Hides His Eyes said:
Exactly. I think it's a real shame, if I'm honest. Also, I don't think it's accurate to say the market for traditional RPGs is "small and shrinking". It's certainly big enough to turn a healthy profit, as DA:O demonstrated, but it's not the biggest market.
Again, I feel this is a point worth repeating: Dragon Age Origins was Bioware's best selling game,
ever. It considerably outsold
both Mass Effect games.
If Bioware were to look purely at their sales data, they'd perhaps come to the conclusion that the old-school RPG demographic
is their biggest market, considering that more people bought their latest old-school RPG than bought any of their newer adventure RPGs. If they had any sense, they would
not have turned Dragon Age into more of a Mass Effect type game. They'd have turned Mass Effect into more of a Dragon Age type game. Whatever your most popular game is, that's the one you need to study if you want to try and replicate its success.
And Bioware properly borked that.
It's not enough for the biggest profit imaginable. And with the new ultra-profit-driven paradigm that the games industry has taken on over the last ten years, only the biggest profit imaginable is enough. That means every game has to appeal to the largest possible number of people, which means games get less and less unique, more and more homogenized.
Capitalism and art are compatible up to a point. The games industry is getting past that point.
And it pisses me off when people say "that's the real world, deal with it". Yes, I know that's the real world, I don't have to fucking like it.
True. But what I don't understand is why EA and Bioware decided to ignore the fact that with DA:O, they managed to capture bottled lightning:
an old-school RPG that sold millions upon milions of copies. Is there perhaps an underlying trend to be examined there? Are there potential demographics we can market these sort of games to? To other similar game releases, such as The Witcher and (later, obviously) Skyrim perhaps suggest there is a market for uber-successful, deep fantasy RPGs?
When faced with those sorts of questions, why would you then decide to make a generic hack and slash built off the design philosophies of your
lesser selling game? For once, if you will, EA released a game where art and financial profit met up in a spectacular form of success, and they decided to ignore it completely. It's just so...
frustrating!