Tim the Bore
Scholar
Games like Morrowind or Arcanum won't happen again anytime soon, unless by an accident. They require too much resources and manpower
Not really. Morrowind was made by 30 malnourished people. Many of those weren't full time, so just several key people. At a time when Bethesda was on the brink of bankrupcy.
The reason Morrowind is awesome was centrally authored content by 2-3 educated talented leads. Kirkbride and Rolston made Morrowind, with support from unsung guys like Noah Berry and Mark Bullock.
They were the ideas guys, sure. But you still need people to create that vision. People who are competent and on the same page. Programmers, coders, writers, artists, marketing guys etc. And you need to pay them accordingly, and they are not cheap.
To make the game on the same scale as Morrowind today, well, that would require much more than just 30 folks. Same goes for Arcanum. Just because 4 guys were crucial in the production process doesn't mean that they would do it alone. And the more workes you have, the less risky you can be.
Creating video games is not about having an idea, but rather about being competent enough to execute that idea. E.g. it's not the lack of ideas that doomed BioWare, but their flagrant ignorance of the more concret, less glamorous parts of the process. Programing, scripting etc.
Morrowind was never complicated or difficult to begin with. Neither was Arcanum. There were some quests in both that were (e.g. finding the dwarf thingamajig in the lost city in Morrowind, or doing that meta-quest in Arcanum) but those were the exceptions to the rule.
You misunderstood. I didn't mean that this or that particular quest was complicated, but that understanding those games was, as a whole, rather complex. Compared to today's standards, both Arcanum and Morrowind would be perceived as fairly complicated. Morrowind is really, really alien and unique, while Arcanum allows you to create a lot of different builds, so, yeah, I consider them both to be pretty complex. Sure, if you compare them to, say, Wizardry IV or Grimoire, then they are shallow, but, overall, they are not. But, again, I'm not speaking about the difficulty of this or that particular fight, but about the whole idea of how you can interact with their worlds.
Yeah, these games didn't have quest markers and directions for everything, but guess what, back then, no game did.
Son, I wasted my youth on Gothics, Darklands, U:Underworld, Might & Magic, Stalkers and Fallouts. I know how the landspace looked like.
EDIT: Porky Citation needed for what exactly?
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