David Wilgoose from the Official XBox Magazine has updated his blog with some thoughts after playing a bit of Fallout 3 in Bethesda's office (and yes, we are to expect a wave of hands-on previews soon from preferred magazines & sites invited by Bethesda, followed by hands-on previews done at E3).<blockquote>Bethesda has to combat all these factors. They have to bring a new Fallout into a world where multi-platform development is vital; where RPGs flounder without production values as high as the next big budget FPS; where many of the play mechanics of the original games now seem anachronistic; and where Bethesda has charted out their own successful course of what a role-playing game can be.
Other games and developers have survived such battles though, and perhaps more often than you think. Ion Storm took over development duties from Looking Glass for the third Thief game, although there was certainly some cross-pollination between the companies. Still, Thief: Deadly Shadows turned out to be quite a different experience to what the Looking Glass folks had envisaged. It kept some of the open world structure of the original design, but reined it back and applied a more discrete mission progression. Ion Storm were faced with the additional challenge of developing for a console as well as PC which no doubt had an impact, especially from a technology point of view. But ultimately, Deadly Shadows was a genuine Thief game, just served with superior lighting and some minor tweaks to the mechanics.
In a similar vein, Obsidian assumed responsibility from Bioware for both Neverwinter Nights and Knight of the Old Republic. Those guys had worked closely together at Interplay’s Black Isle RPG division and the development of both series continued fairly seamlessly. Fundamentally, the sequels really aren’t that different and, for the most part, merely benefit from newer technology.</blockquote>He continues listing a lot of examples of franchises successfully changing hands and style, but for some reason completely fails to discuss the many times such things have failed painfully, such as for example X-Com: Enforcer or Leisure Suit Larry: Magna Cum Laude.
Link: Keeping Faith in Fallout: What happens when our favourite games change hands on Unified Ammo.
Spotted on F3:APNB.
Other games and developers have survived such battles though, and perhaps more often than you think. Ion Storm took over development duties from Looking Glass for the third Thief game, although there was certainly some cross-pollination between the companies. Still, Thief: Deadly Shadows turned out to be quite a different experience to what the Looking Glass folks had envisaged. It kept some of the open world structure of the original design, but reined it back and applied a more discrete mission progression. Ion Storm were faced with the additional challenge of developing for a console as well as PC which no doubt had an impact, especially from a technology point of view. But ultimately, Deadly Shadows was a genuine Thief game, just served with superior lighting and some minor tweaks to the mechanics.
In a similar vein, Obsidian assumed responsibility from Bioware for both Neverwinter Nights and Knight of the Old Republic. Those guys had worked closely together at Interplay’s Black Isle RPG division and the development of both series continued fairly seamlessly. Fundamentally, the sequels really aren’t that different and, for the most part, merely benefit from newer technology.</blockquote>He continues listing a lot of examples of franchises successfully changing hands and style, but for some reason completely fails to discuss the many times such things have failed painfully, such as for example X-Com: Enforcer or Leisure Suit Larry: Magna Cum Laude.
Link: Keeping Faith in Fallout: What happens when our favourite games change hands on Unified Ammo.
Spotted on F3:APNB.