

Realmzmaster wrote...

A study conducted for PopCap shows 1 in 5 casual gamers are physically or mentally challenged.

www.prnewswire.com/news-releases/survey-disabled-gamers-comprise-20-of-casual-video-games-audience-57442172.html



Oh god. Realmzmaster I think you just gave some of the extreme hard-core gamers a talking point that will be used over and over to bash casual gamers.



Any "hardcore gamers" would be wise to not use this as ammunition in their arguments.  At least when I happen to be on.

#35
David Gaider

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And I'm fairly hopeful about this, as in a PAX vid I saw they did say they were going to try and fix the issues with importing your save games and making sure the flags set correctly, something they wouldn't bother with if they weren't going to continue importing decisions.


Correct. The question is not whether we will, but how we will.

#36
Allan Schumacher

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bEVEsthda wrote...

Allan Schumacher wrote...
The only false deduction occurring here is that when I say "the games are quite appealing" I mean for everyone.  Obviously the games are not appealing to you.  They aren't appealing to me either (last one I played was COD 4).

The mere fact that the game sells a lot is evidence enough that the game is appealing to people.  People wouldn't by the game unless it appealed to them in some capacity.  The fact that you and I may not care for the game doesn't mean that the game is not a popular game.


Actually, what I tried to suggest here, is that CoD no more achieves all its sales due to just merit, but because of buyers habits. This is true of me and everyone I know who buy CoD games, except one.


I personally feel that that is too convenient.  I used to buy NBA Live games yearly, until I realized it wasn't worth the money after all.

I think it's a bit silly to dismiss the success of games like Call of Duty as merely being habitual purchases rather than suggesting that maybe those people actually enjoy the experience.

#37
Allan Schumacher

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Do you enjoy playing it?

#38
Allan Schumacher

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So you feel the game is worth $20 to you. That sounds reasonable.

I feel it's a safe assumption that the million plus that pick up the game on release day for $60 probably enjoy the game as well. Certainly enough to justify paying $60 for it. Otherwise they'd wait for the price to go down.


I do the same thing. There's the odd game out there that I'll likely pick up day one (next on my list is Firaxis' XCOM), and if a game piques my interest but I don't feel is worth the full price, I just wait for it to come down in price. Plenty of time to waste in Fallout New Vegas >.>

#39
Allan Schumacher

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hussey 92 wrote...

Allan Schumacher wrote...

So you feel the game is worth $20 to you. That sounds reasonable.

I feel it's a safe assumption that the million plus that pick up the game on release day for $60 probably enjoy the game as well. Certainly enough to justify paying $60 for it. Otherwise they'd wait for the price to go down.


Many people buy the $60 dollar game without realizing it's just worth $20 to them.  Thats what happened with DA2.


That type of situation doesn't result in continued sales though.

As much as you may feel ripped off with your DA2 purchase (which is fine, you're not alone in feeling that way), if that's the way many of the COD fans feel then the game would eventually stop breaking sales records every time a new one came out hahah.

#40
Allan Schumacher

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Well, kickstarter can also keep costs relatively under control because it does cut out "middle men" and the thing I find most interesting about the idea is that if the devs use up all the money, deliver the game, the supporters like it, and they don't sell a single copy beyond that, it was a success.

The idea that a game can be successful without turning a profit, because it's funded directly by the consumer, is a very interesting idea to me. I'm curious to see if the higher profile ones can deliver. It's certainly a risk and if they flop it'll possibly be the deathknell for kickstarter funded games.

The cost doesn't need to be too high though. I believe I chipped in like $30 for Wasteland 2.

#41
Allan Schumacher

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wsandista wrote...

Well, all of us will just have to see how they turn out. I know some people that didn't pitch in to Shadowrun Returns, but still intented to buy the game, and I'm almost posititve that Wasteland 2 will get sales outside of those who donated. Then you have to factor in "word-of-mouth" exposure, which can possibly boost sales(word-of-mouth is hwat got me to buy DAO). Again, this is just speculation, but your probably right about the sucess of the high profile kick-starter games determining if kickstarter-funded games becoming prevalent in the market.

I think chipped in around $30 as well BTW.



I'm sure the games will have post release sales too.  Hopefully lots because it means the game is good!  I'm just saying that the game doesn't actually need any sales to be successful.  The fans all effectively preordered the game 18 months in advance.

There's nothing else like that in gaming.  BioWare cannot make a game and still call it a success if it doesn't sell a single unit.

#42
Allan Schumacher

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Fast Jimmy wrote...

Allan Schumacher wrote...

I'm sure the games will have post release sales too.  Hopefully lots because it means the game is good!  I'm just saying that the game doesn't actually need any sales to be successful.  The fans all effectively preordered the game 18 months in advance.

There's nothing else like that in gaming.  BioWare cannot make a game and still call it a success if it doesn't sell a single unit.


Allan, if a Kickstarter game like Wasteland 2 had a totally non-cinematic approach to story-telling, lots of old-school cRPG stats and mechanisms, silent PC and all sorts of other things some here on the forums are begging for, and it is completely financed by the supposed 'niche' players AND it ships more than, say, 1.5 million copies, do you think EA and Bioware will begin realizing it's not a niche market after all?


If it does really well I think a lot of studios would have to take notice.  Especially if it's mind blowingly successful.

I think the industry has some level of conservatism due to the dollars required, so decisions really need to be justified as being an acceptable level of risk (I think this is reasonably fair too).  If Wasteland 2 ends up having 2 million+ sales (especially as a PC only title) I could see larger publishing companies taking notice.

#43
Allan Schumacher

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Realmzmaster wrote...

I am sure most developers will take notice, but the other side of the coin is also true. Developers will take notice if the compamies involved fail to deliver or the number of sales does not exceed the number of people who donated. The people who donated and received the game will be happy, but it will still remain a niche with no growth.

The big point is that the developers have to deliver the product and that is no small hurdle.


Absolutely.  The big two for me are Double Fine's and Wasteland's (I think the Shadowrun one will be important too).  Schaefer's really got the ball rolling (although I didn't actually contribute as I've never actually played a Schaefer game.  Don't worry I checked my geek card at the door), though Wasteland's call for cash was a fair bit higher.

If they fail to deliver on a quality game, it won't just hurt their genres but also the kickstarter initiative in general.  There's already barriers to the kickstarter (Brian Fargo will have a much easier time getting money than Allan Schumacher), and I am curious what the reaction will be by some contributors if the game ends up not being what they wanted it to be, but if the games aren't successful it'll be a huge uphill battle to try to do more kickstarter stuff.

The death knell for those types of games would be awful too.  I'm a big fan of diversity.

#44
Allan Schumacher

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But that's the thing that always bothers me with the likes of EA and other big publishers seemingly so intent on only developing blockbusters- why? Isn't it more risky throwing tens of millions of dollars at a game as opposed to what Fargo is doing with Wasteland 2 in making a game that's only about 3 million and can be more focused in catering to a niche audience as a result?


I actually think Fargo has taken on a significant risk still. His investors are the fanbase. How do you think they'll react if they end up not liking the game? He also still needs to make the game. He's still going to have to deal with schedules and deadlines and he himself admits that he feels a large amount of pressure to deliver. It's just a pressure he embraces because he's doing what he's passionate about.

Even something like ARMA II and Day-Z- the ARMA games cater to a pretty specific niche and yet they seem to be doing all right, especially with Day-Z. Yet as rough around the edges as something like Day-Z may be, its the reason ARMA II is still the number one selling game on Steam for about the last 2 months. And I can't see a big publisher ever trying something like Day-Z without trying to blow it up into some big huge production.


What I find interesting about Day-Z is that it's really encouraging the idea of gaming as a platform.

And with these Kickstarter games like Wasteland 2, it doesn't even really need to sell any copies in order for to be successful. They've already broken even and any copies sold is straight profit, especially with the likely higher margins they're getting via digital downloads as opposed to all the extra costs associated with retail. Compare that to how many big supposedly "AAA" games that flop out of the gates after having tens of millions sunk into them and countless marketing dollars.


Yeah I've already state that Wasteland 2 doesn't actually need to sell anything, as long as the contributors come away satisfied.

Although in terms of "breaking even" and whatnot, I'm not sure what you mean. They were just looking for financing unless you mean they surpassed their goal. Which is awesome, but at the same time they are taking that money and reinvesting it into the game. Though Fargo isn't drawing a salary either (he's obviously successful enough that he doesn't need the money, since he was willing to contribute $100k of his own money).

The studio is still going to need to be wary of scope creep and there may be unexpected cost overruns that occur during development. Fortunately Fargo has experience with managing a company, and building games, so hopefully he can keep it minimized.


But that's the thing- so long as the Kckstarter game is funded and the game comes out and the funders are happy, anything more is a bonus. That's something Fargo has explicitly stated with Wasteland 2. He doesn't care if it reaches some mythical mainstream audience or millions of sales. He's making the game he wants to make for the people that funded the project.


That works for kickstarter, but the discussion is also about whether or not other studios will take notice.

#45
Allan Schumacher

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The kickstarter discussion I think still relates to the original thread in terms of games appealing to wider audiences. It's a counter example about the need to appeal to a wider audience.

I'd prefer to not make this thread just about kickstarter projects and would encourage those types of discussions to go to a more relevant forum.

#46
Allan Schumacher

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wsandista wrote...

Anyways, TES games should also be brought up in this discussion. They have always been open-world sandbox games and have been successful largely because they do one thing and they do it very well. Despite removing attributes and skill customization at character creation, they have stayed with the formula that people enjoyed for most previous titles(not counting Oblivion because that wasn't very good). My point is that instead of appealing to a wider audience by including/removing/tweaking features that may attract their interest, consistently making a niche game well will draw a steady audience.


Has it really continued to appeal to just a niche?

I know some feel that the games have removed depth with each iteration since Morrowind.

I'd describe Skyrim as being quite a mainstream game, personally.  I'd also say the same for a game like Fallout 3.

#47
Allan Schumacher

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Bethesda games are still ridiculously successful on console platforms too though, so the modding tools can't be the only reason for their large success.

#48
Allan Schumacher

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Yes but the modding is one reason it's still huge on PC.

I wish they had market research to prove modding increases sales on your game because it really does. Especially when you have a massive mod community like Elder Scrolls. It doesn't matter how mainstream Skyrim is, PC players know they can fix any "flaw" they see in a Bethesda game. That's why it still sells millions on PC. They don't turn a cold shoulder to their PC players.


Modding helps, but is that really the reason why it sells millions on the PC? It sells millions on the console as well. Diablo 3 sells millions on the PC without mod tools. Clearly you don't need mod tools to sell millions on the PC.

It's tough to dissect why the game is specifically popular, but given that it's very successful on other platforms that don't offer modding tools, I have trouble attributing the success of Skyrim on the PC to the modding tools. Why wouldn't the factors that led to success on the consoles be the primary contributors to the success on the PC as well?

You can look at games like ArmA II and DayZ (as you mention), and also games like Counterstrike which undoubtedly spurred on Half-Life sales for a long time. Neverwinter Nights also had a long shelf life and I think the toolset really helped with that as well. I do recognize that mods do have the power to help sales. Is that the case for Skyrim though?

Games that heavily rely on user generated content are interesting because I think it represents a shift from games as a product to games as a platform.

#49
Allan Schumacher

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Well, as someone that considers himself a PC gamer through and through, I actually don't typically download mods. The ones that I do are usually the interesting total conversions (like Counterstrike, and John Epler is really really trying to get me to play DayZ).

Yes, Blizzard has a reputation which helps sell games. I don't actually know how much the modding community really influences games. DayZ is probably the most interesting because it took a game that for all intents and purposes was NOT popular (ArmA II), and has made it significantly popular. I think the success of a mod like Counterstrike or Team Fortress was still buoyed somewhat by the fact that the games they were made on were very, very popular games to boot. They just sort of reached a critical mass and then suddenly the mod itself was shipping the base game.


Improved connectivity (i.e. sharing videos on youtube) I think really helps mods gain traction now than even back in 1999 with Counterstrike.

Modifié par Allan Schumacher, 30 juin 2012 - 07:01 .


#50
Allan Schumacher

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Cimeas wrote...

Skyrim sold 2 million of it's 12m copies on PC.

Yes, that's right, a *sixth* of the copies sold were on PC. And I would say that maybe half those PC players won't even install mods.

Skyrim is part of a successful franchise (The Elder Scrolls). But the thing is, until Skyrim, TES was not GTA size, it wasn't getting COD sales. Now it is up there in the big 5 moneymakers in Western gaming. (World of Warcraft (10m+ active players for 5 years), Battlefield (BF3 sold 13m I believe), COD (20m a year?), GTA (GTA IV sold 20m) and now TES.)

Had it sold 4m, it would have been a raging success. But those last 8m copies, they are 100% due to the quite frankly magnificent advertising campaign that Bethesda hired some geniuses to do. (And no, I'm not part of them :D)


Advertising helps no doubt (although I don't recall any ads, but I hardly recall ads.... which doesn't necessarily mean they aren't working...)

The cynic in me also thinks it drew a lot of attention because it's graphically very impressive as well.