J.E. Sawyer has done an interview at Neverwinter Nights 2 News. It is interesting as Sawyer talks about and compares cRPGs with small, but vocal and dedicated fanbases (like Planescape and Fallout) with cRPGs that are simply massive hits (Neverwinter Nights, TES):<blockquote>On the topic Planescape; it is a very highly regarded title even by today's gamers. However, on a commercial level if faired poorly for the most part. How to you rectify that in your mind, a game loved by most all who speak of it yet total opposite results on the balance sheet?
Though Torment fans are little in number, they have mighty voices. Games that appeal to casual gamers often do not elicit such passionate and enthusiastic responses -- certainly not so long after a game has been released. Some argue that Torment isn't really an RPG because it doesn't let you select your own character or that it's not D&D because it kind of treats a lot of D&D rules like an afterthought. But there is no arguing that it is a game made with a very strong vision and a unique direction. I believe that's what people tap into when they become such zealous fans of the game.
Is there something from developers to learn from the example of Planescape? Is the deep, story driven CRPG dead in your view or was Plancescape ahead of its time?
I don't think the deep, story-driven CRPG is dead but I certainly don't see those games being developed as what most publishers would consider "triple-A" titles. If or when they do, I think it's because the publisher has a great deal of faith in the developer. Witness Fable and Jade Empire, two relatively story-heavy RPGs with original IPs. Without Lionhead and BioWare creating those titles, I highly doubt they ever would have been developed.
(...)
When do you feel we will ever see another Fallout, Planescape or BG2 type epic, deep story driven game?
I really believe that developing games with stories like Fallout and Planescape, where the player has a lot of freedom, requires designers to re-focus their attention. You can't build a linear RPG for twelve months and just decide, out of the blue, to transform it into a non-linear, "do what you want" RPG. That has to be the focus from the beginning. Plot critical characters have to be rare in the extreme, plot critical events also have to be rare in the extreme. It requires planning and it requires focus, but I don't honestly believe it's tremendously difficult. It's only hard because designers often want to have it both ways - telling a super tight, super controlled story and allowing some sort of lip-service to non-linearity. Something's got to give, guys.
When will designers decide to do that in an RPG again? Beats me.</blockquote>Link: interview on NWN 2 News
Spotted at RPGDot.
Though Torment fans are little in number, they have mighty voices. Games that appeal to casual gamers often do not elicit such passionate and enthusiastic responses -- certainly not so long after a game has been released. Some argue that Torment isn't really an RPG because it doesn't let you select your own character or that it's not D&D because it kind of treats a lot of D&D rules like an afterthought. But there is no arguing that it is a game made with a very strong vision and a unique direction. I believe that's what people tap into when they become such zealous fans of the game.
Is there something from developers to learn from the example of Planescape? Is the deep, story driven CRPG dead in your view or was Plancescape ahead of its time?
I don't think the deep, story-driven CRPG is dead but I certainly don't see those games being developed as what most publishers would consider "triple-A" titles. If or when they do, I think it's because the publisher has a great deal of faith in the developer. Witness Fable and Jade Empire, two relatively story-heavy RPGs with original IPs. Without Lionhead and BioWare creating those titles, I highly doubt they ever would have been developed.
(...)
When do you feel we will ever see another Fallout, Planescape or BG2 type epic, deep story driven game?
I really believe that developing games with stories like Fallout and Planescape, where the player has a lot of freedom, requires designers to re-focus their attention. You can't build a linear RPG for twelve months and just decide, out of the blue, to transform it into a non-linear, "do what you want" RPG. That has to be the focus from the beginning. Plot critical characters have to be rare in the extreme, plot critical events also have to be rare in the extreme. It requires planning and it requires focus, but I don't honestly believe it's tremendously difficult. It's only hard because designers often want to have it both ways - telling a super tight, super controlled story and allowing some sort of lip-service to non-linearity. Something's got to give, guys.
When will designers decide to do that in an RPG again? Beats me.</blockquote>Link: interview on NWN 2 News
Spotted at RPGDot.