Thalamask wrote...
I'd like to take issue with a couple of comments in your post, Terror_K:
That's cool. But before I respond to these issues in a more direct manner, after reading them I have to wonder what issues you're taking. Aside from a couple of small points, you seem to be basically confirming the very thing I've been saying for a whole now... pretty much since EA took over BioWare in fact. The main difference I guess is that while you seem to have a belief that "this is the way things are and it's logical and natural" have the belief that "this is the way things are, but it's not how they should be."
Anyway... onto more specific points.
1) You seem to be assuming that broadening the appeal of a game automatically equals dumbing it down and ruining it. This is not necessarily true. In my opinion, apart from utterly dismal writing, ME3 was actually a better game than ME1, and even allowing for the worse writing and appalling ending, the Mass Effect series has, as a whole, improved from ME1.
This is one of the few points I just outright disagree with. Well... aside from the very first part, which is true. Unfortunately, that's rarely the case, and it certainly isn't the case with Mass Effect, IMO. So many developers use terms like "streamlining" and "broadening appeal" and the like, but these just seem to be buzzwords for "dumbing down" in the end. The same was true for Mass Effect. I'll admit some of the changes to Mass Effect since ME1 have been good ones, but these are rare instances, and by and large they've come at the expense of a lot of the things that made Mass Effect unique and special, and the factors that drew me to it in the first place. I'd also add that most of these few positive changes occured in ME2, and I'd personally say that with some even more minor exceptions, ME3 was a worse game in almost every aspect outside of combat than
both its predecessors.
In a certain sense and from a certain POV I could agree (and did agree) that Mass Effect 2 was "a better game" than ME1, but I couldn't say the same for ME3. And while I admitted to that with ME2, I found that that was its weakness and to its detriment, that it was more of
a game and less an experience: less unique and different, more generic and "gamey" than the original. It also depends on your POV... ME2 was by far a better TPS than ME1, but the series was never meant to be a pure TPS. As I've also said before, neither of the sequels felt like a natural evolution of the original, with most changes made clearly themed around broadening appeal and appealing to the popular shooter market rather than improving on what was there and trying to keep the game in its roots. Instead of fixing broken or wonky RPG elements from ME1, they were either kicked to the curb and eliminated or watered down so much they were too simple to be satisfying, while also being replaced by simple TPS elements that were wedged in without being properly adapted to the RPG mechanics that remained. This is where the term "streamlining" fails BioWare's case, because ME2 didn't retain the functionality of ME1 at all, and just outright removed certain elements. Some people have used the term "BioWare cut the fat" but from what I can see, they took a fair portion of the meat too. The game went from a fairly broad action RPG to a game solely focused on the combat and combat alone, and there's almost little point to a game
being an RPG at all when you have such a narrow and limited focus. Dragon Age, NWN or Baldur's Gate would be pretty drab eliminating traps, potions, locked doors, magical wards, etc. and with only abilities related to killing things. The same applies to Mass Effect.
Granted, ME3 brought some of this back, but it also removed a lot of the roleplaying and player agency, particularly with the complete lack of dialogue choices, be it via only two choices 90% of the time, the massive amounts of autodialogue and so few Charm/Indimidate opportunities. Then there's the overall fact that your choices just simply didn't matter and you were completely railroaded the entire time, as you controlled a Shepard that was now barely any more yours than Nathan Drake or Ezio Auditore are yours when playing Uncharted or Assassin's Creed. As much as I used to preach that the statistical RPG factors were the heart of the RPG, the roleplaying and narrative factors are very important too, and this is where ME3 fell completely flat on its face. ME2 might have had more shallow combat and horribly weak statistical RPG elements, but there was at least plenty of dialogue, plenty of choices, plenty of freedom and plenty of roleplaying as a whole. ME3 killed that, and that's largely why it's the worst of the three. Roleplaying in Mass Effect should be the most important feature, not combat, but the final game ended up having next to no roleplaying and almost an entire focus on the TPS elements. It was completely mis-focused and lost sight of the things that really
mattered with Mass Effect.
They not only changed the gameplay style, but the feel and style of the Mass Effect universe as a whole. It went from being a fantastic homage to late 70's to early 90's sci-fi that realised story and character was key to a far more modern, bombastic and sexified styling. The original seemed aimed at children of the 80's who grew up with Blade Runner, Dune, Tron, the early Star Trek movies, Aliens, Babylon 5, etc. while the latter entries seemed far more aimed at teenagers who whoop it up at a Michael Bay film. It seemed to put style over substance, over-the-top action over story, etc. It wasn't a complete conversion from one style to the other, but ME2 and ME3 seemed to make a definite change of tone and style to the original game.
2) You talk about how you would rather BW worked on only one franchise, and took longer to make a game etc. but you're utterly ignoring the ultimate fact that these companies are not charities. They're not out there trying to improve the world, they're trying to make money. Games are risky business. Two very similar games could have wildly different success levels so, once a company reaches a certain size (or is no longer prepared to gamble it's existance on a single product) it becomes critical to diversify. In addition, the longer a company takes to push out a product, the more units they have to move just to break even. The gaming market has a limited size, so the potential sales for any given product are capped at some arbitrary level. The size of the market doesn't magically increase because they spent more time and money making a game, so doubling the production costs will never result in doubling your sales. Companies have to consider how much time/money they're prepared to risk and compare that to their predicted sales numbers. They have to think about when spending more money will actually result in less profit because the cost-benefit is negative. And ultimately, they have to call "good enough" and ship.
And this is largely why the games industry is in such a rut today. Barely anybody is taking risks or producing truly original stuff, and most games today are clearly rushed out and not given the amount of time they should be. Compared DAO's development time and quality to DA2's and it paints a pretty good picture. "Good enough" these days isn't good enough. Look at ME3: the damn face import wasn't even working... and still isn't. It's the big publishers like Activision, EA and UbiSoft that are at fault here: constantly straining the smaller devs to deliver on a certain time, no matter what the scope and scale of the game. Only a select few companies like Blizzard and Valve can take the extra time needed to fully develop a game thanks to constant revenues like WoW and Steam filling their pockets when they're not even doing anything (and even then I'd say Blizzard's quality has taken a dive since Activision took control of them and that their long development times aren't showing much, especially with Diablo III).
I also believe devs have been getting lazier ever since consoles could patch and update as well. Sure games were smaller way back in the 80's and 90's, but if you released a game as bug-riddled as most of today's are back then, you'd be crucified and the game would be an automatic failure. Now developers can rush things out and release shoddy, broken games because, hey... they can always patch later, right?
Well, unless they're like BioWare with ME3's face import and they don't even
bother to fix it, then make up pathetic, provenly-false excuses as to why before ignoring the issue entirely.
3) You question whether RPG's are a niche game. 15 years ago, I would have agreed with you that they are a mainstay of the market. But today? I can easily see how "pure" RPG's are a niche game now. When you consider:
- the college frat-boy crowd, who just want to shoot stuff and stroke their epeen to bolster their inadequate self-confidence;
- the expanding pool of 30+ gamers (most of whom have jobs, families, children etc.) who cannot spend the time required by a "pure" RPG;
- the fundamentalist loonie "my imaginary sky fairy says D&D is evil" crowd attacking anything that looks like it might be related to role-playing, D&D etc.
- the massively increased costs of game development (particularly in the AAA industry);
- the overall increase in the "game market" as a whole from families, grannies etc. resulting in the old-school "core" gamer representing an increasingly smaller percentage of that market
it really comes as no surprise to me that RPG's get far less attention. I don't really think there was any 'suddenly' about it. Companies realised that pure RPG's simply didn't sell well enough and they started experimenting. It'll take a while, but hopefully they'll find a balance everyone can live with.
This is false. Well... not entirely. It's actually largely true, but there's one error in here that needs to be fixed to make it true. All your bullet points are accurate. The main difference and factor that stops the whole thing from being accurate is the fact that it's a perception thing. It's not that pure RPG's aren't selling well enough per se, it's that they're not selling
as well as more generic, action-oriented titles.
Simply put, game publishers are getting greedy.
It's not that the audience is there, it's as big as it ever was. Likely bigger, in fact. DAO was, according to BioWare themselves, their biggest success. But the mainstream audience who wants their CoDs, Gears, Halos, etc. is far bigger. Far more profitable. Which kind of ties into your 4th point I realise. The basic point is, every developer wants to get CoD sales figures with every game, and CoD is, quite frankly, as bottom-of-the-barrel, simple and lowest-common denominator as a game series can get. Ever since the original Modern Warfare, it's been the epitiome of copy'n'pase unoriginality and simplicity selling time after time after time and resulting in massive profit and success.
Why make something original, fresh and deep that's only slightly profitable when you can just put out simple, mindless entertainment to the mainstream masses and rake it in?
4) You ask why they would "mainstream" something. Money, simple. DA:O and ME1 game them a core audience for each of those franchises that they knew would buy the sequels. To make more money, they took steps to expand the appeal to more people. <imaginary numbers incoming> They knew that they might lose the ultra-radical hardcore followers (100 people), but that the remainder of their core audience would buy it anyway, even if they complained (900 people) and that by expanding the appeal of the game, they could bring in many more new customers (1000 people). It's just basic business, unfortunately. People rant and rave and swear that they'll never buy any more of this or that product and, while there are some few who actually stick to that, most boycotts (personal or organised) turn out like this:

You do realise that doesn't exactly
endear me to BioWare, right?
It's basically the sad truth. I though BioWare were better than that. Or, at least I did about 4 years ago now. Now it seems they're perfectly willing to bastardise their own IPs and warp them into generic mainstream drivel slowly just to milk them for their superiors. There's no dignity and honour in that. It also proves that all they see us as is little moneybags now. BioWare used to appreciate its fans, but lately it's pretty damn clear they only listen to and appreciate their drones and servants, and anybody who speaks out against them is suddenly dirt to them, no matter how reasonable or logical their points.
Funnily enough, I just watched the original Tron again before seeing this post. I can't help but feel that BioWare has become Sark to EA's Master Control Program.
It's a sad truth that far too many don't have the integrity to
actually boycott and stop buying products like you say. I know given this truth and your belief that what I'm about to say will probably be taken with more than a grain of salt, but I honestly plan to not buy another BioWare game. Not after ME3. I felt I gave them more than a fair chance after DA2, and to be honest ME3 was only really a purchase because I was such a big Mass Effect fan beyond the games themselves, and I did feel the need to finish the trilogy I was already two-thirds into. I also didn't think it was going to be as bad as it was, believing it would actually have been better than ME2. ME3 was third strike for me. With DA2 I haven't purchased any DLC, despite purchasing all of it for the original, so I've at least kept my word there. I
won't buy DA3, it's as simple as that, because as far as I'm concerned, Dragon Age is dead... murdered savagely in a back-alley by its own father. Nor future Mass Effect games. As for Leviathan or future ME3 DLC, I'm not going to lie... I
may do. It depends what people say about it. It's not going to be immediately upon release like it was for ME2's DLC though. If it's just more of the same crap that vanilla ME3 was, then I don't see the point in getting it. YouTube videos will suffice to fill in the gaps.
Modifié par Terror_K, 28 août 2012 - 02:07 .