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Uglzorp

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Blog Comments posted by Uglzorp

  1. There's a false dichotomy going on here that's bugging me.It goes like this: "An old, isometric game you could NEVER sell to a publisher because, uh... it's old! So make that, Obsidian!"Except, to the contrary, an isometric, old-school, traditional RPG with low costs and low risks (to the niche being sold to) would have no trouble finding a publisher. I mean, look at the success GoG have had. If a developer approached a group of publishers asking them to sell such a game, they'd probably end up with more than a few offers.I agree with the notion of having something you couldn't sell to a publisher, but a thing that's already been tried and proven isn't the way to go about it. "Wild and risky!" doesn't equal "Make the same game that GoG is selling twenty times over."I mean, the way most people do it is to either keep the traditional mechanics, or the traditional setting, and that's why that sells. Cthulhu Saves the World and Avernum have seen success, so has Kingdom of Amalur. But (barring perhaps the humour of Cthulhu), these games are all quite dull. Quite, quite dull.The way to really create a game that a publisher wouldn't buy would be to go outside of the comfort zone of the lowest common denominator. And that means being experimental and controversial, not only with your setting but with your mechanics. It's intellectually dishonest to claim that a publisher wouldn't buy something that's a sure bet, and really, with the low production costs of an isometric RPG and a studio like Obisdian behind it, that's a sure bet.This is why I challenge them to be abstract with their game, to NOT create the same generic world, to NOT create the same generic RPG, to NOT dwell on the same old mechanics. To make something that's actually new, and to do it their own way.

     

    I'm pretty sure most publishers wouldn't fund a 2D, isometric, old-school CRPG, even if it only cost $1 million to develop and market. Publishers are interested in making the most profit possible. An old-school RPG wouldn't be profitable enough for them to even bother. This is why most publishers stick with big-budget, high-profile, multiplatform releases in mainstream genres (and mostly sequels at that). Sure, games like CoD 2012 and Skyrim cost a lot to develop and market but the potential profits are far greater than any low-budget, niche game could ever achieve.

     

    Also, your GOG comparison is invalid because GOG is not a publisher and they didn't fund the development of any of the games they sell. Publishers only allow them to sell their older games because it gives them another revenue source with a negligible investment.

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  2. I'd love to see an RPG that has the following:

     

    1) Morally ambiguous characters and factions.

    2) Meaningful choice and consequence.

    3) Skill checks everywhere.

    4) Equally viable stealth, combat and diplomacy solutions for every quest.

    5) A unique setting.

     

    There are many settings and themes which have yet to be really explored by RPGs. The old west, feudal Japan, steampunk and the mafia in 50's America, for example. A mafia RPG has amazing potential for morally ambiguous choices with significant long-term consequences.

     

    Really, though, if you can make something that matches the freedom of choice and quality of writing shown in New Vegas, I'll be happy. I don't need voice-overs or even 3D graphics. Just need a game that lets me properly play the role of my choosing.

    • Like 1
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