History of cRPGs part III

Brother None

This ghoul has seen it all
Orderite
After the excellent Early Years and Golden Age, Matt Barton is continuing his History of cRPGs with the massive The Platinum and Modern Ages (1994-2004):<blockquote>Let's cut right to it. Fallout and its sequel, Fallout 2, are two of the finest CRPGs ever made, and if the era that produced them isn't worthy of the name "Platinum," I need a new dictionary. Like Interplay's previous masterpieces The Bard's Tale and Wasteland, Fallout is one of those preciously rare games that represents more than just the sum of its parts.

I'll offer the standard disclaimer--Fallout is one of my favorite games, and my love for it has no doubt blinded me to at least some of its flaws. My advice is that if you suspect that my praise is overblown, seek out the game and try it yourself. These are tremendously creative games that continue to win over new players nearly a decade after they first appeared on the shelf.

(...)

If I had to sum up Fallout's appeal in one word, it'd be "style." The governing aesthetic is a surreal mix of cheerfully morbid 1950s Cold War imagery and movies like Mad Max, Planet of the Apes, and Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb. There are even hints of The Evil Dead tossed in for good measure.

This juxtaposition makes for some of the most compelling moments in gaming history, and I doubt there is anyone who doesn't get goosebumps the first time he witnesses the introductory cut-scenes. Furthermore, the aesthetics run all the way through the game, including the interface.

(...)

Fallout 2 was developed by Black Isle Studios, Interplay's new division that specialized in CRPGs. The second game is set 80 years after the conclusion of the first game, and has echoes of the movie Mad Max: Beyond Thunderdome running through it. Your avatar's tribe is on the verge of extinction, and has been assigned the task of hunting down the G.E.C.K. (Garden of Eden Creation Kit).

Once again you quickly find yourself immersed in a moving and captivating story, and it's hard not to get personally invested in its outcome. The game culminates in one of the most heart-pounding (and difficult) climaxes of any game I've ever played. Fallout 2 also offered better dialog options and plenty of new items and characters. However, the bulk of the game's engine was left intact.

Although both Fallout games were critically acclaimed and beloved by fans, Interplay did not produce a third game. Fallout Tactics: Brotherhood of Steel (2001) is a strategy game based on Fallout's combat mode, though it does have some CRPG elements. A Diablo clone called Fallout: Brotherhood of Steel appeared for the PS2 and Xbox in 2004, but most fans of the first two games don't care to acknowledge it.

According to an official 2004 press release, Bethesda is currently developing Fallout 3, though it may sadly turn out to be only radioactive dust in the wind. In any case, it would be nothing short of a miracle for another team to match, much less surpass, Black Isle's post-apocalyptic masterpiece.

(...)

My guess is that the next big revolution in CRPGs is just around the corner, though it’s impossible to tell from which company it might arise, or what form it might take. However, I can’t emphasize enough that the best CRPGs of all time have been far more a matter of craft than revolution, of paradigms coming together rather than breaking apart. Like Pool of Radiance, Baldur’s Gate, or Fallout, the next big CRPG won’t be so much about doing something new, but doing something right.</blockquote>Link: The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994-2004)
Link: idem, page 8 (Fallout)

Spotted on RPGCodex.
 
Brother None said:
Like Pool of Radiance, Baldur’s Gate, or Fallout, the next big CRPG won’t be so much about doing something new, but doing something right.

Amen. I'll drink to that. *gulp*
 
My guess is that the next big revolution in CRPGs is just around the corner, though it’s impossible to tell from which company it might arise, or what form it might take.

Intoxicate Interactive's AfterFall
 
Wow! I got completely nostalgic reading this guy's articles. Dungeon Master, Pool Of Radiance, Darklands, Ultima, ... I played those games with friends, on old Schneiders, Amigas or Commodores and what have you. Great read. Really.
Also: it feels really good to have been part of (especially) the Platinum Age of RPG's. Nice to see he covered Arcanum as well, although just reading about Fallout and Fallout 2 stirred so many feelings in me (the first time I finished Fallout, dawgunnit, it seems so long ago already), I'm willing to play them again right now.
 
Goweigus said:
My guess is that the next big revolution in CRPGs is just around the corner, though it’s impossible to tell from which company it might arise, or what form it might take.

Intoxicate Interactive's AfterFall

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Thanks. For some reason, clicking on the link to the first part provided in the article itself didn't work. It does work now, so it's most likely some problem in my browser or computer.

EDIT: Okay, I finished reading all three articles, and I just have to ask: What the hell went wrong in writing the third part? The first two parts are well written, but there are chunks of the third part which are just...wrong. There are sentences in there which just do not make sense. Like these:

To my mind, the games that really represent the best of the genre appeared during the period I've termed the "Platinum Age," which begins in 1996 with the publication of three very important games, Origin's Ultima Underworld: The Stygian Abyss (1992), Blizzard's Diablo, and Bethesda's Elder Scrolls: Daggerfall (both 1996).

SSI also published games based on TSR's horror-themed Ravenloft campaign. The first of these, Ravenloft: Strahd's Possession, was developed by DreamForge and published in 1994...A sequel named Stone Prophet appeared in 1995...The last TSR-licensed game SSI published was the infamously wretched (and hard to spell) Menzoberranzan, which appeared in 1994 for DOS.

Any sufficiently advanced technology is indistinguishable from Bethesda.

(No, I'm not snipping anything there. That's the whole caption to a screenshot from TES: Arena. Looking at the screenshot doesn't help me understand the sentence any better.)

The stuff about the last Ultima games made me think Gamasutra is a subsidiary of Electronic Arts (Is it? I do not know.) or that the author is biased towards EA. Why? It's pretty much common knowledge that the reason the last Ultima games tanked was because EA interfered too much in their development, took too much of Garriot's creative freedom away from him. The author, however, puts the blame squarely on Garriot's shoulders.

This doesn't mean the whole article is rubbish. It just seems to me that the article suffers from the same problem that the cRPGs of the 90's suffer from - lots and lots of bugs.

Plus, the author fails to mention both Mindscape's Captive and Ion Storm's Anachronox, which is just unforgivable. :P
 
about Ultima series:

"From my vantage point, Origin's Ultima series ultimately faltered because Garriott and his development team kept attempting radical revisions to the game engine. During each transformation, more and more fans felt betrayed, until at last they could no longer acknowledge a game like Ascension as part of their beloved series. "


Deja vu?!


"Thus, we might sum up this part of the story as a "Tale of Two Developers," noting how the first was defeated by ambition, the second by its lack. Only Bethesda seems to have found the right balance of innovation and repetition required to keep a series going strong over a period of many years, though only time will tale if The Elder Scrolls survives as long as Ultima and Might and Magic"


a whore survives the war! she will always find the "balance" for some extra food.
 
Unkillable Cat said:
Any sufficiently advanced technology is indistinguishable from Bethesda.

(No, I'm not snipping anything there. That's the whole caption to a screenshot from TES: Arena. Looking at the screenshot doesn't help me understand the sentence any better.)

They're paraphrasing Arthur C. Clarke.
 
Aah, that explains it. Never read him. My ignorance becomes even more blatantly obvious with every post made here.

Doesn't make the caption right in any way, though.
 
Although by far the most popular TSR-licensed games were of this era were based on BioWare's Infinity Engine, there were other contenders: Stormfront Studio's Pool of Radiance: Ruins of Myth Drannor (2001) and Troika's The Temple of Elemental Evil: A Classic Greyhawk Adventure (2003). Neither of these games were very successful, though at least the latter achieved some fame for being the first computer game to allow gay characters to marry.

Fallout 2 did it long before that. He also keeps using TSR for D&D games created after Wizards of the Coast bought them.
 
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