The problem with RPGs are not the price, but the design.
Having cinematic scenes with fully voiced characters and flashy combat animations hikes the cost of development more than any other cost in gaming... except maybe marketing.
Either way, I think a simpler design focus could result in epically more content and divergent pathways to the story. But such things are not what the masses want, so no bigger developer will go this route. But smaller scale projects, with a hundred thousand sales being a success instead of millions, can create games that are truly masterpieces, even if they do not sell as well.
I hear this argument all the time, but I don't think I've ever heard people bring perspective into play. The reason so many old games worked and didn't need voice acting is because the character was a blob of pixels with a static portrait, and sometimes not even the latter. Viewed from pretty far away, usually in an isometric perspective.
(You do have cases like Fallout where some of the more important characters are voiced, but those are always ones with the talking heads.)
The reason it doesn't work as well now is due to the shift from an overhead or 3/4ths isometric perspective to a closer-in view, and even more so during dialogue scenes. It just looks awkward to have a character that never speaks (and really never emotes), leading to them looking like a gaping fish about half the time.
I'd also blame a shift to online games (MMOs) and then to a free-to-play model leading to the downturn of (SP) RPGs as a whole rather than voice acting and graphics, but that's a whole other argument. And maybe all this Baldur's Gate talk makes me bitter we haven't had a real D&D game since 2006.





Retour en haut






