With the success of massive RPGs like Baldur’s Gate 3 that actually offer player choice again, Peterson is excited to release his game to an audience that does want more again. After a rough period of RPGs where player choice and ingenuity were watered down, there’s now a hunger for more branching paths and player freedom.

  • It’s not necessarily even more expensive to develop, it just impossible to do with the management techniques brought in recent years. Techniques brought in with the intention of streamlining personnel management and to make lay offs easier.

      •  samc   ( @samc@feddit.uk ) 
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        31 month ago

        But you could also make the same argument about graphical fidelity, which has been pushed further and further for decades, greatly swelling the cost of production

          •  samc   ( @samc@feddit.uk ) 
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            51 month ago

            I agree, but my point was that cost isn’t a sufficient explanation.

            I think I particularly agree with @megopie@beehaw.org: one reason we see photo-realism instead of more stylised graphics is that it is more generic, and thus less dependent on a specific team.

            The more artistic/creative your work, the less interchangeable your workers are.

            • I hadn’t even thought about preferences for photorealism being a streamlining thing, but it does fit the idea.

              I think it’s also a risk aversion thing as well. Few people will complain about a game looking realistic, so it’s very low risk from the point of view of publishers/investors/marketing. Most people will prefer a unique and stylized look that meshes with the game, but investors and marketing teams can’t be sure in any given case, so it’s written off as a risk.

      • It’s a question of longer development time with smaller teams, or short timelines with big teams. A small team working on content in series is more cohesive, but, requires a longer timeline. A big team can do a lot in a short time by making content in parallel, but this necessitates that content be siloed to prevent needing constant revision. A few long quest lines with lots of outcomes, or a bunch independent quests with simple outcomes.

        A small team working longer will cost the same as a big team working shorter (generally speaking). But the priority is short timelines, for the sake of chasing trends and packing the latest greatest tech in. This same kind of priority also leads to spectacular failures of long timeline games, like “black flag” or “duke nukem forever “. The issue there is not the long timeline, but the constant changes in priority to chase trends.