Poll.
Modifié par legion999, 08 août 2012 - 08:35 .
Modifié par v TricKy v, 07 août 2012 - 10:48 .
Modifié par Trentest0, 07 août 2012 - 10:48 .
Modifié par wright1978, 07 août 2012 - 10:50 .
Guest_specialdan207_*
blueumi wrote...
yes
jessica chobot
enogh said
wright1978 wrote...
Yes
Reams of auto-dialogue and railroaded actions where choices used to be.
Chaotic-Fusion wrote...
Yes. Absolutely. It is "the best place to start" after all.
chemiclord wrote...
Yes.
I also believe they had no
choice. EA's entire business plan is about selling millions of copies.
To fit that model, Bioware HAD to develop ME3 to a broad
audience.
Modifié par Greed1914, 07 août 2012 - 11:05 .
chemiclord wrote...
Yes.
I also believe they had no choice. EA's entire business plan is about selling millions of copies. To fit that model, Bioware HAD to develop ME3 to a broad audience.
chemiclord wrote...
Yes.
I also believe they had no choice. EA's entire business plan is about selling millions of copies. To fit that model, Bioware HAD to develop ME3 to a broad audience.
Stornskar wrote...
chemiclord wrote...
Yes.
I also believe they had no choice. EA's entire business plan is about selling millions of copies. To fit that model, Bioware HAD to develop ME3 to a broad audience.
I've always wondered what these business models look like ... did games with CRPG roots like DA1, ME1 sell so poorly that they had to add aspects which appealed to different gamers? Was it a net gain or zero sum or loss? I don't know if we have access to those metrics, all we can do is speculate.
Modifié par Chaotic-Fusion, 07 août 2012 - 11:15 .
Modifié par chemiclord, 07 août 2012 - 11:34 .
chemiclord wrote...
ME1's sales were high... for an "RPG", not so much for what Electronic Arts calls a "success."
Gotta remember, EA's "target" is 5 million. Neither ME1 OR ME2 came even CLOSE to that.
Granted, neither did ME3, but the simple fact of the matter is, the "RPG niche" can't carry a game to what EA wants out of a title. Bioware really had no option but to try for the "CoD" audience, which meant more focus on mechanics (and multi-player), and less on time-consuming "RPG" elements.
Neither of those things really have anything to do with appealing to a broader audience. There was really no need for the amount of auto dialogue when they had action mode, it was purely a stylistic choice, and the so called railroading was all about recources.wright1978 wrote...
Yes
Reams of auto-dialogue and railroaded actions where choices used to be.
Modifié par Atakuma, 07 août 2012 - 11:55 .