Bruma Hobo
Lurker
- Joined
- Dec 29, 2011
- Messages
- 2,481
I was talking about RPGs like Icewind Dale and Neverwinter Nights, it's crazy how even D&D adaptations depended so much on the ARPG market to survive, don't you think? It was so bad that today many can't even conceive of the notion of a D&D CRPG without an isometric perspective and lots of mobs dropping loot like crazy. In a similar vein, this is how well established series like Might and Magic shifted towards a "fantasy doom-clone" feel for their latter games: their old market was suddenly not enough.I don't recall SSI, Sir-Tech or Bethesda rushing to make Diablo clones. Almost all Diablo clones were made by developers that weren't making cRPGs at the time. So it's pure speculation to say we missed out on a bunch of great cRPGs because developers chose to make Diablo clones instead. They weren't making cRPGs before so why would they suddenly start?
I haven't actually played Battle Brothers, I mentioned it because it's a small indie game that sold exceedingly well, has a strong cult following, and unlike many 20 year old CRPGs it doesn't seem to make compromises to appeal to bigger markets.Calling Battle Brothers an RPG but not Temple of Elemental Evil, Jagged Alliance 2 and Silent Storm makes no sense.even the combatfag games you mention are just top-down tacticool titles with little to no RPG elements.
Well, I'm glad someone else agrees with me.You mean like Betrayal at Krondor?narrative-driven games constantly holding players hands through explicit journal entries and self-contained side-quests, and segregating mechanics from the plot (and thus creating the false combatfaggotry/storyfaggotry dichotomy)