Dragon Age: Origins

BioWare on consoles, online, tools and depth.

BioWare may continually refer to Dragon Age: Origins as a spiritual successor to Baldur's Gate, but that game came out a long time ago, and for one reason or another Origins left us a little cold at E3 in July. Certainly we had none of the excitement left by Blizzard after Diablo III was revealed in style back in June.

So, feeling we may have missed something, we sought out Dragon Age: Origins game director and executive producer Dan Tudge for some answers on what has been an unusually secretive project - even by BioWare's standards - which now finds itself only months away from release. Thankfully what he had to say turned our needle very much back to "excited".

Eurogamer: How do you think Dragon: Age Origins was received after its unveiling at E3?

Dan Tudge: Our fans are definitely very excited; they've been waiting a long time for a fantasy RPG from BioWare and we defintely showed them what they wanted to see.

Eurogamer: What about people expecting something immediately exciting like Mass Effect - do you feel they've been mislead?

Dan Tudge: Well we've always said we were going to deliver a core fantasy RPG experience for our core users; this is like we mentioned at E3 of really returning to our roots. This was really the spiritual successor to Baldur's Gate, and honestly I think we really delivered on that.

Eurogamer: What are the revolutionary bits in Origins? To us it looks quite similar to Neverwinter Nights.

Dan Tudge: The actual Origins stories are actually your first two hours of gameplay, where you actually play your origins. And the choices that you make within your origin stories really change the lens on the way you perceive the world and the way the world perceives you. What's unique there is not just selecting your class, your character - although you are doing all of that, but you're actually playing your origins, playing the birth of your character. Honestly, rather than just selecting your character class, you're actually role-playing your character right from the very beginning and creating that character.

'Dragon Age: Origins' Screenshot 1

Probably number seven on his hotbar. No baddies, either. Idiot.

Eurogamer: What about game mechanics, what haven't we seen before?

Dan Tudge: I can't really go into the full details, but a subtle Origins example is something that I found very emotionally compelling. I was playing one of our origins stories and I actually had a situation where I had a very, very close friend within my origin... And to become a Grey Warden I had to make a difficult choice and had to leave my friend behind to what I felt was certain death. Playing through the game several hours later, I was actually doing a dungeon crawl underneath the city and I came across a prison area, and one of the individuals in one of the prison cells was my friend that I left behind, and I was actually elated because I had the opportunity to actually save him. Now I had picked any other origins he would have been some non-discreet player, but to me he was my friend. So it's a very subtle thing but very emotionally compelling.

Eurogamer: How dramatic will your choice of origin be on the game? Will it all come to the same point sooner or later anyway?

Dan Tudge: I'm not, obviously, going to give away any spoilers, and you'll see much more at Leipzig about what we're doing with origin stories.

Eurogamer: Are we right in thinking Dragon Age: Origins is not based on Dungeons & Dragons?

Dan Tudge: Absoulety it is not, yeah. We're based entirely on our own rule-set. We spent a lot of time developing the Dragon Age universe, and really the rule-set within the universe, the fiction within the universe, the characters, the people that inhabit it, the creatures... Dragon Age: Origins is really just the beginning, the first entertainment that we can put in the universe. We've got a lot of great plans for the universe.

Eurogamer: Can you tell us a bit about the rule-set and system in Dragon Age: Origins and how levels, character customisation, feats, spells, combos, etc. will work?

Dan Tudge: I talked a little bit at E3 about the spell combos, which is a feature I'm really, really excited about, where you can actually use spells to interact with each other. We hope this encourages a lot of exploration and experimentation. I've often used two mages in my party, which is really awesome because we can sort of tag-team spells together. Obviously, as well, all the classes have talents and skills, and all of those through levelling up can be grown.

Eurogamer: What sort level cap and overall length can we expect from Dragon Age: Origins?

Dan Tudge: Like we said before, this is very much an experience for our core users, and really it's not going to be a short, little game. We don't have an exact length, but this is something that has been built for core fantasy RPG gamers, so we're going to give them a lengthy experience.

Eurogamer: Are we talking, as a rough guide, something similar to a game like Oblivion?

Dan Tudge: Well Oblivion is such a different animal so that's not probably a great comparison. If we're using our past games as an example, then obviously the Baldur's Gate games were extremely long, but with the level of next-gen content those days are almost unachievable now. But we're certainly trying to really use Baldur's Gate and make Dragon Age: Origins a spirtual successor.

Eurogamer: What do you say to arguments made by Warren Spector that long games are dead, or dying - that we should expect to be able to realistically finish games we start?

Dan Tudge: It depends what type of game you're playing. Our fan-base - the core fantasy RPG fan - are looking for that meaty adventure. Maybe they're not as long as they were back in the days when you thought of your own maps - I've certainly got great memories of that - but those days are gone. But certainly a nice, good, lengthy and meaty RPG with a great story-driven experience is something I think fans are dying for.

Eurogamer: You touched on the difference between Dragon Age: Origins and the openworld environment of Oblivion; can we expect your game to be more enclosed and scripted?

Dan Tudge: The main difference there is the story-driven experience. Dragon Age: Origins is a very, very emotional and gripping game that really is heavily affected by your origins stories and the way you play those. That story-driven element is really what separates us from a lot of the other openworld-type RPGs.

Eurogamer: How deep will the relationships between characters in Dragon Age: Origins go?

Dan Tudge: The relationship within your party is something that I think was a key pillar in the Baldur's Gate series, and is something we've definitely taken to heart in Dragon Age: Origins. A large chunk of our story is dedicated to the interplay between the characters in your party; that will be a very big component. Dragon Age: Origins is also the biggest story we've ever created.

'Dragon Age: Origins' Screenshot 2

"Dog", there - presumably not the same one from Fable II.

Eurogamer: How do you go about creating such a gigantic fiction from scratch?

Dan Tudge: The fantasy team at BioWare are huge fantasy nuts so there's been inspiration from everything: obviously D&D, we're big fans of Lord of the Rings, I'm a big fan of Conan, and a lot of dark heroic fantasy. We've really taken a lot of inspiration from everywhere - any good author does. We took our time, we took a lot of inspiration, and a lot of the things we have never seen but really wanted to see, we worked in.

Eurogamer: What sort of things?

Dan Tudge: The dark, heroic element; the matureness, the grittiness of the world, of the characters, the lore - that's what really sets us apart from a lot of other fantasies. So much fantasy, especially in videogames, has been high fantasy. Our setting goes really deep: into the world, into the characters, and there's a lot of realism within the creatures and encounters.

Eurogamer: Having had all of this creative freedom, why did you stick with fantasy?

Dan Tudge: Oh! It's one of the things BioWare does best. Quite honestly, we've got a huge group of fantasy fans here. Myself, out of all the projects, working on a fantasy RPG is a dream come true. I don't think we could get away without doing a fantasy RPG at BioWare. And really, honestly, it's where we started, right? It's our roots, it's where we got our... really what gave birth to the BioWare that everyone sees today.

Eurogamer: Could you give us an example of something dark and gritty from Origins?

Dan Tudge: Some of the moral choices you need to make, there's a lot of choices that really aren't right or wrong, but they're hard, they're hard to make. And you don't come away thinking I role-played that as a good character, or I role-played that as a bad character, it comes across as a deep choice. And that really reflects the world and that sacrifice that needs to be made in order for the better good or for your better evil. The choices all the way through are a really good example of the darkness, the grittiness.

And obviously if you saw any of the footage from E3, the combat is a great example - it's definitely the bloodiest and goriest combat BioWare has ever done.

Eurogamer: Are you worried that might push the rating up?

Dan Tudge: We've actually been looking at every single territory and where there bar is and been very aware of what needs to be done. But that being said, we're not pulling any punches, we're not shying away from the maturity rating.

Eurogamer: You mentioned the grey moral area there; one thing BioWare has done in preceding games is have quite a clear good and evil divide and rewards for getting to the top or bottom of each path. Is there a similar system in Dragon Age: Origins?

Dan Tudge: There is a system that we've built around that, which I can't really get into. But you mentioned the grey area and there are obviously some good choices and some evil choices: we saw at the E3 demo I chose to kill the prisoner and take his key when I could have chosen to help him. But a lot of the choices are really treading down that line of difficult choice with no right or wrong.

Eurogamer: Going back to something like Neverwinter Nights and Dragon Age: Origins seemingly a PC-exclusive: are we going to see a toolset?

Dan Tudge: We did mention that we were coming to console in the future...

Eurogamer: Something we were going to ask you about. Can we have a straight answer, is Dragon Age: Origins itself (rather than an unspecified game in the series) coming to consoles?

Dan Tudge: Yes. Dragon Age: Origins will be coming to consoles in the near future, yes.

And with regards to the tool-set: obviously we're leading with PC and we believe Dragon Age: Origins is a really strong PC title and we really want to give the PC the love that it needs. Definitely we will be having a Dragon Age toolset that will be available to the community, to anyone who wishes to build their own adventures within the Dragon Age universe.

Eurogamer: Do you see Dragon Age having the same sort of online community that Neverwinter Nights did?

Dan Tudge: Definitely we will have that community, but it's going to evolve as well. We believe, especially with the PC, that community is a huge part of what we're doing online in Dragon Age: Origins, and the Dragon Age universe as a whole. We've a lot of plans to not only bring the users into the community through the tool-set, but also through a lot of initiatives we're taking within online activity: downloadable content, both pre-release and post-release; free content, paid-for content; online achievements. There's going to be a lot of community and online involvement outside of just the tool-set. But the tool-set will obviously be a very big part as well.

'Dragon Age: Origins' Screenshot 3

Floaty numbers: check.

Eurogamer: Are all of those ways to battle the PC pirates?

Dan Tudge: It's really a decision to love the PC community. Obviously piracy is a really big concern for any PC developer and we're going to, obviously, protect our software. But our online initiatives are really about building that online community - supporting that Neverwinter Nights community and growing it.

Eurogamer: Will Dragon Age: Origins have something like a Dungeon Master to lead online games?

Dan Tudge: No, we've actually gone in a bit of a different direction with that. The Dungeon Master experience was something that actually Neverwinter Nights was built on the back of. With our [Origins] tool-set we've really given the user the opportunity to create their own adventures within the universe, and adventures to share with their friends. It's a bit different, but other than that I can't really give you any details.

We're definitely going to be talking about the tool-set in the very near future.

Eurogamer: You said that Origins was coming to consoles; we imagine you mean after the PC?

Dan Tudge: Yeah; later in the year as Greg [Zeschuk] mentioned in his press release.

Eurogamer: So consoles in 2009?

Erik Einsiedel (BioWare PR): Well we haven't announced any details about that yet, so plans for consoles haven't been finalised yet.

Eurogamer: You've talked about - and the subtitle of the game suggests - that Dragon Age: Origins will be part of a series. Is that right?

Dan Tudge: "Dragon Age: Origins" really represents three real key elements. One is obviously the origins stories. The other is the return to BioWare's roots. And the other one is the origins of the franchise, of the series. There's definitely a lot more entertainment... We've built the universe from the ground-up to be something we can base a lot of entertainment product in, and Dragon Age: Origins is really just the beginning.

Eurogamer: Will this be a sole focus for BioWare for a few years; getting a second, maybe third game out there?

Dan Tudge: I can say we've got lots of things planned. The Dragon Age franchise is something I've been tasked with managing, with a great team creating a great universe we can base a lot of entertainment in. This is definitely the beginning; there are more things planned.

Eurogamer: Do you find developing what you know will be a series from the very beginning strange at all? Rather than, say, creating a game and maybe adding a sequel based off how well that title did?

Dan Tudge: No, not really. BioWare, certainly in recent times, has really started to develop the universes and environments and franchises with a lot of far-sight in mind, and a lot of forward-thinking of where the game could go and what we can do with it. With our fans, what other entertainment products will they really enjoy purchasing and being involved with.

So we really actually look at franchises with long-term goals; very, very long-term goals in mind. I don't think we necessarily did in the early years, although definitely there was a lot of sequel thoughts. But now it is very important to us to look at the big picture for a lot of our entertainment.

Eurogamer: We've heard, as you do, that companies often pour so much money into creating hype around an exciting franchise that the first game in it often suffers critically as a result - takes one for the series, so to speak. Are you worried people think Dragon Age: Origins will do the same?

Dan Tudge: If anybody looks at BioWare's track record they can see we deliver nothing but top-notch product right from the get-go, and although we're thinking of the franchise long-term, the quality of Dragon Age: Origins is our number one goal, and giving the fans the experience they've been waiting for. We're definitely making sure the game is going to be up to BioWare standards - and the fans' standards.

'Dragon Age: Origins' Screenshot 4

That's not an orc, no - this is dark fantasy.

Eurogamer: Your high standards are similar in many respects that other company called Blizzard. How do you view Blizzard and Diablo III, which is similar but obviously not the same type of game - do you see them as rivals?

Dan Tudge: No, not really at all. As a fan of RPGs, great product within the genre is great for everybody, and certainly Blizzard makes great products. They're really helping grow our market and we're helping grow their market. The types of games that Blizzard does and the types of game that we do compliment each other, I don't think they really compete too much in that sense.

Eurogamer: Blizzard obviously has World of Warcraft, which is enormous. But MMOs in general are sucking up RPG fans online, as well as people that aren't; what effect is that having on single-player RPGs?

Dan Tudge: Talking to a lot of fans in our research that play World of Warcraft and MMOs, we found they're really looking for that great story-driven single-player experience. They haven't seen it in a long time; a lot of the development attention has been going towards MMOs. A great story-driven experience is something that's actually been lacking from the market for a long time now; a true, back to your roots, meaty RPG.

Eurogamer: You mentioned pre-release content for Dragon Age: Origins, does that include a demo?

Dan Tudge: You can expect something very creative from BioWare; the details I can't really go into. We do plan on releasing content pre-release as well as post-release.

Eurogamer: Is that playable "creative content"?

Dan Tudge: I can't say.

Eurogamer: The Dragon Age: Origins PC release is still penned for early 2009. Is that something you're confident of hitting?

Dan Tudge: Absolutely. The team's working very hard on finishing up Dragon Age, and they're all really looking forward to the world getting their hands on it.

Comments (27) Latest comment 4 years ago

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  • sn3jk #1 4 years ago

    well im excited :) great inteview.
  • Epherham #2 4 years ago

    What`s happening to the world, it`s all core this and core that, what the hell is wrong with saying `traditional rpg`. If you`re making a traditional rpg, calling it `core` isn`t exactly enough to convert the GOW meathead crowd.

    Disclaimer: many non meatheads have been know to have played GOW, and gone on to lead normal lives sans meatheadedness.
  • Krelle #3 4 years ago

    6/10
    (in hindsight year 2115: 8/10)
  • anomagnus #4 4 years ago

    if the game simply follows all the rules it bioware laid down for BG 1 and 2, then this game will be amazing

  • Aysir #5 4 years ago

    It's a shame they're not doing anything more in the Forgotten Realms setting, but I am really looking forward to this. I just hope its a traditional RPG in terms of combat as well.
  • ChthonicEcho #6 4 years ago

    So it won't have an online component similar to that of Neverwinter Night? A pity - Neverwinter Nights needs replacing.
  • UncleLou #7 4 years ago

    So it won't have an online component similar to that of Neverwinter Night? A pity - Neverwinter Nights needs replacing.


    Good thing, in my opinion. They should concentrate on a great single-player experience rather than try too many things at once.
  • w00t #8 4 years ago

    Yay! It's coming to consoles!

    /is trying not to spend money on upgrading creaky old PC
  • actionfitz #9 4 years ago

    @w00t
    "Yay! It's coming to consoles!

    /is trying not to spend money on upgrading creaky old PC"

    ---

    yay its coming to PC first!
    /is trying to justify having already upgraded his PC for Age of Conan, then being let down by Failcom, cancelling the sub and going back to old games that dont need 4gb of ram, geforce 9 cards or quad core processors... :o
    hehe.
    (or should that be /cry ? :0 )
    Edited by 1 at 20/08/08 @ 09:46
  • michaelius #10 4 years ago

    This interview should be printied and stickified to black boards at each software company.

    And few thousands of copies for Fallblivion makers.
  • Silvervein #11 4 years ago

    Well, the interview does hint at couple of things. I'm concerned about one issue though. The guy skipped question of how long (even approximately) the game can be and just said that game length of baldur's gate is not possible with 'next gen content'.
    Fine and well, but if that translates to 'You'll be able to finish the main story in one and half days tops, so about 14 hours' this might be a bit of a letdown, despite promising bits about story, choices and so on.
    I never understood why 'next-gen' is used as an excuse to cut the size of story length in roleplaying games to something that would comfortably fit pac man. To me, Graphic (that's the majority of the next gen nonsense) does *not* make a roleplaying game.In many instances, it's even counterproductive to pump the graphic side too much. As evidenced by fallblivion. (called fallout 3 by beth for whatever reason)
  • ChthonicEcho #12 4 years ago

    Good thing, in my opinion. They should concentrate on a great single-player experience rather than try too many things at once.

    Not entirely a good thing. No matter how unforgettable a game's single-player experience might be, you'll finish the game (maybe twice or thrice), perhaps see what the community has come up with, and then the game will be back on your shelf, collecting dust. Of course, mods prolong a game's life, but not as much as a robust multiplayer component. Would Neverwinter Nights 1 survive 6 years without its almost sandbox-like multiplayer?
  • hiddenranbir #13 4 years ago

    He says he doesn't want to give away spoilers and he moments earlier spoilt one of the decisions. NICE WORK DAN!

    Nice how they want their ruleset but everything, so far, still seems to look like it's working as dnd. Hopefully something megaunique is shown.
    Edited by 1 at 20/08/08 @ 12:48
  • dolphan #14 4 years ago

    It would simply cost a phenomenal amount to create content for the amount of stuff that was in something like Baldur's Gate 2 for a next-gen game. Voice-acting, individual, distinguishable 3D models, settings etc - its not just a case of more writing and mapping. And if they threw in extra content without doing those things up to scratch, they'd get panned for it. Anyway, this could well have a 30-hour campaign and still have nowhere near the amount of content BG2 had.
  • hiddenranbir #15 4 years ago

    They should have ignored voice acting and use procedurally generated content which saves hunks of space. That is exactly what old games did and they managed to come off massive in scope and size.

    This really does look like it's gonna be a 30 hour game +more for "replay".
  • hiddenranbir #16 4 years ago

    I'm in the mood for some meat.
  • darc #17 4 years ago

    Comparisons between this game and Neverwinter Nights scare me a little bit. Neverwinter Nights 2 was a disaster IMO. The slowest, ugliest engine ever. Hopefully Origins will not borrow any code or UI elements from that engine.

    Loved BG, loved BG2, LOVED Planescape, liked NWN... but OMG NWN2, what happened?

    @ChthonicEcho: Who wants to play the same game forever? Would we be here reading pre-release journalism about next year's games if we did?

    @Silvervain: I'm sure a lot of devs would love to create a game that focuses on content and skips all of the costly "next-gen" trappings in order to make this more feasible/ cost-effective. Unfortunately expectations have changed, from consumers and from reviewers, and it would be really hard to sell a game that looked/ sounded like that in 2008. If you can't expect to sell it, you can't afford to make it.
  • ChthonicEcho #18 4 years ago

    Comparisons between this game and Neverwinter Nights scare me a little bit. Neverwinter Nights 2 was a disaster IMO.

    Obsidian developed the sloppy sequel, not BioWare. Neverwinter Nights 1, which was developed by BioWare, was highly successful and is still played by a relatively fair amount of players today.

    Who wants to play the same game forever? Would we be here reading pre-release journalism about next year's games if we did?

    Yes, we would be, because one game cannot offer what another one can.
    Edited by 1 at 20/08/08 @ 15:27
  • Silvervein #19 4 years ago

    @darc
    Every time I hear the argument that times have changed and games won't sell if they don't have photorealistic graphics (especially in relation to roleplaying games!) I can't help but wonder where does that data come from. So far, no one I talked with ever showed any proof that a *role playing game* has to have superb graphic to sell. On the other hand, I saw examples that graphic overload causes roleplaying games to be boring one playthrough demo affairs, as is the case with mass effect. Initially lauded as 'roleplaying game'.

    In my opinion, claims that nowadays nothing counts but graphics are misguided: in relation to roleplaying games. Games of this type thrive on story, its details, including interactions between characters, and not glittery graphic.
    First person shooters, yes, they might sell on graphic alone since as a genre, shooters didn't change much since the times of wolfstein 3d. But just because market is flooded with shooter clones that compete with each other with graphics, it does not mean that the same is true for roleplaying games. It's simply different kind of game, with different focus. Which is the reason that all the next gen talk (meaning 'we need super graphics or go bust') in relation to roleplaying games makes me wonder about where the roleplaying games go as a whole.

    Perhaps it's just me, but while I played both baldurs gate 1 and 2 (not to mention planescape torment) many times over, I finished mass effect adventure with two playthroughs, and sour memory of purchase I really regreat.

    PS.
    There is indie game called dwarf fortress (which I found out thanks to thread following article about indie games here at eurogamer).
    In it, you organize a group of dwarves that go out to establish new fort, which you then help them to run and turn into something comparable with moria (from lord of the rings). Game is really deep and damn addictive (even includes some roleplaying elements, as each dwarf has his or her story, personality and preferences)...and it has ascii graphics. I enjoy it a lot. Which proves that great idea is what makes game good. Graphic helps to flash the game potential, but that's all.
    It's a bit like with make up. It won't turn ugly girl into beautiful one. But it will help to turn good looking girl into glamorous.
    Bottomline: graphic is very small aspect of roleplaying games, and due to financial constraints during development, roleplaying games with glittery graphics very often lack in areas that decide quality of the game.
    Edited by 1 at 20/08/08 @ 15:52
  • hiddenranbir #20 4 years ago

    Dwarf Fortress uses procedurally generated content. So that's why it has amazing replay value and can, literally, last forever.

    Darklands another awesome RPG had it as well. The only limitations are the number of combinations. That shouldn't be a problem with next gen, meaning we should be getting very 'meaty', to use Dan's overused word, thousand unique hour gameplays.

    Won't happen of course because we want to waste out gigs with woo gritty textures which make up 80% of game.
  • darc #21 4 years ago

    Silvervein, I'm with you on this one, all I'm saying is the developer and publisher are at great risk if they invest tens, or hundreds of thousands into a game that makes a negative first impression on the average potential buyer. Even a review that acknowledges depth etc but cites poor graphics (and graphics are just one example) could have a negative impact on sales.

    I think it's time to find a balance. Five or ten years ago I was often wowed by the latest and greatest graphics, but that's because the previous years games, typically, did look very bad. A few years ago I reached the point of "OK, that's pretty enough" and now I would just as soon play games that are more innovative. I think the industry will eventually catch on to that. Already you see great successes (ie. WOW) based on solid design as opposed to brute-force polycount/ photo-realism.

    Chthonic, I think we just differ here. I can seldom find the patience to finish a game even once - even my favorite games - let alone play through them multiple times. And I have never once thought to myself "that game was too short." Then again, maybe I just spend to much time at the office. :( (I'm an old dude.)
    Edited by 2 at 20/08/08 @ 18:56
  • CouldntResist #22 4 years ago

    'Every time I hear the argument that times have changed and games won't sell if they don't have photorealistic graphics'

    Don't set up strawman arguments. He didn't say 'photorealistic'. Generally agree with the rest of your comments though; would love to see another game with the same replayability and depth of BG2, regardless of the graphics.
  • Silvervein #23 4 years ago

    @CouldntResist
    Call it a strawman if you must. Still I did have discussions about how games have to have great graphics to sell many times over: most recently at fallout 3 forums.
    Regardless...all I'm saying is that the trend to blow up graphics at the cost of everything else is killing roleplaying games, that don't need, or rely on super graphics to be great games.
    PS.
    The same can be said about the trend of adding voiceovers for every npc as well as stay alley cats. While it is nice, due to physical limitations it means that you don't get as many dialogues in a roleplaying game as you should, and end up with another glitter that doesn't help the game (roleplaying game) in any way, but instead limits the story in a significant way.

    P.P.S
    Actually I should stop using term roleplaying game, since definition of that encompasses everything from pac-man to guitar hero. I think story driven game would be a better name for games like baldur's gate, or planescape torment.
    Edited by 2 at 21/08/08 @ 01:05
  • smber2c #24 4 years ago

    @ Silvervein - "PS. - There is indie game called dwarf fortress (which I found out thanks to thread following article about indie games here at eurogamer)."
    "Bottomline: graphic is very small aspect of roleplaying games, and due to financial constraints during development, roleplaying games with glittery graphics very often lack in areas that decide quality of the game. "

    I'm sure you and everyone here are correct that cutting edge graphis in a RPG often come at expense of story, gameplay, content or whatever we call it. The problem is that money is what matters.

    Oblivion as dry and limp as the story and world were - made mega bucks. So there will be more -likely several. However, Planescape: Torment with all of it's depth and story was considered as financial disappointment. It's probably the last we'll ever see of it. One rocked at getting people to purchase and one struggled to.

    You have to convince people to try a product initially so they know it's worth their money. One easy way is for it to look good.
    I've never heard of Dwarf fortress, I went and glanced the wiki page and some images....I wouldn't pay $10 to play the game, it just looks bland/cheap/old. Now, you may know better than me about the actualy game. You may know that the game would offer more enjoyment to gamers that Fallout 3 ever could....but new users don't - they have to be wooed.

    Pretty graphics are a siren's call to gamers that aren't sure what their next purchase should be - and old flat sprites are a sure sign that this game will be passed over by all but those who already love it.

    I'd play 30 or 40 dollard for a Fallout 3 with the original engine/graphics/etc... if it were the quality of the first 2. But I'm one of maybe 150,000 who would buy the dated looking game immedialtely. Then add in another 100,000 who could be convinced to buy it from the positive reviews it would get. Bethesda is hoping to sell about 2 million copies at $50 with what they put together...doesn't make the decision hard for developers.
  • Silvervein #25 4 years ago

    As I said before, and as you agreed, graphics doesn't make good roleplaying game. So to your question about money, I pose another: how many people who will buy the game because of shiny graphics will regreat the purchase after discovering that other than graphics the game has nothing to offer? And how many of those will buy another game by the same company, advertised and made exactly the same way as previous one? Where are company profits then?
  • smber2c #26 4 years ago

    will bad gameplay get people to stop buying? Perhaps for some. Honestly, I don't think the average consumers is that smart. They fall into the hype. Sure terrible games like what Sonic has become will keep people away. But all the games that merit 7's or 8's on game sites? Yeah most will still buy them. Assasin's Creed, Dungeon Siege II, Heroes of Might and Magic V...I've never played any and ratings were average, but they sold well enough to stay open.
    And really the ones most complained about by "old school" RPG players (which I'd agree to being one) are actaully critically acclaimed. Oblivion, Mass Effect, Fable. All got awards from numerous sites, despite the many flaws we all see in them. Make no mistake Fable II and Fallout 3 will garner equal amounts of praise and money if they can manage to only repeat the mistakes of their last games and not fall completely on their faces like Too Human has.

    besides, devs at Bethesda came up with their perfect plan. (equal parts lazy and genious)

    I bought Oblivions b/c I'd played and enjoyed Daggerfall/Morrowind/Bloodmoon. With Oblivion I was a bit let down....then came the mods. I was able to fix the broken game they released and still get my money's worth...I just had to wait for other users to fix it for me.

    Fallout will likely be the same. I'll buy it b/c I love fallout and no matter what they realease I'll get a good bit of enjoyment out of it. Then the player community will get reved up and fix all Bethesda's blunders.

    Basically, Bethesda has started a new type of gaming. They realease pretty games with average ( sometimes broken) gameplay mechanics and a dull but passable story. Then they wait for the players to finish the game for them. Basically, players buy a BETA version and with the toolset do their own tweaking.

    Even with all the user tweaking are they as great as Blizzard or Bioware's titles? No, but they certainly become worth my time and money.

    In a few months when Fallout 3 releases to an explosion of sales - at that point try and deny that Oblivion's stale gameplay and dry story really kept gamers from buying their next title.
    Edited by 2 at 21/08/08 @ 22:12
  • dryden555 #27 4 years ago

    smber you make some good points but I'll add that a mediocre RPG like Oblivion can be fun for an RPG novice. But that same novice might not like something just like Oblivion again after that first RPG experience. They'll want something deeper and more challenging. In other words, the "average" gamer will eventually get bored with cookie-cutter flawed RPG's. Sure fallout will sell and there will be lots of hype but if it is a "repackaged Oblivion" and not something truly better than Oblivion, there will be a gamer backlash against the game after a month of release. Drangon Age looks interesting but after the crappy Jade Empire, I'm not convinced this will be yet another "RPG-Lite."