Genre Validity in FPS & aRPG

I'm not proposing to carpet-bomb Eschalon or ban MM7 or Wiz8 either. I'm proposing an alternative way to make games, with an order of magnitude lower budgets, decent production values, "mainstream" gameplay conventions, and the depth of content we know and love from 1990's games. Call it a "third way" between the rampant commercialism of the big-publisher model and the "for the love of art" model of miniature indie studios.

And I really don't understand why it appears to upset Brother None so much.
I don't think I'm missing your thrust to say that you're valuing content (aka story and interaction) over mechanics (aka character development and combat). Not that there's anything wrong with that position at all, but it ignores a market that Spiderweb and Eschalon prove exists. I'm the chairman of the Wiz8 fanboi club, but even I will admit that the Wiz8 story is uninspired and serves only to give some direction to the mechanical progression. Did MM7 even have a story? I remember quest progression (i.e. fixing the castle, promotion quests) driving the mechanics moreso than the conflict of good and evil.

I think your "art house games" proposal has merit and might even be functional. That doesn't change the fact that you're ignoring a market originally defined by "the classics" and currently serviced only by a handful of indies.
 
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I don't think I'm missing your thrust to say that you're valuing content (aka story and interaction) over mechanics (aka character development and combat).

Pretty much correct. More accurately, I believe that mechanics should be subordinate to content; they're the vehicle that delivers it. Bad mechanics can seriously detract from really good content; conversely, I'm not particularly interested in games with really good mechanics but not much content.

Not that there's anything wrong with that position at all, but it ignores a market that Spiderweb and Eschalon prove exists. I'm the chairman of the Wiz8 fanboi club, but even I will admit that the Wiz8 story is uninspired and serves only to give some direction to the mechanical progression. Did MM7 even have a story? I remember quest progression (i.e. fixing the castle, promotion quests) driving the mechanics moreso than the conflict of good and evil.

You're right: I am ignoring that market... but, as you point out, that market is already being served, so where's the problem? I'm interested in another market that IMO is *not* being served -- the same market that supported those '90's games when they came out, and was pretty much ignored until The Witcher and perhaps S.T.A.L.K.E.R. What I'm bringing to the table is an idea of how to make games like these with less risk and less money.

I think your "art house games" proposal has merit and might even be functional. That doesn't change the fact that you're ignoring a market originally defined by "the classics" and currently serviced only by a handful of indies.

Do you think the market could support much more than the handful of indies?
 
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you see the form -- the "boring gaming convention" as central, and the content -- the story, etc., as "packaging."

No, I don't. I recognize that Fallout is the whole of its parts, and that you can't just separate bits of it and say "that's what made it good". It's good because the overall balance of gameplay and storytelling etc. etc. is good.

For some games, such as Rayman's Ravin Rabbids, certainly. But for character-driven, story-driven, setting-driven, and theme-driven games, like Fallout, The Witcher, or Planescape: Torment, it's exactly the other way around.

Surely you're not suggesting that Fallout is more like Rayman's Ravin Rabbids?

I've never heard of Rayman's Ravin Rabbids.

That said, you could make that argument, on the outside, about Planescape: Torment, where the gameplay mechanics are purely a way of delivering the story, and the story is all the game is about.

In Fallout, you spend half your time on combat and skill challenges. Are you seriously claiming it's then not a key part of a person's experience?

They still use the same narrative structure, the same way of intercutting between characters to illustrate a dialog, and so on.

Yes, and they both use cameras too. Looks to me like you're not seeing the forest through the trees.

Are you sure your market is different than mine?

Yes.

I think there's, at the very least, a lot of overlap.

Also yes, but there's also a lot of overlap between the markets of Fallout and BG, yet they're still distinct.

The only difference is that you prefer TB while I'll be happy with anything that isn't a slog.

For our personal tastes, that might well be true, yes.

How do you intend to go about making art-house games if they won't sell? They'll have to sell at least well enough to cover the costs of making them, no?

Yes, kind of like Troika sold enough to cover the costs of making their games but was undercut by publishers backing out. It's not a question of selling enough to cover costs, we know there is a potential market in the range of hundreds of thousands. That's never been in question. The question is why would publishers be interested in that instead of Mass Effect? And that's diversification. But there's no lack of profitability here.

So, you feel that anyone making a game that follows current conventions is, by definition, not making it out of conviction but purely for commercial reasons?

No, I say that your claim that these gameplay mechanics (FP/RT) sell more than other gameplay mechanics (iso/TB) have nothing to do with art, but with business. If you limit someone's options to the former you're limiting his artistic creativity, if you do so for commercial reasons then it is no longer art at all.

You have not shown how FP/RT mechanics work, you have only shown that they sell. That makes your limitations of art house to those mechanics distinctly commercial, and not artistic, and that's a slippery slope.

And then there's the problem that FP/RT and shallower storytelling have shown a natural convergence. Because they're not separate, like I said before, they're two parts of the same puzzle, the puzzle of popularizing RPGs. You're trying to artificially separate them as if they weren't born from exactly the same principle.

Why? I think I also made a remark on this earlier that got lost in the hubbub; action films are easier to make now than before. No, not the hi-end action films with the supar-special effects, but just regular action flicks that are still chugged out, cost nothing, easy to make. Yet there's no natural movement towards deepening out the story of action films. Why not? Because the medium of action films is catered towards an audience that does not enjoy that kind of storytelling, just like the easy-going, action RPG mechanics aren't catered to an audience that enjoys complex, challenging stories or deep dialogue.
You're arguing in favour of mechanics that target a different market than the game's bodyworks. Economically speaking, that's insane.

And incorrect: the folks who made Fallout and Planescape: Torment have *repeatedly* stated that they did not intend the games to be exclusive, snobby art projects, but to sell well to the largest market of gamers they could reach.

Now you're twisting things around. MCA and Tim Cain have stated they liked every sell they got, sure, but you're looking at it from the wrong side. They didn't make the game "to sell well to the largest market of gamers they could reach", if that was their goal they would've made Baldur's Gate. They made the game they wanted to make, and once it was finished, once their art was done, they'd like it to sell well, because it shows appreciation of art (and because they need to get paid), not because that was the intention all along. To sell as well as possible? Sure. To be adapted to selling? Not really.

Seriously, I'd like to hear your vision on this -- all I've heard so far is arguments about why the current model is bad. I've shown you my vision -- a more or less standardized, canned game engine that provides the gameplay, and lets the art-house studio concentrate on the art, the writing, the music, and the content. What's yours?

I don't believe in visions for economic development. Planned conceptions for something as organic as economy never work out.

That said, I already sketched how I picture it. Troika's brand of games has already shown commercial viability, and the gaming market is only bigger now. Nothing needs to be changed about that, there's certainly no need to sacrifice the gaming side by putting everything into one engine (seriously, that's a terrible idea (though as an open source it could work, but open source isn't the magic fix-all many people think it is. I mean, an open-source, TB/isometric engine already exists, yet I don't see games popping up like sprouts)), all it requires is an adaptation of business models. Nothing more or less, it's not a big deal.

And I really don't understand why it appears to upset Brother None so much.

I appear upset?

I'm probably tired, I didn't sleep much and just did an exam on Russia's economic development from Late Tsarist Industrialisation to 1990's Shock Doctrine. Boooring!

You're right: I am ignoring that market... but, as you point out, that market is already being served, so where's the problem?

No it's not. You think that because Spiderweb has been producing 2 games a year for a decade now that the market is "being served"? Honestly, Spiderweb's games aren't for everyone that loves this genre, not just because of graphics, but simply because Vogel's games, while variating, mostly come down to the same mechanics and gameplay style. You really think the market is "served" by an endless repetition of roughly the same game modes (hyperbole, Vogel's games do have variety)

Sure, Eschalon is a step in the right direction but it, too, doesn't represent progress. Neither does Spiderweb. All these two represent is a regression to old gameplay modes and a nice nostalgic regression into that world. Does that represent a healthy industry? Can you fully explore the possible consumer market with those kind of games? Of course not. Indie gaming shouldn't be overpressurized like that, it's not capable of fully satisfying a market that's big enough to support a company of Troika's size. How could it be?

the same market that supported those '90's games when they came out, and was pretty much ignored until The Witcher and perhaps S.T.A.L.K.E.R.

Does that imply that there's a direct line between the late 90's market and the Witcher's consumer market? I don't think so, not everyone's tastes developed like yours did, PJ.
 
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@BN -- I'm getting angry again, and that's not good for me, so I'm off this thread. It's pretty clear we've gone as far as we can in exploring the extent of overlap between our visions of where the art-house game industry should go, and will just have to agree to disagree about the rest. I'll avoid this subject with you in the future.
 
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As a postscript to this train wreck of a debate:

That said, you could make that argument, on the outside, about Planescape: Torment, where the gameplay mechanics are purely a way of delivering the story, and the story is all the game is about.

This is the model of making games that interests me. That doesn't mean I think it's the only valid model; it's just the model that I'm interested in pursuing and would like to see happening more in the future. I believe it would lead to deeper, more varied, and more interesting games for smaller, more specialized and more demanding markets than what we're seeing now, in a commercially viable way.

That, essentially, is all I have to say on the topic -- and I really don't care whether Brother None considers it "art" or "crass commercialism" or not.
 
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@BN -- I'm getting angry again, and that's not good for me, so I'm off this thread. It's pretty clear we've gone as far as we can in exploring the extent of overlap between our visions of where the art-house game industry should go, and will just have to agree to disagree about the rest. I'll avoid this subject with you in the future.

Well, that's too bad, this was a good debate and I think we've both been fairly reasonable most of the way (I was slipping too there, at the end, of course). I guess I can agree to disagree, but it's a shame nonetheless.

This is the model of making games that interests me. That doesn't mean I think it's the only valid model; it's just the model that I'm interested in pursuing and would like to see happening more in the future. I believe it would lead to deeper, more varied, and more interesting games for smaller, more specialized and more demanding markets than what we're seeing now, in a commercially viable way.

Interesting. I consider PS:T more unique and a child of its time than a valid model at all, but if you're right and it's something that'd work, it might well be a sub-genre/mode of production I could get behind. More power to you!
 
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I'll add a postscript of my own if that's OK.

A client of mine, the head of marketing for a hardware company that was suddenly all the rage, once blurted out: "The Bozos are everywhere. Keep them away from me."
 
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And I'll add a quote your postscript brought to mind Squeek, from some discussion about who was the clown in question I heard long ago:

"We're all Bozos on this bus."

This has been a more than interesting response to the topic, far more than I asked for or expected, and everyone has been more civil than not, but the fact is games are one of our real passions on this board. That's what brings us here and that's what gives us common ground. Nonetheless rpg gamers tend to be idiosyncratic, intelligent and often competitive(part of what makes us play games, I'm sure) and occasionally that leads to anger and frustration. Still, I hope it can also be a catalyst for understanding divergent points of view as I have found it to be for me. Thanks to everyone for expressing their views, hopes and speculations on the genre.
 
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I don't know that spreadsheet RPG is being served any more than interaction-intensive RPG is. You've got a couple indie titles in each. As for what the market can support, I couldn't tell you. Around here, you could sell a lot of both kinds, but if every member of the Watch bought ten copies, we couldn't support development of a single title.

Note--I started this about 5 hours ago, so the conversation may have passed me by again. Will post and see.
 
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That's kind of a negative attitude, though, you're already writing off Drakensang like that. I'm fearful of the title, but I haven't written it off.

I didn't mean it in any negative way.

For me, Drakensang is kind of a "test" in a positive way - it's not as if this game wouldn't look good from all what I've seen so far. Radon Labs seems to know what they are doing.

But any motor of an automobile needs a spark, a flame that ignites the machine, or otherwise it can't run.

Or, to use other words, you need a fire to let the soup in the pot boil.

To me, Drakensang just is that. A spark, a flame, that gets things running, and I do hope for a success ! :)

But no matter what - from what I've seen so far I believe I'll be having fun with this game anyway. :)

The only problem will be two things:

- expectations
- international appealing

We have so many other systems (P&P mostly, I mean) running around this time, that Drakensang might probably be "just one" among others, among many, I fear.

Plus, there's the imho over-dominant rule set of (A)D&D. Who might want to try an C-RPG that's not as cool as the worlds of (A)D&D ?

I fear that Drakensang might appear as "dull" to many gamers, because of how the towns look. There are nowhere cool looking buildings., The whole architecture is somewhat different, and there are no critters like Gnolls, Trolls and Halflings in the game. (DSA has Trolls, but they're entirely different from the Trolls of BG, for example).

But still - I believe it is - and will be - a solid RPG. And so I see the futute of it in a positive way. :)

(My only true complaint - and that of many others I know - is that the turn-based combat is no more. There will be phased instead, if I remember this correctly.)
 
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As a postscript to this train wreck of a debate

I didn't think it was a train wreck. At first I thought you guys were bickering over nothing and being waayy too academic with the topic(PJ you did say in another thread that you like to argue for arguments sake and hate it when people don't understand that:)) but the more I read the more I saw both point of views. I lean more towards Brother None's thinking but still I liked hearing about the two different ways of looking at games. Thanks.
 
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I thought it was an excellent debate also, skavenhorde, even if a bit rambling and diffuse. But there's no point in creating bad feeling or getting ulcers over an internet clash, so sometimes it's best to just take a step back.

What I've got out of it:
Old style role players have a very specific idea of what they want to see in a game. Things that fall outside that focus are not necessarily 'bad' but rather uninteresting. Therefore there's no appeal and no desire to play what doesn't give the experience they're looking for--they've tried and been disappointed too many times. When this desire drives them to not only have a high standard but to want to change and improve the genre, it becomes a positive quality.

I feel respect and sympathy for this viewpoint, especially in the desire to infuse some new life into both the design and the business model, but I think I look at things differently even though I also hate shoddy, dumbed-down and commercialized games. I'm fortunate in having eclectic tastes--(not as eclectic or comprehensive as Jaz or Mike or anything though;) ) --and in not having identified as strongly with the genre as part of who I am. Like a lot of the posters here have also stated, I prefer a good cRPG, but I'm also able to enjoy different types of games for whatever fun can be got out of them. I can accept that the great cRPGs will probably always be less common than the crap spinoffs and bastardizations, because that's the way things are with most exceptional things.

Lastly, I've learned that it's partly my own defensiveness that sees hostility in those who are holding the rpg bastions against the onslaught of the barbaric hordes, just because I feel my tastes are being slammed when someone says for the nine thousandth time that Diablo is boring. Don't know why--haven't played DII in years--it's not a game you can play forever, and it's not like it isn't a grind--could it be I have a nostalgic fuzzy glow about it for personal and subjective reasons? Naaaah.:p

So I'm grateful to have learned something, and I appreciate the restraint that's kept the topic from degenerating into just another rpg flamewar. This can definitely be a difficult topic to discuss and remain calm. :) There's no reason to bring the discussion to a grinding halt for those who still have something to say about it, of course.
 
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