Elder Scrolls creator Ted Peterson is “glad that people are wanting to break away from” watered-down RPGs as he works on an epic Daggerfall successor (www.videogamer.com)
from ByteOnBikes@slrpnk.net to gaming@beehaw.org on 31 Jan 14:47
https://slrpnk.net/post/17868824

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.

#gaming

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MaggiWuerze@feddit.org on 31 Jan 15:30 next collapse

Acting like it was the players fault for not wanting that, instead of the companies not wanting to spend the money on the needed complexity…

megopie@beehaw.org on 31 Jan 17:48 next collapse

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.

MaggiWuerze@feddit.org on 31 Jan 19:04 collapse

It’s added complexity, which costs effort and thus money. The lack of established teams of course does not help

samc@feddit.uk on 31 Jan 21:06 next collapse

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

MaggiWuerze@feddit.org on 31 Jan 21:16 collapse

Because it is an easy metric and looks good in trailers. Indie games prove again and again, that good games come from good gameplay and not from photo realistic graphics

samc@feddit.uk on 31 Jan 22:06 collapse

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.

megopie@beehaw.org on 31 Jan 22:43 collapse

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.

megopie@beehaw.org on 31 Jan 21:46 collapse

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.

Belgdore@lemm.ee on 31 Jan 19:12 next collapse

It’s companies acting like people who play games are all middle school aged boys that’s the problem.

graff@lemm.ee on 31 Jan 19:40 collapse

Considering how a loud minority reacts to anything that they don’t like…

addie@feddit.uk on 31 Jan 22:26 collapse

I think even when the companies have a bit of money, they tend to go overboard. I think eg. Baldur’s Gate 3 is actually so long that it’s problematic, I would have been quite happy with it at 2/3rds the length it is. Even worse would be something like Pillars of Eternity 2 - it’s great, but it goes on forever and didn’t make any money. There’s too much of it.

Give us more games like Disco Elysium. Not that long, tonnes of replayability, and more importantly, it’s different. Really different. And the “moral choices” actually mean something.

realitista@lemm.ee on 03 Feb 02:25 collapse

Yeah I’ve spent considerably more time on BG3 than any other game I’ve played on this console generation, but still haven’t finished it. I could have gone for something shorter, but it’s kinda nice to come back to it every few months and put a few more hours in.

warm@kbin.earth on 31 Jan 16:02 next collapse

Well, the illusion of choice mostly.

elfpie@beehaw.org on 01 Feb 14:14 collapse

That always takes the fun out of games for me. You can do whatever, but there’s a correct way of following the story, which is subconsciously grasped by the community and thrown down your throat if you deviate and complain you are having issues.

warm@kbin.earth on 01 Feb 16:00 collapse

Yes, it is fine as long as they dont advertise "a huge branching story", when really there's only a handful of endings. If you dont count random game over screens.

BG3 has a lot of dialogue options, but they rarely change the outcome of the story.

brsrklf@jlai.lu on 31 Jan 16:06 next collapse

Since most of Elder Scrolls nostalgia today is around Morrowind, it’s always interesting (and a bit funny) to find people (involved or not) who think the series started to derail with Morrowind.

I am not mocking them at all, I get it, Daggerfall and Morrowind are very different games with a different scale and focus. Daggerfall is also… quite overwhelming, and rather impersonal for 99% of its gameplay. I really don’t know what a “modern” Daggerfall would look like.

HubertManne@moist.catsweat.com on 31 Jan 17:27 next collapse

I dunno. I have nostalgia from the original where I could get unlimited mana from a magic sword for my spells.

brsrklf@jlai.lu on 31 Jan 18:19 collapse

Honestly I have played only a little of Arena (very late, around the time Bethesda started to give it for free on their site). I think the farthest I went was the second staff piece dungeon.

HubertManne@moist.catsweat.com on 31 Jan 18:27 collapse

yeah its just that the race or class or whatever that did not regenerate mana but could get so much mana from items. I was levitating with a forceshield and blasting things before long right into the end. I was like gene grey or magneto just tearing up the place.

brsrklf@jlai.lu on 31 Jan 19:17 collapse

Oh, kind of like the Sorcerer default class in Daggerfall and the Atronach sign in Morrowind and Oblivion then (and sort of Atronach stone in Skyrim too, though this one is just less regen, not no regen at all).

Yeah, those are fun. You’re basically a magic sponge.

kurcatovium@lemm.ee on 31 Jan 19:43 next collapse

I can tell you. It would be HUGE absolutely generic open world with AI generated characters and quests, virtually zero human made and interesting quests and gameplay would feel like filling excel spreadsheets. Somewhat like Ubisoft recepe :-D

At least that’s what original Daggerfall 's spirit would be. It was at the time where “the biggest” was simply the catchphrase and Daggerfall was exactly that. The biggest. But also very shallow and empty. Sure there were billions of quests but what for? When for one interesting there were dozens of generic ones? Don’t get me wrong, it was still a great game at the time, because players weren’t as spoiled and something was always better than nothing. At least that’s my impression.

BigBananaDealer@lemm.ee on 31 Jan 19:56 next collapse

daggerfall is so messed up that the legitimate strategy to beat the game is go in and out of dungeons and waiting for the quest item to randomly appear next to the front door

brsrklf@jlai.lu on 31 Jan 20:31 next collapse

That’s honestly what I am worrying it would be, and what I meant by a huge part of the game being “impersonal”.

Daggerfall has parts that are fascinating, even long after its time.

Its custom class creator is rather fun. Its magic effect system too… despite some of the most intriguing effects not even working at all. Seriously. You can craft those spells, they just don’t do anything.

Its dungeons are intimidating in scale, and the 3D automap is both a feat and almost no help at all.

There are freaking linguistic skills, plural because there are like 8 different languages or so. They are mostly useless, because they just add a slight chance a monster won’t attack you, but since you don’t know when it works you’ll murder them anyway.

And then there’s the undistinguishable random quests and the grind.

WillowBe@lemmy.blahaj.zone on 01 Feb 14:59 collapse

I don’t think I want AI, or quests generated characters. I already played other RPGs. Build something new please

megopie@beehaw.org on 31 Jan 22:15 collapse

I think, at this point, most of the nostalgia is for Skyrim, despite being the newest one in the series, it is nearly 14 years old now and way more people have played it. It had issues, and lost a lot of what was great in Morrowind, but it’s a beacon of quality compared to what came after.

It’s started to impact their success though, starfield has only sold like 3 million compiles so far, compared to the 12.5 million of fallout 4 on launch day. Hell, Morrowind has sold 4 million copies, albeit over 23 years.

It’s probably to late for Bethesda to turn things around, but, it’s a great example of what not to do for other studios and publishers.

megopie@beehaw.org on 31 Jan 22:23 collapse

For me, what I like to see in an RPG, is the ability to play a game multiple times and have notably different experiences, both in terms of play-style and narrative. It should make me want to go back and play again to see what I missed or how else I could do it.

The idea of having multiple ways to deal with a quest, and having that impact further story beats in meaningful ways is what I want to see. What i don’t want to see is meaningless scale full of nothing but filler.

I don’t think dagger fall is the best example because much of its size was just procedurally generated landscapes. The ability to actually specialize and complete quests in unique ways, as well as a branching story, is great. Mindlessly massive map, not so much.

prole@lemmy.blahaj.zone on 01 Feb 15:06 collapse

That is one way to make a good RPG, sure. But some of the best RPGs ever made are completely linear (most JRPGs for example).

vonbaronhans@midwest.social on 01 Feb 17:16 next collapse

I think JRPGs do focus on choice, but usually more in terms of the gameplay and deep combat systems with weird synergies to discover. Story-wise… yeah definitely more linear.

megopie@beehaw.org on 01 Feb 18:23 collapse

Personally I’ve never been a huge fan of JRPGs, Some I’ve enjoyed, but rarely will I ever play them twice.

Also I think there’s a fair argument to be made that if you cannot play a role, if there are no choices to be made on how you play it, it’s not really a role playing game. It’s action adventure if it’s a linear story with only one way to play it.