Brios is who you're thinking, not Briareus, which is what the link puts on top. i have no clue who the guy who the link goes to is.
he were a Developer for black isle... you not see title o' thread and follow back to origin? perhaps now you is seeing the point o' the post? a black isle developer speaks to the questionable commercial success o' fallout. bad 'cess to twinks, zigs and gorillas.
oh, and chrisA has gotten plenty o' millage from ps:t... but that were kinda the high water mark for him. sorry, but unlike aristes, we were pretty damned unimpressed with the motb joinable npcs. each character were a cliche-- with a hook. 'stead o' the textbook cleric/paladin that questions faith... we gets a winged chick who literal only sees in black n' white. make the character a male-human paladin and who gives dove a second thought, eh? gann... a jolly-rogue womanizer... with mommy issues? makes an elf and how quick you thinks we hear "cliche"? worst of all, we never made no connection with the titular character... can't even recall his name. is not that motb were horrible, but am not thinking it were particularly great work for chrisA.
at some point somebody should pull chrisA aside and tell him that characters should be profound, rather than trying to make 'em say lots o' profound stuff. maybe has chrisA read children's books like "the phantom tollbooth" or gaiman's "coraline". heck, gaiman's adult characters not go 'round vomiting forth coffee shop grade existential philosophy... 'cept for maybe in American Gods. kids books is great for beating the excessive introspection habit out o' young authors, 'cause young readers simply don't get such stuff. make chrisA write his characters as if they is speaking to a 10-year old. ravel weren't profound 'cause o' what she said, but 'cause o' how she were used to advance story. kreia were an excellent character as well, though she got a little preachy... but in a star wars jedi that kinda goes with the territory to some degree.
don't get us wrong, chrisA has produced some fantastic work... his targos stuff in iwd2 were high point o' the game. even so, he is miss almost as often as he is hit.
HA! Good Fun!
Gromnir makes some good points here... Here's my take...
Obsidian guys have made some decent games, from a perspective of fun, but from a perspective of software I'm not so certain. Often work has been done using other companies technologies, infact all released titles have had most of their input from extenal sources. It is certainly questionable in regards to how successful Obsidian and Black Isle have ever been at producing good technology, if we take a closer look at these projects what we see is that most failings have always been in the area of technology or bad assesment in regards to production.
Lets look at Obsidian's titles:
KOTOR II: Content was cut effecting the result and quality of the end of the game, the development time was short, about 12 months if I remember correctly. The content being cut must obviously be due to an over estimation of what was achieveable within the time period a costing, time estimation, and production failing.
NWN2: Brand new rendering engine, all in all on release the product suffered from terrible performance (I'm not sure if any content was cut which effected the overall quality of the product so I'd sooner not comment), but clearly there were technical issues and bugs galore on release, meaning that their was an overestimation of the teams capibility to produce desired results over the timeframe allocated. Thankfully the performance has been greatly improved, and the following expansions required alot less focus on developing new tech and more time focusing on content. I can only speculate on the reasons why NWN2 was a bad piece of software on release, legacy code through to over ambitious technology through to lack of technical expertise, it's an unknown but a failing obviously existed.
If we go back further and look at BIS titles we begin to see that the lack of technical knowledge having an effect on 3D titles, Torn, FO3, and BG3 all had issues, far as I am aware FO3 and BG3 had pipeline failings, the content pipeline is one of the most important and most used pieces of software in development a long content processing time coupled with potential bugs can kill a game dead before its even begun.
All the successful BIS titles used IE, a simpler engine, with an established pipe from bioware, who knows if it was good or bad.
I love Obsidian's products, but I wouldn't say they were solid pieces of software, and that is from what I can see having observed and followed the talent for 10 years their major failing and where the focus to improve should really be. This isn't to say that they don't have loads of talented guys working for them, I'm certain that they do. I also have to admit that with every title they continue to get better.
In brief, Obsidian can suffer from being a wee bit over ambitious for their development timeframes.
My expectations of FO:NV are that it will be well written, fun to play, and probably a more balanced experience, with a heavy focus on content. I do believe that they will likely have Beth's crappy gamebyro based engine dogging them, and the potential for obsidian to fix that broken POS is fairly small.
But hey... I'm just guessing so what's it matter.
Well remember that KotOR II's release was pushed up.
I agree though that Obsidian needs stop taking projects on short time frames and be more economic with dev time. When I heard next year for NV I facepalmed though it could mean a fall release, with TES V coming in the spring of the following year. This is why I dont want a big game like FO3. The bigger the world is, the more exponentially complicated and resource draining writing and unique area creation becomes. It clear with games like Bethesda's that assets creation in this day and age is just way too costly and comes at the expense of other areas. It was a lot simpler with the 2D engines. Start small and work your way up as tool and assets creation becomes better. I'd take a map a third the size of FO3's for better writing and animation, or good AI. I think those things affect immersion more.
And wasnt BG III's failure the issue of Interplay management screwing up?