Bibdy wrote...
Give the community 4 years with any game complete with a toolset and they'll vastly improve on the thing. Its not fair to say the developers don't care about that stuff. The modding community doesn't have time constraints like developers do, and they aren't working for a paycheck - there's no motivation to have to cut corners to get things finished, even if you don't like the look of it. A modder can be as much of a perfectionist as they want. The only person they have to answer to, is themselves. A developer has to make sacrifices.
The problem is that when oblivion was released 4 years ago I could clearly see the same flaws I see now. They were glaring as soon as you put your foot out of jail. Bethesda cut a tons of corners, and the proof that they don't care much is that they didn't learn much from the modding community when they made Fallout 3. The same glaring flaws, despite their own community shown them what they liked by modding.
While I appreciate the fact a company gives a toolset, let us be realistic. It's not a benevolent gift from God to humanity. It's a marketing tool like any other. They do it because it's advantageous to have the community fix the troubles and lackluster parts of your games for you and because the community provides continuated content releases for the game that will ensure continuated interest and with that continuated sales.
Will you look back on DA:O in 3-4 years with the same kind of scorn? That Bioware cut corners to release only 10% of the total content that will be available, because the entire modding community generated the other 90% of it, changing all kinds of things in the game from texture resolutions, combat mechanics, the UI, character faces, add tons of quests, dialogue and so on and so forth, and that players literally built the game and fixed it for them.
Every software house cuts corners. It's inevitable. Though, there are software houses that cut a LOT of corners and deliver the bare minimum that they need in order to succeed (expecially counting on an existing fanbase) like Bethesda, and there are software houses like Bioware, that despite having an almost rabid dedicated fanbase, cut as few corners as possible.
DA:O has some inevitable flaws, but every little corner of the world drools the manical level of attention to detail dedicated and passionate developers put into designing it.
All the characters (NPC included) are strongly characterized, and have a coherent flavor to themselves. They show study and effort in their design.
On the other hand, Oblivion shows the complete opposite. There are a few areas that are nice, but everything pretty much seems to lack attention to detail. Everything is generic and made with the same tired recycled tiles that they used to create the whole world. Almost all the characters seem to have been put together by randomly pulling and dragging sliders, without real attention to detail. Even the voice actors are so horribly recycled that you almost want to kill "generic elf 1" after a while.
And don't come to tell me that bethesda lacks the money to hire a few more voice actors.
Almost every single area in DA:O is breathtaking not only in it's look, but even in it's uniqueness and characterization.There are some very nice views in Oblivion, but they just happen to be a rather random combination of "generic lake 1" with "generic ruins 3" and "geenric forest 2".
That's, for me, pretty much the difference between a game that got famous because of an (IMHO overrated) concept and it's prolific modding community, and a game that really shines and show a lot of effort and attention to detail, and a lot of resources and talent spent into creating it.
Modifié par Abriael_CG, 28 janvier 2010 - 08:35 .





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