as we're likely to get a whole bunch of new people in as well) will take some time. Thankfully, PoE seems like a high enough quality product to be able to achieve this.
Beware what you wish for.
What should I beware? Fans of RTwP combat and nice 2D backgrounds? The game doesn't even have romances, its potential for true decline is lower than that of BG2 by this measure alone.
as we're likely to get a whole bunch of new people in as well) will take some time. Thankfully, PoE seems like a high enough quality product to be able to achieve this.
Beware what you wish for.
What should I beware? Fans of RTwP combat and nice 2D backgrounds? The game doesn't even have romances, its potential for true decline is lower than that of BG2 by this measure alone.
No doubt at the end of the 1990's people thought the same way, I sure know I did.
What new fans want could deviate a lot from what you want. They most likely are much younger than you are and could be that have never even played BG2 or anything else done previously to that and probably sees different values in mechanics and gameworld than you do.
So what if the fanbase changes a lot due to success and Obsidian suddenly notice there are clearly two sets of fans that they need to appease? The older ones who draw what they want from their previous experiences, most likely from older IE-games, Fallouts etc. and the newer set of fans who draw from probably games that might not even have nothing to do with RTWP and even more so, TB. It puts a lot of pressure on the devs when it comes to design decisions.
The change happens with success, gradually the people who want the same things as you become fewer in the fanbase. At some point you're in the minority and then when a game design happens that you are outraged at, you notice the rest of the fanbase looks at you incredulously and honestly doesn't understand your point. It always happens, only thing is how quickly.
So too much success and suddenly you notice the devs aren't making the game for you anymore. The devs listen to the largest segment of the fan demography.
I think we can all agree that we have no idea what the fuck we're talking about
The backer achievement gives pretty good info though with just the assumption of how many backers you think redeemed on steam.Since there has not been any official sales numbers released yet it's kind of bring to speculate.
Right, so if you know the number of people who redeemed a backer copy on steam, you know the number of steam sales they've gotten.I'm more interested in NON backer sales.
as we're likely to get a whole bunch of new people in as well) will take some time. Thankfully, PoE seems like a high enough quality product to be able to achieve this.
Beware what you wish for.
What should I beware? Fans of RTwP combat and nice 2D backgrounds? The game doesn't even have romances, its potential for true decline is lower than that of BG2 by this measure alone.
No doubt at the end of the 1990's people thought the same way, I sure know I did.
What new fans want could deviate a lot from what you want. They most likely are much younger than you are and could be that have never even played BG2 or anything else done previously to that and probably sees different values in mechanics and gameworld than you do.
So what if the fanbase changes a lot due to success and Obsidian suddenly notice there are clearly two sets of fans that they need to appease? The older ones who draw what they want from their previous experiences, most likely from older IE-games, Fallouts etc. and the newer set of fans who draw from probably games that might not even have nothing to do with RTWP and even more so, TB. It puts a lot of pressure on the devs when it comes to design decisions.
The change happens with success, gradually the people who want the same things as you become fewer in the fanbase. At some point you're in the minority and then when a game design happens that you are outraged at, you notice the rest of the fanbase looks at you incredulously and honestly doesn't understand your point. It always happens, only thing is how quickly.
So too much success and suddenly you notice the devs aren't making the game for you anymore. The devs listen to the largest segment of the fan demography.
That's a nice story, would you care to provide an example of this? Because practically every incidence of decline from the late 90s/early 00s that I can think of, was a result of the developer's own decision, usually with the intent of entering the console market. Only exception is, maybe, Bioware, whose dumb fans told them that they were master storytellers and should focus on that after the release of BG2. But that aside, did anyone ask for all the dumbing down in Oblivion relative to Morrowind? The smaller maps, glowy loot, and annoying hub in Thief 3? The incredible metamorphosis SS2 had to undertake in order to become Bioshock? Deus Ex Invisible War?
In practice, I think this works the other way around. Developer releases streamlined game with wider appeal, community is flooded by new players with different sensibilities, and slowly morphs to mirror the new shit. That's certainly what happened at Bethesda's forums over the years. I don't think this is a very likely scenario with PoE - I seriously doubt the "completely new" players will be numerous enough to affect any kind of change in Obsidian's disposition. Besides, the only ones I've seen, say, in the PoE NeoGAF thread, self-identified "my first CRPG ever" people, were asking where they can buy the IE games. I think that's a more likely progression than them demanding real-time combat and romances.
as we're likely to get a whole bunch of new people in as well) will take some time. Thankfully, PoE seems like a high enough quality product to be able to achieve this.
Beware what you wish for.
What should I beware? Fans of RTwP combat and nice 2D backgrounds? The game doesn't even have romances, its potential for true decline is lower than that of BG2 by this measure alone.
No doubt at the end of the 1990's people thought the same way, I sure know I did.
What new fans want could deviate a lot from what you want. They most likely are much younger than you are and could be that have never even played BG2 or anything else done previously to that and probably sees different values in mechanics and gameworld than you do.
So what if the fanbase changes a lot due to success and Obsidian suddenly notice there are clearly two sets of fans that they need to appease? The older ones who draw what they want from their previous experiences, most likely from older IE-games, Fallouts etc. and the newer set of fans who draw from probably games that might not even have nothing to do with RTWP and even more so, TB. It puts a lot of pressure on the devs when it comes to design decisions.
The change happens with success, gradually the people who want the same things as you become fewer in the fanbase. At some point you're in the minority and then when a game design happens that you are outraged at, you notice the rest of the fanbase looks at you incredulously and honestly doesn't understand your point. It always happens, only thing is how quickly.
So too much success and suddenly you notice the devs aren't making the game for you anymore. The devs listen to the largest segment of the fan demography.
That's a nice story, would you care to provide an example of this? Because practically every incidence of decline from the late 90s/early 00s that I can think of, was a result of the developer's own decision, usually with the intent of entering the console market. Only exception is, maybe, Bioware, whose dumb fans told them that they were master storytellers and should focus on that after the release of BG2. But that aside, did anyone ask for all the dumbing down in Oblivion relative to Morrowind? The smaller maps, glowy loot, and annoying hub in Thief 3? The incredible metamorphosis SS2 had to undertake in order to become Bioshock? Deus Ex Invisible War?
In practice, I think this works the other way around. Developer releases streamlined game with wider appeal, community is flooded by new players with different sensibilities, and slowly morphs to mirror the new shit. That's certainly what happened at Bethesda's forums over the years. I don't think this is a very likely scenario with PoE - I seriously doubt the "completely new" players will be numerous enough to affect any kind of change in Obsidian's disposition. Besides, the only ones I've seen, say, in the PoE NeoGAF thread, self-identified "my first CRPG ever" people, were asking where they can buy the IE games. I think that's a more likely progression than them demanding real-time combat and romances.
Well there you have it yourself, Bioware.
But look, this isn't about romances or fans really demanding things to be changed, it's more about the gradual change in the fanbase and how it's going to reflect the design decisions in the end. I mean you even said it yourself with your Bethesda example. If PoE would become as successful as Morrowind was, then there would be a lot more influx of fans with different expectations. If Morrowind had only been a modest success, do you think Oblivion had turned out different than it did? As a lot of their new fans were consolegamers, then it seemed like that was the direction to go to. If the fan base had kept their core fan base as a majority, then the design direction could've been different.
Also you forget that there's a over 10 year old gap between BG2 and PoE, there's a bigger generational gap difference between the fans than previously.
And I don't think the majority of the newcomers are going to go back and play all of the IE-games. Once they hit vanilla BG, I'm pretty certain it's too much of a culture shock if you've never played anything older than that. So no, there's probably not going to be any shift. However, if there was a huge influx of fans, it would definitely affect future games made by Obsidian and not only in a good way as you describe.
What the fuck is going on in this thread? We know based on player numbers, KickStarter backers and Paradox: http://gamingbolt.com/pillars-of-eternity-cities-skylines-earn-18-5-million-in-three-weeks that the sales so far lie somewhere between 200-400k for a new IP and it's been out for a week.I must say, I am a bit surprised the sales are so low on Pillars.
Paradox Interactive has announced that Obsidian’s Pillars of Eternity and Colossal Order’s Cities: Skylines have collectively generated $18.5 million in revenue within the past three weeks. Earlier, it was Cities: Skylines that held the honour of being Paradox’s fastest selling game but Pillars of Eternity very nearly topped it.
Paradox CEO Fredrik Wester stated that, “It’s great fun. Hadn’t Cities: Skylines already broken all our records, then Pillars of Eternity certainly would have. One can certainly say this has been a crazy March. For us the deal with Obsidian is about a long-term commitment. It’s a prestigious assignment with a studio we’ve long wanted to work with.
What the fuck is going on in this thread? We know based on player numbers, KickStarter backers and Paradox: http://gamingbolt.com/pillars-of-eternity-cities-skylines-earn-18-5-million-in-three-weeks that the sales so far lie somewhere between 200-400k for a new IP and it's been out for a week.I must say, I am a bit surprised the sales are so low on Pillars.
Paradox Interactive has announced that Obsidian’s Pillars of Eternity and Colossal Order’s Cities: Skylines have collectively generated $18.5 million in revenue within the past three weeks. Earlier, it was Cities: Skylines that held the honour of being Paradox’s fastest selling game but Pillars of Eternity very nearly topped it.
Paradox CEO Fredrik Wester stated that, “It’s great fun. Hadn’t Cities: Skylines already broken all our records, then Pillars of Eternity certainly would have. One can certainly say this has been a crazy March. For us the deal with Obsidian is about a long-term commitment. It’s a prestigious assignment with a studio we’ve long wanted to work with.
These kind of products usually have a long tail and there's going to be a "Summer Sale" with 33% Off where an awful lot of people buy it, an Expansion that is going to drive more Sales, a "Christmas Sale" with 50% Off and at some point likely a sequel that will all drive sales possibly pushing it over a million and most of this will be pure profit for Obsidian, unlike say their deal for Fallout: New Vegas where it was a standard fee to make the game and they didn't even get their Bonus despite 5+ million sales: http://www.gamesradar.com/fallout-n...nerates-300-million-in-revenue-says-bethesda/
Are people really surprised that it didn't outsell GTA V, the game that sold bazillion copies for long? Like, really?
http://www.guinnessworldrecords.com...ft-auto-breaks-six-sales-world-records-51900/
http://www.ign.com/articles/2015/02/03/rockstar-has-sold-45-million-copies-of-gta-v
as we're likely to get a whole bunch of new people in as well) will take some time. Thankfully, PoE seems like a high enough quality product to be able to achieve this.
Beware what you wish for.
What should I beware? Fans of RTwP combat and nice 2D backgrounds? The game doesn't even have romances, its potential for true decline is lower than that of BG2 by this measure alone.
No doubt at the end of the 1990's people thought the same way, I sure know I did.
What new fans want could deviate a lot from what you want. They most likely are much younger than you are and could be that have never even played BG2 or anything else done previously to that and probably sees different values in mechanics and gameworld than you do.
So what if the fanbase changes a lot due to success and Obsidian suddenly notice there are clearly two sets of fans that they need to appease? The older ones who draw what they want from their previous experiences, most likely from older IE-games, Fallouts etc. and the newer set of fans who draw from probably games that might not even have nothing to do with RTWP and even more so, TB. It puts a lot of pressure on the devs when it comes to design decisions.
The change happens with success, gradually the people who want the same things as you become fewer in the fanbase. At some point you're in the minority and then when a game design happens that you are outraged at, you notice the rest of the fanbase looks at you incredulously and honestly doesn't understand your point. It always happens, only thing is how quickly.
So too much success and suddenly you notice the devs aren't making the game for you anymore. The devs listen to the largest segment of the fan demography.
That's a nice story, would you care to provide an example of this? Because practically every incidence of decline from the late 90s/early 00s that I can think of, was a result of the developer's own decision, usually with the intent of entering the console market. Only exception is, maybe, Bioware, whose dumb fans told them that they were master storytellers and should focus on that after the release of BG2. But that aside, did anyone ask for all the dumbing down in Oblivion relative to Morrowind? The smaller maps, glowy loot, and annoying hub in Thief 3? The incredible metamorphosis SS2 had to undertake in order to become Bioshock? Deus Ex Invisible War?
In practice, I think this works the other way around. Developer releases streamlined game with wider appeal, community is flooded by new players with different sensibilities, and slowly morphs to mirror the new shit. That's certainly what happened at Bethesda's forums over the years. I don't think this is a very likely scenario with PoE - I seriously doubt the "completely new" players will be numerous enough to affect any kind of change in Obsidian's disposition. Besides, the only ones I've seen, say, in the PoE NeoGAF thread, self-identified "my first CRPG ever" people, were asking where they can buy the IE games. I think that's a more likely progression than them demanding real-time combat and romances.
Well there you have it yourself, Bioware.
But look, this isn't about romances or fans really demanding things to be changed, it's more about the gradual change in the fanbase and how it's going to reflect the design decisions in the end. I mean you even said it yourself with your Bethesda example. If PoE would become as successful as Morrowind was, then there would be a lot more influx of fans with different expectations. If Morrowind had only been a modest success, do you think Oblivion had turned out different than it did? As a lot of their new fans were consolegamers, then it seemed like that was the direction to go to. If the fan base had kept their core fan base as a majority, then the design direction could've been different.
Also you forget that there's a over 10 year old gap between BG2 and PoE, there's a bigger generational gap difference between the fans than previously.
And I don't think the majority of the newcomers are going to go back and play all of the IE-games. Once they hit vanilla BG, I'm pretty certain it's too much of a culture shock if you've never played anything older than that. So no, there's probably not going to be any shift. However, if there was a huge influx of fans, it would definitely affect future games made by Obsidian and not only in a good way as you describe.
Are we talking about actual "fan expectations" here, or sales figures divided in terms of platforms? Because, honestly, I doubt Bethesda gives two shits about the former. If Morrowind had sold worse, there either wouldn't have been an Oblivion at all, or it would've been even more dumbed down. This kind of thinking was very prevalent at the time, partially because of increasing "AAA" budget requirements necessitating a wider audience, and partially because of your average executive stupidity in chasing greener grass. And I really do think this is mostly a problem with business decision-making rather than any kind of "fandom takeover".
I don't really think it's likely for PoE to be as successful as to fall prey to this kind of nonsense. I mean, you can never underestimate human stupidity, but I struggle to even imagine a chain of events that would cause any potential sequels to strongly diverge from the IE blueprint. What do you have in mind when you warn me about new players?
And honestly, I wouldn't expect them to play BG1 because that game is honestly not very good. BG2 or IWD though? Why not? Gameplay is pretty similar to PoE, interfaces hold up quite well, production values are good. Only possible barrier is DnD, really, but you don't need to understand a lot in order to finish BG2, so I don't foresee many problems.
I don't know how much trustworthy this site is:
http://www.idg.se/2.1085/1.619261/paradox-galna-mars---tjanat-160-miljoner-efter-dubbla-spelsuccér
According to Google translator:
For Paradox does the happy days on the way to the bank. So far, the two games[PoE and C:S] generated revenue of at least 160 million .160kk-100kk= 60kkIt began with the premiere of urban game Cities : Skylines three weeks ago . The game sold half a million in two days, and since then has remained as one of the best selling games on the site Steam. In just nine days took the game into 100 million to Paradox.r .
1 Swedish korona=0.115453 usd
60 multi played by 0.115453 =6.92718 usd
So according to this site PoE has brought about 7 million dollars in revenue. Still the only trustworthy thing about this site is that is in Swedish. It's written by someone called Thomas Arnroth.
I'm down with a flu so my mind is a bit hazy but I'm not getting it. Why are these articles saying Paradox (and not Obsidian) is getting this revenue? You'd think Obsidian wouldn't share their digital profits with anyone, at least. However, Paradox getting 7 million in revenue already must mean they're getting a lion's (or at least a large) share on Steam, too.
I'm gonna laugh (through tears) if Obsidian's profits from their KSed game are going to the publisher again.
Feargus Urquhart in 2012 said:We were actually contacted by some publishers over the last few months that wanted to use us to do a Kickstarter. I said to them "So, you want us to do a Kickstarter for, using our name, we then get the Kickstarter money to make the game, you then publish the game, but we then don't get to keep the brand we make and we only get a portion of the profits" They said, "Yes".
I'm down with a flu so my mind is a bit hazy but I'm not getting it. Why are these articles saying Paradox (and not Obsidian) is getting this revenue? You'd think Obsidian wouldn't share their digital profits with anyone, at least. However, Paradox getting 7 million in revenue already must mean they're getting a lion's (or at least a large) share on Steam, too.
I'm gonna laugh (through tears) if Obsidian's profits from their KSed game are going to the publisher again.
Yup. For me, the press release just reads "Paradox publishes games with great sales; we're a real publisher now mum!"Good to know!