Sucking the RPG Genre Dry
Posted by Rampant Coyote on August 5, 2011
I still haven’t played the game, so I don’t feel qualified to comment. But maybe you can.
Mike Laidlaw explains changes to Dragon Age 2
I dunno, but it sounds telling to me how he takes pains to demonstrate how they aren’t trying to clone the gameplay in Devil May Cry: “There’s a LOT of territory between DA2 and DMC, and if we were truly headed in that direction, we would have made much larger changes. Cut party, remove crafting, one class, etc would all be changes that show a move to action game, but none of those happened.”
And then there’s this: “A lot of people on this forum had built up a grand conspiracy theory where we were deliberately stripping RPG out of Dragon Age because we are MEAN. I’ve said it before, and I will say it again: we stripped some stuff out of DA becuase it was busted. Other stuff was simply a design choice, and some of it was circumstance.”
Wait, so he’s saying that they stripped out the RPG from DA2 for a lot of reasons, but being mean wasn’t one of them?
I need to get my brain around this crap. Again, it would help if I had a better point of reference. I never even finished DA1.
He then explains the need for accessibility, but protests that it does NOT mean making the game “dumbed down” or “consolized” – and then he states that he doesn’t even know what “consolized” means. I won’t take this as a literal admission of ignorance or stupidity on his part, but rather an attempt to blur the current and historical differences between PC and console games, and the aspects of PC gaming that make it special and unique. In other words, he’s fully behind the publisher dream of the PC being nothing more than just another target platform.
Okay, I am going to my mental happy place here for a moment. I’ll be right back after I’ve calmed down…
… Okay. I’m feeling more zen now. Am I deliberately (if subconsciously) misunderstanding his words here? Am I just seeing “spin control” instead of honest dialog? I don’t know.
But here’s what I do know. Or rather, what I understand, and can assume to be truth. Again, I’m talking generalities and trends here, not talking about any specific game:
It’s been (thankfully) demonstrated that RPGs can still make metric crap-tons of money. But they still reach a smaller market than the best-selling action games, and they are more expensive to make than action games. Which means their ROI (Return On Investment) is lower – they spend more to make less. So from a bean-counter perspective, it would be highly desireable to get a higher ROI by (A) Increasing the size of the market, (B) Decreasing the cost of making these games, or preferably (C) Both.
And if I were a big publisher / bean counter, I imagine I’d wonder, “Is it possible to do both of these while still retaining enough of the genre’s uniqueness to make it stand out from the ocean of me-too action games?” When trying to please the stockholders, especially after spending enough money to fund a third-world country for a year to buy a major RPG developer, this would be a question that an executive with hopes on keeping his job would have to try and answer.
And that is exactly what I think is happening, across the board. This entire dialog is basically Laidlaw trying to rationalize approach (C). They tried to make it more appealing to a wider audience. And they cut a lot of corners to get the game out more quickly and cheaply – with apparently disastrous results in some cases. And they are trying to see if they can do this without completely whittling away whatever makes RPGs “special” in the eyes of their market.
Call me what you want, but I take an issue with trying to condense a favorite genre into nothing more than a special spice to sprinkle onto an action game to improve it’s marketability.
And here’s a problem with the “mainstream” games biz in general: When you are a studio working for a big publisher, or a studio owned by a big publisher, your customer is the publisher. The “real” customers belong to the publisher, and they are the publisher’s problem, and indirectly a studio is still making games for the actual gamers. But make no mistake: If you are a game designer wishing to keep your job, your focus will be on making your real customer – the publisher – happy.
It doesn’t matter if your game will sell a trillion copies if your customer is unhappy and cancels the project before release. Unless your name is Wil Wright and you are working on The Sims and have enough political clout to ram it down your parent company’s throat. But that’s an extremely small group of people that can pull that off, and getting rarer all the time as game budgets rise higher and higher, and game developers become more and more disposable.
One more reason to support your friendly indies with direct sales, huh? 🙂
I have no problem with playing with the formula, which pushing the boundaries of what it means to be an RPG, or even with a company trying to find ways of broadening the market and reducing costs for making them. Hey, I’m all about trying to make RPGs on the cheap. Those are all good things. But as an RPG fan, I demand that it be done with a respect and passion for the genre, not by bean-counters or wannabe Spielbergs or action-game fans who hate the very aspects of RPGs that we love.
Tip of the ol’ great helm goes to Game Banshee for the above link.
Filed Under: Biz - Comments: 31 Comments to Read
jzoeller said,
I hate to say it but I feel to some degree the newer generation of players is somewhat responsible. Anyone who has worked on an RPG nows how much more work it is than most other genres and so much more content, planning, design etc.
Now being an AAA developer and being expected to meet todays “Standards” in graphics, how do you affored to do that with an RPG, other than reducing something. Such as all these console rpgs (and even pc’s) with ten hours of content. Throw in a target audience of a niche market size and something big has to give. You hit upon this before not to long ago in another post.
There are those of us that would love to settle for “good/ok” graphics in exchange for lots of great content and I believe the indie devs are filling that market.
I sees things getting worse for AAA game developers. As graphics continues to push new hardware and features, the cost for creating all that content is going to go up with it.
Look through the development teams for some of these games. 100-200 people for 3-4 years at millions of dollars, to produce a game with 10-15 hours of content, it’s mind blowing.
Back to my first point, the players are somewhat to blame. My kids 7-13 judge games quickly by the graphics. They see me playing these old games on the computer and assume it can’t be very good if it looks like that.
On a side note. I busted out the old NES with SMB1. We remember games being much more difficult than todays. Seems true. They blast through all their WII games, PS2 games. Boy did they ever have a tough time with SMB1.
Our generation remembers the day of hardcore rpgs, what they were and what we expect. We don’t grasp what this generation percieves as the “RPG standard”. It’s not what we grew up with, nor what we desire.
Mark said,
Not having played either Dragon Age game, I can’t comment on this particular issue. However, in the larger debate, it seems that there are a lot of gamers who see the word “accessible” and assume that the person saying it is making the video game equivalent of Dora The Explorer.
I’m not sure what “consolized” means either, but if, as I suspect, it means “made more like a console game,” then to consolize a game can’t possibly pose a threat to its fundamental RPG-ness, or else all the great console RPGs I remember enjoying didn’t happen.
Speaking as an RPG lover, if I were in the producer’s chair, trying to find ways to make my genre more economical would be one of my first priorities.
Rampant Coyote said,
@jzoeller – I wish that wasn’t the case, but I think you are right. And it’s not just what you grew up with, but what you are used to *now*. Just last year I tried out Might & Magic I for the first time. My initial reaction was, “WTF?!?! How do I play this? How did anybody play this?” Then I took the time to actually, you know, read the manual (horror!), and suddenly I fell in love with the game.
@Mark – “Accessible” should *not* mean “dumbed down.” But it has been too often used as a euphemism to mean exactly that.
Consolization (to expand upon the made-up but appropriate words) isn’t a threat to RPGs in general, just what was and yet could be a pretty large segment of the genre.
And I said exactly what you are saying in the article – I’m all about making RPGs on the cheap. This is a good thing. It sounds like, in many areas, they screwed it up with DA2. I hope they’ll take the right lessons away from that, but that may be too optimistic.
And that’s really my big gripe. I’m concerned about babies getting chucked with the bathwater, and 99% of a genre – including what I consider the best parts – getting tossed in the garbage. It doesn’t mean I don’t enjoy the remaining 1% – but I am greedy and I want more.
And on one hand, as an indie, I say, “GREAT! More opportunity for indies to fill a need!” But I also agree with what jzoeller said above. While indies should be out forging new territory, it’s nice if the mainstream industry doesn’t leave us too far afield for the players to ever find us.
Craig said,
Bioware games are about story. The gameplay and that does include the RPG elements are secondary to the story. Every Bioware game since Baldur’s gate has reduced the amount of character choice and increased the interaction of the story. DA2 took a hammer to the character, while not increasing the complexity of the story much.
This might have thrown some people off, but it was still a standard Bioware game. You follow the story, make a few choices that give you the illusion of freedom, and end up at the same ending (with minor variations). If you like that sort of thing, you’ll probably enjoy Dragon Age 2, if you don’t, you won’t. The world building and storyline of both Dragon Ages is light years ahead of anyone else (with the exception of Obsidian, but they have their own problems).
With EA owning Bioware, I would be shocked to see a return to Baldur’s Gate level character choices, but I also don’t see a move away from the Bioware standard story level choices. It is a tradeoff you make in every game.
McTeddy said,
I can’t believe those shmucks are still trying to avoid the words “I’m sorry… we messed up.”
Bioware has spent too long telling me that I’m wrong for me to listen to what they have to say. Time and time again they have dumbed things down… and blamed ME for not enjoying it. As far I’m concerned I will NEVER buy another Bioware game. (As with that saved money I can buy 2+ indy games!)
@jzoeller
Yep. Sadly… Only 10 years ago I was in that same category.
Old games take a conscious effort to enjoy. They have a massive learning curve that starts with getting the darn thing to run. Follow that will clunky controls… constant early death… little guidance… and it’s easy to give up and walk away before you even understand the game.
Very few people are willing to suffer for two hours learning things then they can simply turn on Call Of Duty and have that shallow enjoyment now.
At this point… I don’t know what we can do to change that.
Mark said,
Yeah, I see that. Maintaining the appropriate baby:bathwater ratio is a concern. I don’t think big-budget RPGs are going away any time soon, though; Bethesda-flavored examples have been such a hit that elements of them are even starting to show up in blue-blooded action games like Rage, and Obsidian is still carrying the Black Isle torch. The trouble is that, in large part, modern RPGs don’t really look much like RPGs.
Despite consolization, consoles themselves are just emerging from an RPG drought as Japanese publishers migrated to handhelds. From 2008 to 2010 we’re looking at four of note that weren’t also on PC, compared with four expected for 2011 alone. Still, I don’t think indies have to worry about the genre being estranged from mainstream tastes, since RPGs are, if anything, overrepresented in the tallies of the biggest handheld games of the past five years and their attendant imitators.
Andy_Panthro said,
“Accessible” seems to be meant more in the terms of appealing to a wide audience. Manuals are completely out, tutorials are to be integrated into the game experience, the player should have direct control of their character. Pick-up-and-play, in theory a rather good idea.
“consolisation” is a bit more difficult to pin down, but it generally refers to any design decision made with a console in mind rather than a PC. An example would be a control system based around an Xbox 360 pad, where the keyboard and mouse controls were shoe-horned into that system. Another example might be reduced graphical capability or other changes to allow for the fixed hardware of the current console generation.
The main issue with both of these things is that when presented with a problem, the developer decides to remove the problem rather than fix it. For example, the Mass Effect inventory wasn’t very well done, so they removed it for ME2. The mako wasn’t well received? remove and replace with a mini-game. (both examples from ME/ME2 since I played ME2 recently!)
When it comes to things to cut, certain things are never on the table. Graphics and voice acting are untouchable, and rather expensive, so other things have to go to get that potential return of investment.
The sorts of games I like are just not economically viable in today’s “AAA” market. That’s why I’m so incredibly grateful to indie developers and smaller publishers like Paradox who continue to produce games for people like me!
LateWhiteRabbit said,
Dragon Age 2 wasn’t/isn’t a bad game, not by any stretch of the imagination, but it is a pale shadow compared to the original.
The problem, as I see it, is that EA bought Bioware and demanded a money-cash-cow in just ONE year. DA was the franchise to do it with.
Bioware already had the world mapped out and was working on DLC for DA 1, so to EA it must have seemed fairly straight-forward to say: “Stop anymore DLC, just make a sequel.”
DA 2 hamstringed RPG players by doing a couple of things:
First, while much of the fun of DA 1 was making different characters of different races and backgrounds and experiencing their unique “Origins” and seeing all the differences that caused in multiple areas of the game, in DA 2, you only get to pick your class and gender – you are a human named Hawke and have the same origin no matter what each time.
Bioware essentially made DA more like Mass Effect – everyone plays the same character, only your choices in the story can be different.
Second, what content there was available was good, but there wasn’t enough of it. In DA 1 players roamed an entire nation in whatever order they wished with large cities, unique locations, etc. In DA 2, events are linear and you are stuck in ONE city for the entire time. There are multiple quests, but they are all in the SAME AREAS. You visit each location a dozen times for things that were mysteriously not there the first gazillion times you were sent to that location. Even worse is when you get to go somewhere new, only to be beat over the head with deja’vu since the same 4 environment tilesets are used ad nauseum. Often you would find yourself in identical rooms in two separate areas. Identical. The first time it happened I assumed I had been magically warped or transported to the old room. Nope. They just expected me not to notice I guess.
Worse is that the whole first big chunk of the game is building money to go on an “important expedition” to “make more money”. You do fetch quests to earn 50 gold, then do the expedition and (NON-SPOILER) the expedition does next to nothing to advance the story or plot. You double your gold, maybe. Which you have nothing to spend it on. Potentially you can make a decision which introduces some personal wangst for the main character, but even then, it has nothing to do with the story except as an aside. And if you DON’T make the “wrong” decision? NOTHING at all happens.
The “story” itself is disjointed, skipping around to seemingly unconnected events years apart, with only your character remaining a constant. It feels like Bioware stitched a half dozen or so DLC expansions together with glue and duct tape.
Enemies appear in non-realistic ways, literally appearing out of thin air in front of you. Every fight also has several distinct “waves”. Kill all the enemies – next wave teleports in – repeat. Repeat again. You win the fight. Enemies design is strictly quantity over quality here. Instead of tough, unique enemies, they try and wear you down with hordes of grunts.
Things Bioware did right:
The weapon, race, and lore design is all better – much more polished and unique this time around. Everything is visually distinct and eye catching in terms of NPCs and general design.
I liked the faster fights and more visceral combat, but then again, I never played DA for the tactical fights. In Origins I just wanted fights over with as quickly as possible so I could get on with the next cool story arc or dialogue scene. This will be a negative for some people, but anything to speed up combat and get me out of it again in DA I consider a plus. It is a distraction for me and not the reason I play.
In summary, DA 2 is so bitterly disappointing because in most aspects it feels like it should have been DA 1, and DA 1 should have been 2. It is a sequel with less features and scope and more clumsy storytelling. It would have made the best DLC ever. As a numbered continuation in the franchise it is a crushing disappointment.
@Andy_Panthro
I agreed Bioware’s change to inventory from ME 1 to ME 2. The problem (besides the clumsy interface from Hell) with the inventory in ME 1 was that there was ALWAYS a “best choice” regarding weapons. So why not just do what ME 2 did and auto-equip the best equipment and ditch the rest? Why make me take the time to swap out Gun+1 for Gun+2 on everybody? If they aren’t going to make unique and interesting choices regarding weapons with varied advantages and drawbacks, the inventory system as it was in ME 1 just becomes a time wasting element for the sake of “RPG tradition”.
Calibrator said,
What to expect of major mainstream publishers (and lets not forget that Bioware is a developer that crept under the EA blanket) if major indie publishers deny RPGs because they think that everything else sells better, except perhaps hardcore simulations?
Look no further than the Humble Indie Bundle guys: Three bundles, 17 games – and not a single CRPG!
With graphics adventures it’s a bit better, at least:
In the first bundle they had ‘Penumbra Overture’ and in the second one they had the brilliant ‘Machinarium’.
The third bundle entirely consists of shooters, jump&runs and puzzle games, bonus games included.
Great titles for sure but not a single CRPG.
Yes, Humble Bundle is only one thing and there are specialized CRPG publishers/studios but while the Humble Bundle is mostly recycling older titles they could have included a measly CRPG to test the waters or perhaps wet the appetite of their customers.
Given the financial success of the bundle I’m sure that pretty much any RPG developer would be more than happy to include one of their titles.
jzoeller said,
@Calibrator
The thought has crossed my mind several times to offer DarkLight Dungeon Eternity to the Humble Indie Bundle down the road for that very reason.
Not sure how receptive they would be…
Rampant Coyote said,
We’ve talked a couple of times about the doing an RPG bundle – maybe an RPG-themed Humble Indie Bundle. Though I’d like to have FK out on its own for a little while first, but I would love to have that included. We’ll see if we can work something out in the not-too-distant future.
Maklak said,
I haven’t played DA, but I Bioware games havent changed much (for the better anyway) since KOTOR, so I know what they’re like. I also enjoyed Neverwinter.
Well, it they said up-front “This is going to be an action RPG, we are going to appeal to wide target audience. We also simplified and streamlined some things, that are often frustraiting in an RPG”, it wouldn’t be so aggravating.
What they do is create hype for a year, talk about their great vision, how the game is “light years” ahead (how is that even supposed to work?) of their competition. Story is going to be non-linear, and choices are going to matter, wold is going to be big, open, living and breathing. At release they get a lot of 9/10 in reviews, with everyone praising them, and the game turns out to be lacking in many areas. There is graphisc, and voice acting, some jokes ane interesting story, but “non-linearity” is but an illusion. Choices matter to some degree, and there are variotions in ending, but not much. Worse yet, you end up farming light or dark side points rather than make resonable decissions. Openness and liveness of the world are faked to some degree by scripted events, but it’s easy to see through that illusion.
I recently watched Let’s Plays of both ME1 and ME2, and enjoyed part 1 a lot more. MAKO might have bad controls, but at least you get freedom of movement for once. Granted, there is nothing there, other than empty planets with palette swap, but you still get still some mobility rather than a narrow canyon. Getting missions from teammates in ME1 was a fun idea, but went to overkill in ME2. You get 1 mission to recruit a teammate and another for loyalty. That’s half of story-relevant missions and quarter of total number of missions. I kinda liked the joke at game store in ME that went something like: “They don’t make old school RPGs these days. Now its all about big choices and action. I miss the old days, when you had to remember to eat and it took 5 hours real time to get somewhere”. At first I thought “Damn straight”, but then smiled at how they completly missed the point on purpose.
I’d happily settle for no/partial voice acting (and text only localisations) and Oblivion-like graphics. At the moment it is more than good enough for me.
To me the big disappointment of the year was Witcher 2. Witcher 1 was pretty good, but had clunky controls. They managed to make controls in second part much worse, because they made the game for a console. It also feels much more claustrophobic. There are no big open areas, probably because consoles can’t keep up with making graphics pretty. I also have to steal and hoard crap like thread, oil, iron ore, leather, and cloth and recipes to make things, because I need them to get good stuff from craftsmen. They should have their own common materials. In part 1 there were only 3 (5, but you get up to 3) armor sets in entire game, and best sword was twice as good as common sword. This is how it is meant to be for Witchers (traveling monster hunters, mutated with alchemy for better reflexes) who get their equipment from Kaer Morhen, and don’t upgrade often, if at all. Now eqipment matters a lot more. I also never know, if I’m going to need “nekker’s teeth” after moving to next area, so I end up carrying a lot of crap around. It witcher 1 I had a chest stored at tavern for that. Mobility hasn’t improved from part 1. I’m still blocked by root or some crap in my way, that I shouldn’t even notice and can’t even jump. They also added QTE to Witcher 2. I hate them.
There are some improvements, like graphics, but for first few hours of gameplay I felt betrayed. I mostly got over it by now, but I still disagree with all the positive reviews. Consoles kill games, I guess.
I’ve also recently seen some Let’s Plays of Legend of Zelda games and was amazed. It’s like a cross between RPG and plaformer spiced with mini-games. It’s better than a lot of PC stuff.
sascha said,
I’ve tried to play Dragon Age 1, believe me, I’ve tried to! But I simply can’t keep up with this shite! It just makes me throw up! I need pure, uncrappied RPG!
WhineAboutGames said,
Making Spiky play through Torment fills me with inadequacy. My overly complicated game isn’t nearly THAT complicated! 🙂
fluffyamoeba said,
The Witcher 2 is unplayable without a controller. And QTE suck in any game of any genre (the ones in TW2 are really hard without a controller and really easy with one too).
DAO was a PC game with a bad console port and DA2 was a console game with a mediocore PC port. DA2 gameplay was better than DAO on consoles just because the combat and controls for DA2 actually work on the console this time. They were so bad for DAO that the difficulty had to be turned right down compared to the PC version. However, I don’t think that changing the console controls and combat required making the game an action RPG with most of the RPG elements removed. That was just a rubbish decision bioware made.
I actually prefer the DA2 character progression design over DAO. It gives more real choice at level up and there are fewer useless abilities. There is a lot more emphasis on secondary effects over direct damage and on combining party member abilities to increase their effect in combat. Plus the combat stats are actually more visible in game. DAO hid the detailed combat mechanics too much from the player. Both these thing are things I like in RPGs, however…
This is almost entirely ruined by the combat being sped up too much to be able to set the combos up and by the encounter design being terrible (the waves of teleporting enemies make any combat strategy pointless).
I’m just sad and grumpy because I loved playing bioware’s realtime with pause style of RPG combat (and the other RPGs that used the Infinity and Aurora engines) and everyone who still makes RPGs seems to be making either twitchy action RPGs or strictly turn based ones these days. Even Bioware 🙁
BellosTheMighty said,
Three points:
One: In fairness to Laidlaw, and as the comments here seem to suggest, nobody is quite clear on what “consolized” means. The only thing anyone seems to agree on is that it is a Bad Thing. Being a console gamer myself, I find this rather insulting.
Two: BioWare haters have no credibility. They rant and rave about how BW isn’t doing their job because they’re not giving their customers what they want, but then as soon as the game is out they jump in with the crowd and head straight to GameStop to make it a best-seller. That’s bullshit. Another interpretation is that the people who buy the games are a different group from the people who’re always telling them they’re doing it wrong. But if that’s the case, why exactly do you expect them to cater to a group that keeps complaining over one who actually appreciates what they have to sell? That’s just as much bullshit. The whole rigmarole starts to look like a Shortpacked! strip before long…
Three: Understand, BioWare never set out to make RPGs. They’ve always wanted to make games that told stories, and to this point the RPG was the best way for them to do it. But recently they seem to feel confined creatively, which is why they’re deviating from formula so much; they’re trying to move beyond the limitations of the genre. And you know what? This is a good thing. Haters may want them to play conservatively, to stay in the same place and keep putting out the same games year after year. But artistic innovation is driven by people who can’t produce the art they want to within the standards of existing genres or movements. In a sense, BioWare is one of the most indie RPG studios out there, because they’re pushing the boundaries of what an RPG is. They’re taking a lot of people out of their comfort zone, yes. But before you call that a bad thing, think for a minute what the genre would be like today if Ultima IV had been another game about dungeon-delving to defeat some big bad evil guy. Or Fallout had been essentially Diablo with guns.
BellosTheMighty said,
Argh, fucked up that link. Sorry. >_<
Rampant Coyote said,
Fixed, no worries.
And consolization is a style thing for me, not a qualitative difference.
And really, Bioware started out to make medical software. Thus the name. Games were a deviation that became their “thing.”
TheSisko said,
@jzoeller
>Now being an AAA developer and being expected to meet >todays “Standards” in graphics, how do you affored to >do that with an RPG, other than reducing something.
The thing is, RPG’s were never “AAA” in the past so it’s kinda pointless to expect a complex “AAA” RPG. Never gonna happen. The “AAA” RPG is just a flavored spin on the traditional action-blockbuster title.
>There are those of us that would love to settle for >“good/ok” graphics in exchange for lots of great >content and I believe the indie devs are filling that >market.
They aren’t. Paradox and European developers are. Indie devs are filling the market for indie games.
>I sees things getting worse for AAA game developers. As >graphics continues to push new hardware and features, >the cost for creating all that content is going to go >up with it.
The “AAA” model is stupid. Only around 3% of PC games and 15% of console games have global sales of 100,000+ a year. EA has posted losses every year since 2007. Paradox profit was up 300% year-over-year in 2010.
>Back to my first point, the players are somewhat to >blame. My kids 7-13 judge games quickly by the >graphics. They see me playing these old games on the >computer and assume it can’t be very good if it looks >like that.
Games don’t have to look like utter shit just because they’re not “AAA”.
>Our generation remembers the day of hardcore rpgs, what >they were and what we expect. We don’t grasp what this >generation percieves as the “RPG standard”. It’s not >what we grew up with, nor what we desire.
A good game is a good game. It’s “AAA” publishers who won’t fund a complex RPG game when a shooter with dialogue potentially sells more.
Maklak said,
@BellosTheMighty
1) “Consolized” means made with console, and its controller in mind, but ported to PC without adjusting much. There is just so much more you can do with keyboard and mouse than with 4 arrows and a few buttons. Complex and usable interfaces get replaced by some clunky contraptions. Aiming with mouse gets replaced by autoaim. Big open spaces are apparently too much for console hardware to handle. I don’t really mind being insulting to console gamers. I’m still too pissed at Witcher 2, and I find complains of consolisation valid, and corporate hype and spin bullshit.
2) Yes they do. They only fault is beliving the hype rather than wait a few months for reviews, patches and walkthroughs. They feel cheated, when they see a potentially good game gone wrong. They ask themselves questions, like “How could they fuck this up? How can they blame us for not liking it, and keep telling us bullshit about how great their game is?” It gets worse. Bioware says they take fan comments into account, but apparently mostly by cutting stuff out in sequels.
Creativity itself is a good thing, but it has side effect of often going wrong. They made some good games, but now they seem to be pushing boundaries of what an RPG is not.
Andy_Panthro said,
I’m glad someone brought up the Witcher 2, because that would be my go-to answer for consolisation.
You could practically play the first game just by using the mouse, and would not have worked well with a xbox 360 pad. The second game was built with consoles in mind, and the interface has suffered accordingly.
Every time I try to play TW2, I have to fight with the interface, and it really discourages me from playing the game. I’ve not had such issues with other games designed with consoles in mind (Mass Effect 1/2, Alpha Protocol, Dragon Age: Origins), but in this instance I would love a mod that would improve the interface.
Maklak said,
One more thing. I belive much of this hatedom is due to something similar to bias or “black triangle effect”. I’ll use an analogy. When you walk into an otherwise clean room, but with a few piles of trash here and there, you don’t think of that room as being clean, but focus on the trash. Some things just stick out despite others being well done. Playing an otherwise really good game with a few things, that are annoying, inconsistent or just silly inspires anger. Playing an all-around OK to pretty good game, like Eschalon does not.
Rampant Coyote said,
You aren’t wrong about that, Maklak.
Though I think in this case, it was more of a matter of expectations. If DA2 came first, would people have had the same problem?
I think it’s pretty clear, though, that DA2 was rushed. They changed a lot – some of it, probably, so that they COULD accelerate the timetable. But I think they ran into the age-old problem with sequels / series (games, movies, books, whatever): You change too much, and you risk changing why your audience liked them in the first place. (Change too little, of course, and the audience gets bored with what is essentially a rehash).
Calibrator said,
I have no problem with PC-only gamers favoring a mouse over a gamepad. I like first-person shooters with a mouse better, too.
However, a modern console gamepad has more than “4 arrows and a few buttons”. This is perhaps one reason, why a modern console sits right beside my big-ass TV.
I also have a big-ass PC and guess what: PC and PS3 do actually get along very well. No shouting, no living room wars about who plays with me…
I also find it funny that some guys claim to actually know what a company wants and does not want.
The only things that speak for a company are their products and these you can judge – anything else is just speculation, unless you happen to be their CEO, CFO or perhaps employee #1.
Fanboyism however large doesn’t transcend into insight, you know?
Calling Bioware an indie company is downright ridiculous – they are an EA label with questionable freedom of decision. They produce what are commonly called triple-A titles and they apparently have the resources to throw around to do just that.
This isn’t automatically a bad thing. In fact most companies would want to have that kind of money – but they would also – like Bioware – have to produce results.
If Bioware or their EA producers decide to change their business plan and produce games that are more accessible and widen the audience then learn to live with that and either buy their games or don’t. Vote with your wallet!
McTeddy said,
@Bellos
When they showed the video for the sequel and fans cried out… “Don’t make it a crappy action game!”… they promised us “Don’t worry, this is still the role-playing game you know and love”
When the game came out and people hated it… they returned with “Well… its your fault for not liking the game because you are resistant to change.”
When we stated that they took out the RP… they returned with “You don’t know what an RPG IS!”
When they ended up with a fraction of the sales… and they realized that all of their “Cool people like DA2!” BS only dropped their Metacritic score… ONLY THEN… did they say “We care about you and what your opinion is.”
Bioware is free to make any game they want. If they want to make action games… all the power to them. I can happily ignore everything that they make… I mean… that’s what I do with all Activision games 🙂
Understand, My distaste for Bioware is directed at the company for reasons that they have earned. It’s okay that they are the masters of switching genre’s mid-series.
They struck the first blow… but I will have the last laugh… I can NOT give them my money and I can play a real RPG… just as soon as the developer finishes it… hint hint.
Anonymous said,
To BellosTheMighty aka Bioware apologist:
#1: No, consolized is a very clear term. It refers to PC games that were just designed with consoles in mind. This results in PC games suffering from stupid console problems. Like: consoles can’t handle large amounts of enemies, so enemies take turns and spawn in silly waves. Next: Consoles have no tactical camera because zoomed out camera is too much processing. Next: Really bad controls ’cause your keyboard and mouse aren’t a gamepad and joystick.
#2: Are you a retard? “A) If you buy it your opinion doesnt count because you already supported them and B) if you don’t buy it your opinion doesn’t count because you’re not supporting them.” So… your argument is just “fingers in ears lalala your opinion doesn’t count.” No, if they bought it their complaints count because clearly they’re not going to be doing much of that buying thing in the future. You are a dumbass if you believe people who bought their games and hate what they’re doing will buy more of them. Some will, but most won’t. Obviously their opinions count. Second, the complainers who didn’t buy their games can still have valid feedback and still tend to be RPG gamers and therefore in Bioware’s target audience. Ergo, ignoring /their/ complaints is a missed opportunity to expand sales without compromising the quality of being an RPG. (But I hear Bioware’s new target audience is “the person who doesn’t like RPG mechanics” and I’m sure Bioware will manage to make a great RPG game designed for folks who dislike RPGs, as opposed to pissing off both camps at once by giving neither what they want and producing shit that’s not quite much of anything.)
#3: BULL$#@%. Bioware’s stories are way formulaic and yeah they do hire dedicated writers – but their writers have issues. Part of it I’m sure is they heard “masters of storytelling” too often and decided to toss their editors out of the window because they’re such fucking geniuses now that any shit they produce must be brilliant art. As opposed to still shit that needs fixing. Critics might have agreed with them, but apparently us customers can speak for ourselves. And these days they’re not trying to tell stories as much as they are trying to make Awesome™ games and build big bucks by trying to grow the audience as much as possible. If you don’t believe me, here is the EA boss’s direct words on his goals for Mass Effect 3: http://www.eurogamer.net/articles/2011-06-10-why-mass-effect-3-supports-kinect Have some quotes: “Grow the audience and make it more accessible” – “Mass Effect has a fairly complicated combat system. You’ve got story and choice. For some fans that don’t buy 12 games a year and maybe buy two or three, some of those things can be intimidating.” – “With spiralling development costs, Gibeau explained, publishers can no longer afford to sell one million copies – the sales benchmark previously thought to indicate success.”
And if you just want to tell a good story, it’s usually the Adventure genre you want: Myst, Day of the Tentacle, Grim Fandango, etc. Heck, even Heavy Rain did well with its Hollywood plot by being an Adventure game. No, the appeal of making an RPG game isn’t just telling a story – it’s making an RPG.
Maklak said,
Some people don’t like spending improvement points or switching exipment, I agree. The way to deal with that is adding “Autolevel” and “Autoequip” buttons as long as they do a reasonably good job, not cutting these things out.
Kyle said,
Hey, I didn’t read all the comments, so I’m not sure if this was mentioned… I agree with you whole-heartedly about the dying RPG genre, and my fear is that the market will eventually become an even-split between Action-“RPG” games and MMOs, but… I recently (and it was long overdue, too) picked up the new Golden Sun game. It instantly awoke all sorts of old-RPG-nostalgia within me, and it gives me hope for the RPG genre in the future.
FallenAngel said,
@LateWhiteRabbit
>DA 2 hamstringed RPG players by doing a couple of things:
First, while much of the fun of DA 1 was making different characters of different races and backgrounds and experiencing their unique “Origins” and seeing all the differences that caused in multiple areas of the game, in DA 2, you only get to pick your class and gender – you are a human named Hawke and have the same origin no matter what each time.<
To be fair though, that was DA1's special shtick. The game wasn't called Origins for nothing. In effect, this was the deviation and DA2 only returned to Bioware's "roots" in a sense.
Let's be honest here, the high degree of freedom in character creation for the games like the BG Saga or Neverwinter Nights is a mostly mechanical advantage. It has a real and noticeable impact on gameplay, but concerning the story…you can count the instances where people specifically react to your race or class(beyond just a generic "Hello Mr. insertCharRace/CharClass/CharName") on a lumberjack's hand. For most intents and purposes you're "The Bhaalspawn Guy" or something like that.
Not that I didn't flinch every single time I entered a new room/scene and it was a copy-paste job yet *again*, but DA2 is still a good game, one I personally spent more time on than DA1(~60 hours for I vs ~80 hours for II to drop some numbers).
For what it's worth, I also enjoyed Hawk's story(which is just as much Kirkwall's story) more than the story of "The Warden". Admittedly though, that also has a lot to do with "The Warden" not being voiced. I personally dislike it when everyone is voiced but the lead isn't, kills the immersion for me(though a "bad" voice for the lead can kill the entire game as well…never said making RPGs was easy). No one being voiced would be preferable to that for me.
As for the general trend of RPGs these days…well, I've more or less accepted the reality that I'll probably never see games as good as Planescape Torment or the Baldur's Gate Saga anymore, but that doesn't mean that there are no "modern" RPGs that I consider enjoyable and Indies have been getting better and better as well. It may no longer be the Golden Age, but it ain't the End Of The World either as some make it out to be.
xenovore said,
Once EA acquired Bioware, it was pretty obvious what would happen — is anyone really that surprised that Bioware’s stuff has become dumbed-down, consolized crap?
Regarding the word “consolized”: The typical usage would imply that the game in question somehow started out as a great, feature-rich, PC-friendly implementation, and it was only later in the dev cycle that the features and interface usability were reduced for the console implementation.
Although this does happen on (increasingly) rare occasions, in actuality the “consolized” game was specced out for the consoles from the very beginning, and then just dropped on the PC with little-to-no regard to the PC’s superior rendering, computation, memory, and input control capabilities. (Not to mention customization.)
What we should be saying is that a particular game has not been adequately “PC-ized”.
Calibrator said,
> What we should be saying is that a particular game has not been adequately “PC-ized”.
True – but since when has language been any precise? 😉