Cosmo
Arcane
- Joined
- Nov 6, 2010
- Messages
- 1,388
Much like that article of yours that was featured on Kotaku: that they link it means next to nothing if its contents are of no interest to their usual audience.Yup, the gallery got reported on AV Club, PC Gamer, Multiplayer.it, Shazoo.ru, Metafilter... this one really went places, although oddly it didn't get any traction on NeoGAF or Reddit.
The kinda disappointing part is to see just how little link follow-thru there is... all those articles probably reached many thousands, but less than 300 actually clicked to visit the goddamn gallery.
Mass Effect: Shun
Maybe because I played Risen recently as my first PB game and it blew my mind that I use that style as an example. I went and played G1 and G2 after that and was blown away again. I was thinking to myself, why doesn't anyone do this style of RPG now? Not just in the open-world design (which is excellent), but in dialogue with NPCs, the way skills and stats work, the amazing start and feeling like you are a true weakling for awhile, getting beat up by colonists (guess I can mention the prison colony setting as well), hell, even the lockpicking is clever and cool! And making armor actually meaningful and a big accomplishment? Gaining trust from factions and fat-cat NPCs? It seems some developers took something from the faction design but still a lot can be done there.
So, I don't know. Theres many, many examples of this from many different RPGs with ideas that can be flipped in new RPGs and isn't really being done. Nothing wrong with totally new ideas but some of these old gems resting in dusty, ancient ruins are worth checking out.
Mass Effect: Shun
Ikkiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii!
I played almost 300 RPGs, yet if they gave me a studio to make my dream RPG, it would be very different - influenced by stuff like AoD, Way of the Samurai, Dynasty Warriors
Dynasty Warriors devs are (or used to be) masters of characterization. I can't remember anything about the new ME3 and DA:I companions, but I know 100+ DW generals with Chinese names.
It helps that DW is retelling the same story with the same characters every time
Worth checking out, yes. Worth spending time and money to make as a game to sell? No.
The gaming market has become polarized to the point that only two types of games can thrive and survive: Small, cheap games and very big and expensive games.
A game like Gothic falls somewhere in the middle, needing "only" a budget of $30 million, I'd reckon. That's not a feasible amount to spend on a video game, you'll never make bank on it.
That's why Gothic 3 changed so much from Gothic 2, that's why Risen changed so much from the Gothic games, and why the Risen sequels are two festering piles of garbage.
You addressed part of the point here but not the most important part, IMO. Learning and/or taking some idea and flipping it into something new does not require a huge budget necessarily. To make a "true" new Gothic-style RPG, etc., with every single element to a very high degree might take a larger budget. But you can still find great ideas in RPGs of yesteryear that you can "sample" and use in a new game without breaking the bank.
Very simple example, but Stardew Valley took the basic formula of Harvest Moon, including SNES-style graphics, etc., put a few new twists on things and is a very successful game right now. One person created that.
I'm not even talking about taking an entire game's formula, either. Take some elements from different games and reimagine them.
Quick off the top of the head example, but why doesn't any RPG use elements from the Might & Magic: Isles of Terra UI? The graphic elements in the viewport area weren't just for show, i.e. if the dragon started to roar, enemies were nearby. If a certain gem started glowing, etc., your Thief was detecting a secret area or door nearby. It is a small thing but it is a good one, and something like that can be done inexpensively and add more charm and uniqueness to a modern game.
I could give more examples of this if you want. Dungeons & Dragons: Warriors of the Eternal Sun. The game switches from 3rd-person isometric combat to first-person action dungeon-crawler when you enter dungeons.
Or to go back to the Gothic example, the way the open-world is built and more of a "linear open-world", with skill checks blocking access to some areas, etc. You don't have to make a huge game with a big budget to put some of those deisgn principles in your game, and your game would be different than the myriad of what everyone else is doing currently.
I just wouldn't mind seeing more developers coming in and doing new things to take some cues from older games that, IMO, are still very much gems that are in a certain sense still waiting to be discovered
Dynasty Warriors devs are (or used to be) masters of characterization. I can't remember anything about the new ME3 and DA:I companions, but I know 100+ DW generals with Chinese names.
Same goes for Sengoku Rance - they make caricatures that are still relatable and interesting, and actually have more depth than "HI, I'M VEGA AND I'M A GUIDO". I wish more games would do that, as opposed to going down the BioWare path.
Dynasty Warriors devs are (or used to be) masters of characterization. I can't remember anything about the new ME3 and DA:I companions, but I know 100+ DW generals with Chinese names.
Same goes for Sengoku Rance - they make caricatures that are still relatable and interesting, and actually have more depth than "HI, I'M VEGA AND I'M A GUIDO". I wish more games would do that, as opposed to going down the BioWare path.
1975-2015 - Building a timeline of computer and video game history
by Felipe Pepe on 03/28/17 09:39:00 am
One thing that always bothered me is that whenever we casually talk about video game history, what we usually end up with is something like this:
A timeline divided into console generations, showing the big console and game releases. Cool.
But where's the Apple II, C64. Amiga, Spectrum ZX and the IBM PCs? Where are world-changing technologies like CD-ROMs, smartphones, the mouse or the Internet?
Sadly, video game history is often "abridged". This is just a graph, of course, but even in the narrative of mainstream websites we rarely hear anything on the history of pre-Windows 95 computers.
And I don't blame malice or "those damn millennials". There are several complicated factors in play.
One is that consoles were indeed much more popular than 70's & 80's computers. Other is that home computers don't have platform owners promoting their history - Commodore, IBM, Atari, Sinclair, etc, all closed down or left the business, and Apple never showed to care about Apple II games. Bloody ingrates.
But the biggest problem is how complicated their history is. Consoles are divided into eight cute and self-contained generations, but learning about home computers requires understanding things like what's a goddamn IBM PC-Compatible or the difference between CGA, EGA and VGA.
Yes, this information is available online - "just read Wikipedia". But it's a terrible approach to take a 16-year old that was born after Halo and send a 15,000+ words Wikipedia page just to know "what's an IBM PC". And even if he did, he lacks the historical context about the Apple II, C64, etc.
A 70's computer to someone from the 2017 is as shocking as a 2017 computer to someone from the 70's. Just watch a bunch of teenagers in awe of a Windows 95 PC if you need proof (and wanna feel old).
As such, while working on the CRPG Book I decided to create a timeline of ALL types of video games - one that would be visually pleasing, easily shareable and ease in readers of any background.
Over 16 pages (or 8 pngs) I tried to give a notion of the importance of each event and machine, building a road map - self-contained enough to be understood without checking Wikipedia, but leaving hooks that point readers towards places that can later be explored in-depth on their own.
So, without further ado, here's the full timeline gallery: http://imgur.com/gallery/u1tE9
And here I would like to invite you all to give it a read and share your opinions. I must warn beforehand that my background is in Marketing, not Computer Science, so I tend to focus on the Macro Environment a lot - and probably made a technical mistake or two along the way.
If you spot anything wrong of have any suggestions, please comment or e-mail me at crpgbook@gmail.com . Consider this article a request for "peer review" - or an Early Access.
PS: I know that the timeline is currently confusing to read and I'm already working on a better way to show the years & months. Cheers!
Don't forget MCGA (Excalibur series for instance).home computers requires understanding things like what's a goddamn IBM PC-Compatible or the difference between CGA, EGA and VGA.