All of the studios were bought out by big mega-corps who view the games as widgets to make money and have no real attachment to the product. Because of that, they market to the largest audience possible to maximize profits. The "developers" don't make the decisions, the investors do. This is why for the longest time we didn't see turn based games in the market, because the bulk of the market was the console casual gamer market who didn't like such game play.
...or maybe they have a business sense you are lacking? :-P
All of the studios were bought out by big mega-corps who view the games as widgets to make money and have no real attachment to the product. Because of that, they market to the largest audience possible to maximize profits. The "developers" don't make the decisions, the investors do. This is why for the longest time we didn't see turn based games in the market, because the bulk of the market was the console casual gamer market who didn't like such game play.
...or maybe they have a business sense you are lacking? :-P
Ya, maybe he should study up on how to spend hundreds of millions for the smallest ROI possible.
They dont do those kind of games because there is not enough player base to support those games. If you think devs are too stupid to know why kicks in EQ then you are delusional.
Came here to say this. Right now the players that want an EQ like game are playing EQ. It's a really niche community. People aren't going to flock to 50 different clones of an oldschool hard group based MMORPG, so right now the community has Pantheon to look forward to which is a good thing. And EQnext if it ever happens.
This is simply not true. I dare say that less than 1% of the people who would like to play a game like EQ are still playing it in its current form. I am a part of several gaming communities that spent years playing EQ, and outside of a few stragglers on TLP servers, none of us have played EQ in nearly a decade.
EQ is the most referenced oldschool game on this forum by a landslide. Its also the most reoccuring title in the "I miss oldschool games" and "New games suck" threads.
If the 3 mmo forums I follow are any indication, fans of classic EQ are, by far, the largest niche in the genre. Even Vanguard (the spiritual successor to EQ), while almost completely unplayable, still sold a quarter of a million boxes at the same time WoW launched The Burning Crusade.
Time will tell though, that much is certain.
No, it is simply true. Games companies don't make games like EQ anymore because people don't want to play them. You can say "Well, Vanguard sold 250k at launch." Great! It sold 250k! SWtRO sold what? Four times that number at launch. The Burning Crusades (since you brought it up) sold 2.4 million copies on release day. Gaming is a business and a business is in it for the money.
As other have clearly stated if EQ was a lucrative business model gaming companies would be jumping on it. However, as anyone not blinded by nostalgia or sheer stupidity can see they aren't. EQ type gaming is dead in the water and will remain a niche for those who enjoy it. It will never become the mainstream type gaming that it once was.
I mean seriously who wants to spend 3 weeks stuck in a hell level then die and de-level? That's right almost no one. Why? Because it sucked then and it would still suck now.
All of the studios were bought out by big mega-corps who view the games as widgets to make money and have no real attachment to the product. Because of that, they market to the largest audience possible to maximize profits. The "developers" don't make the decisions, the investors do. This is why for the longest time we didn't see turn based games in the market, because the bulk of the market was the console casual gamer market who didn't like such game play.
...or maybe they have a business sense you are lacking? :-P
Ya, maybe he should study up on how to spend hundreds of millions for the smallest ROI possible.
Funny thing is the PC gaming industry used to be formed by people who loved games, loved making them and found that they could make money at doing it. People forget DOOM was made by 11 guys who became mega rich by making games they loved playing. The PC market was littered with hits of games made by people who loved making games.
Innovation doesn't occur by those looking to profit off the next widget. It occurs because someone loves what they are doing and believes in it. You take that and package it in a solid business model and you have empires that were created by such.
These mega companies are just talent-less leech's who look for fads, buy out the market and then gimmick it to death. They care nothing about their product, they do not innovate, they regurgitate. It is why most of the game industry stagnated for so long because the same companies that cannibalized the music industry, bought out the gaming industry and applied the same tactics.
I think it is funny though, as you pointed out, how he goes on about business sense, but you can go out and look at the games "big business" makes and they are cheap gimmicks where they have to buy out the journal reviews to make their game look a success. When you look at the user reviews, it tells the real story.
It's all about the team members & implementation of "old school" "features".
Look at it this way. Let's say we have a question like : Does Communism work? Now, most ppl will inherently say "NO" & hold up various examples of commies failing. So most ppl are satisfied with this answer but this is a short cut to thinking & those ppl are knuckle dragging monkeys. The real question is: Could Communism work if the right ppl implemented it?
So now, let's look at an example from American "football". There is an offensive formation known as the "I" formation. Let's say some team attempts to use this formation & fails. Does this mean that the formation is a failure & should never be used again? No, because used under the right circumstances with the correct team members, it could & has been a success.
In summation, Bloody Marys for breakfast might now be conducive to a comprehensive forum post. So if you'll excuse me, I have to prepare for surgery.
Then collect your data and get it to a developer, because their data evidently says otherwise.
Brad already has, the game is called Pantheon. Do any of you even read the Tenants/Features or his blog comments? It is like you walk into a forum and go on about things without a shred of knowledge.
You know we are posting in the Pantheon forum, right? The discussion is about why there aren't many Pantheon-like games. Thus 'developer' refers to 'developers outside the ones making Pantheon'. o7
-- Whammy - a 64x64 miniRPG - RPG Quiz - can you get all 25 right? - FPS Quiz - how well do you know your shooters?
The mmo industry has evolved as has it's player base since EQ. I played EQ from launch through PoP, after beating Quarm my guild called it and some moved on to EQ2. I loved the game, how it forced community and required a guild to even see endgame or certain zones /content.
However I don't have the time for that kind of game now, between work, family, online school....ect/whatever the majority of us that loved that kind of "timesink" simply do not have that kind of time to devote to a mmo. Hense the change of industry thinking and conceptual design of the mmo standard. If Pantheon can bridge that gap, it will be a niche game with a good player base like individuals like myself I feel.
....Being Banned from MMORPG's forums since 2010, for Trolling the Trolls!!!
No, it is simply true. Games companies don't make games like EQ anymore because people don't want to play them. You can say "Well, Vanguard sold 250k at launch." Great! It sold 250k! SWtRO sold what? Four times that number at launch. The Burning Crusades (since you brought it up) sold 2.4 million copies on release day. Gaming is a business and a business is in it for the money.
As other have clearly stated if EQ was a lucrative business model gaming companies would be jumping on it. However, as anyone not blinded by nostalgia or sheer stupidity can see they aren't. EQ type gaming is dead in the water and will remain a niche for those who enjoy it. It will never become the mainstream type gaming that it once was.
I mean seriously who wants to spend 3 weeks stuck in a hell level then die and de-level? That's right almost no one. Why? Because it sucked then and it would still suck now.
You are missing the point. Large companies need to make massive profits or it isn't worth their time. The entire point of making Pantheon is not to chase the mainstream masses, it is to pick up the niche market and be profitable doing so.
You can't compare to WoW or other game companies chasing the mass market appeal. Pantheon doesn't need to sell millions of subs to be successful. That is the point. If Pantheon gets 250k subs, then it is a great success, very profitable, ie lucrative.
For large companies, profitable isn't enough, which is why they streamline and go for mass appeal.
10 million a year in profits for a company that is pulling in billions a year is a waste of time for the large company. They need bigger returns to keep investors happy.
If you read Brads blog, you would see that he doesn't need billions to be profitable. They don't need to become super WoW successfully profitable. They just need to pull in the money to pay employees, investors, and allow them to continue producing content. That is what they need and that can be done on a heck of a lot less money than what big business finds worthy.
You act like every business is "big business" and then discount that there are numerous businesses out there that are plenty happy to be profitable at a functioning level of their set goals. There used to be a time when games were made by small studios by people who loved making games and knew they could make money doing what they loved. In fact, many of the greatest games in the history of PC gaming were made by a very small team, not big business.
Look at who owns the gaming industry? Almost ALL of them are owned by major corps now. Do you not remember the publishers taking over the game industry in the 90's?
Your claim that people won't like this game is pure BS. You people said the same thing about turn based games. Look, we get it, you think your mainstream games are the best thing ever! Fine, go play them, there certainly are enough of them. why the concern over this? I mean, you have it all figured out, this game will fail if i doesn't become like every other successful.... oh wait... failing game out there.
Then collect your data and get it to a developer, because their data evidently says otherwise.
Brad already has, the game is called Pantheon. Do any of you even read the Tenants/Features or his blog comments? It is like you walk into a forum and go on about things without a shred of knowledge.
You know we are posting in the Pantheon forum, right? The discussion is about why there aren't many Pantheon-like games. Thus 'developer' refers to 'developers outside the ones making Pantheon'. o7
Brads comments on his blog specifically reason and refute the fallacy that a niche game can not be possible. The problem here is that people argue in extremes to make their point. They point to mainstream, claim that they don't make EQ because it won't work, but then fail to mention that it isn't because a company can not be profitable making an EQ like game, rather it is because it can't be "WoW profitable" which entirely skates the point.
The reason mainstream doesn't make games like that is because it isn't about making games, it is entirely about maximizing profits. So, naturally they market to the largest audience possible and use the design ideal of "Go Big or go home!". So nothing will change that, developers won't make better games, they will make fad widgets, boy band hits, and market on every possible technique to squeeze the absolutely most out of their profits.
Mainstream doesn't make games, they just make money... and well... it shows.
One of the things they seem to be focusing on is the Group content versus the Raid content. Though I do enjoy Raids, doing it day in/day out is BORING and frankly too much like a job. Groups were where I met my friends, enjoyed playing and did my exploring. You're not supposed to joke around and chat in Raids. You don't explore for fear of sabotaging Raid progress. Raids should be special and infrequent, likewise for solo content. There should be enough to keep people engaged while LFG or LFR, but as we can see the current focus on these two styles of play generally lead to a short game life.
The mmo industry has evolved as has it's player base since EQ. I played EQ from launch through PoP, after beating Quarm my guild called it and some moved on to EQ2. I loved the game, how it forced community and required a guild to even see endgame or certain zones /content.
However I don't have the time for that kind of game now, between work, family, online school....ect/whatever the majority of us that loved that kind of "timesink" simply do not have that kind of time to devote to a mmo. Hense the change of industry thinking and conceptual design of the mmo standard. If Pantheon can bridge that gap, it will be a niche game with a good player base like individuals like myself I feel.
Hardly, the MMO industry has been herded, not evolved.
Sounds like you don't have time to play games at the moment. I was there at times, I set aside my gaming because I had too much on my plate at the moment. Thing is, you aren't everyone else. There are all kinds of people who have different schedules, different jobs, different lifestyles and can make time for game play.
Besides, why do you have to do end game raiding? I never had time for that even when I played EQ. I did have time to to do dungeon runs and do raids on past content. Can you not be happy with that or must the entire game be made mainstream because you can't stand if there is content in the game that you don't have time for?
Brads comments on his blog specifically reason and refute the fallacy that a niche game can not be possible. The problem here is that people argue in extremes to make their point. They point to mainstream, claim that they don't make EQ because it won't work, but then fail to mention that it isn't because a company can not be profitable making an EQ like game, rather it is because it can't be "WoW profitable" which entirely skates the point.
The reason mainstream doesn't make games like that is because it isn't about making games, it is entirely about maximizing profits. So, naturally they market to the largest audience possible and use the design ideal of "Go Big or go home!". So nothing will change that, developers won't make better games, they will make fad widgets, boy band hits, and market on every possible technique to squeeze the absolutely most out of their profits.
Mainstream doesn't make games, they just make money... and well... it shows.
Isn't it too windy up there sitting at your high horse?
For one, games like Pantheon require work and most of the current companies want high profits for the least amount of effort and investment. For another, the industry is too caught up in chasing arcade gamers and have decided that the gamers who started the genre aren't worth their time and effort.
What's really sad is that there are probably a lot of new players that would enjoy an updated game like EQ and SWG with the quality of life improvements we have come to enjoy. Most gamers when they talk fondly of their old school games aren't waxing nostalgic for the systems that were irritating, but rather for the ones that made these games unique. Things like social systems, virtual world simulation, player economics, open worlds, complex classes and skills and things of those sorts.
Too many of the nay-sayers focus on things like downtime, camping, rare quest and loot drops, long travel times...etc. These are strawman arguments that don't apply to what the majority of old schoolers actually like about the older games.
Then collect your data and get it to a developer, because their data evidently says otherwise.
Brad already has, the game is called Pantheon. Do any of you even read the Tenants/Features or his blog comments? It is like you walk into a forum and go on about things without a shred of knowledge.
You know we are posting in the Pantheon forum, right? The discussion is about why there aren't many Pantheon-like games. Thus 'developer' refers to 'developers outside the ones making Pantheon'. o7
Brads comments on his blog specifically reason and refute the fallacy that a niche game can not be possible.
No one said niche games aren't possible. Did you accidentally post in the wrong thread or something?
-- Whammy - a 64x64 miniRPG - RPG Quiz - can you get all 25 right? - FPS Quiz - how well do you know your shooters?
Then collect your data and get it to a developer, because their data evidently says otherwise.
Brad already has, the game is called Pantheon. Do any of you even read the Tenants/Features or his blog comments? It is like you walk into a forum and go on about things without a shred of knowledge.
Here's some knowledge. EQ peaked at less than 500k subscriptions, and that was in a market that was, essentially, untouched. There's no denying that there's a market for EQ, but it's not a mass market, the MMORPG genre is saturated, and it's entirely possible that EQ fans don't want a new EQ game. I mean EQ on steam has nearly 300k "owners" and sees an average of 100-150 concurrent users daily. Compare this to something more mainstream like RIFT (averaging 1500 orso concurrent users daily) or LOTRO (around 1000 average concurrent users), and it shows that there's definitely a niche market. However, it's not a mass market, so that's scary as hell. You're, basically, banking on securing old EQ users and hoping that there are others who might be interested in trying an old school game.
As far as Pantheon goes, I think it's being developed on passion. Don't forget that Pantheon went to Kickstarter and failed. It didn't even reach 500k in funding and barely made it over 3000 backers. What else do you need? That's the market talking, not Brad talking. That's not to say it won't be successful, but the measure of success will be significantly different than most other games.
Then collect your data and get it to a developer, because their data evidently says otherwise.
Brad already has, the game is called Pantheon. Do any of you even read the Tenants/Features or his blog comments? It is like you walk into a forum and go on about things without a shred of knowledge.
Yeah and how many other games do you think that part of the market can support. We do not even know if the market will support Pantheon yet.
Then collect your data and get it to a developer, because their data evidently says otherwise.
Brad already has, the game is called Pantheon. Do any of you even read the Tenants/Features or his blog comments? It is like you walk into a forum and go on about things without a shred of knowledge.
Here's some knowledge. EQ peaked at less than 500k subscriptions, and that was in a market that was, essentially, untouched. There's no denying that there's a market for EQ, but it's not a mass market, the MMORPG genre is saturated, and it's entirely possible that EQ fans don't want a new EQ game. I mean EQ on steam has nearly 300k "owners" and sees an average of 100-150 concurrent users daily. Compare this to something more mainstream like RIFT (averaging 1500 orso concurrent users daily) or LOTRO (around 1000 average concurrent users), and it shows that there's definitely a niche market. However, it's not a mass market, so that's scary as hell. You're, basically, banking on securing old EQ users and hoping that there are others who might be interested in trying an old school game.
As far as Pantheon goes, I think it's being developed on passion. Don't forget that Pantheon went to Kickstarter and failed. It didn't even reach 500k in funding and barely made it over 3000 backers. What else do you need? That's the market talking, not Brad talking. That's not to say it won't be successful, but the measure of success will be significantly different than most other games.
How can you know that? A game like EQ hasn't been attempted with a modern market. The most recent try was Vanguard which was almost a decade ago and the market is very different now, especially when the current game designs don't seem to be doing all that well.
It is the same with single player games. All of the studios were
bought out by big mega-corps who view the games as widgets to make money
and have no real attachment to the product. Because of that, they
market to the largest audience possible to maximize profits. The
"developers" don't make the decisions, the investors do. This is why for
the longest time we didn't see turn based games in the market, because
the bulk of the market was the console casual gamer market who didn't
like such game play.
MMOs are no different, and just like turn
based games, there is a market. If anything the current trend of turn
based hits have flew in the face of the nay sayers who went on about
turn based being antiquated, and a dead market. The same is with this
game, the WoW clone mainstream crowd is going to talk it down because
they don't like the game, just like they didn't like the turn based.
Agreed.
The gaming industry is killed by, well, lets just call it capitalism. Or greed. Or whatever word you fancy for this phenomen.
In short, too many people around that are really rich and that really want to get even much more richer.
And I would buy a turn based classic fantasy roleplaying game, provided it would be sufficiently complex and have a good story to tell.
The Temple of Elemental Evil was incredibly bugridden, had an extremely awful interface and had hardly any story at all, but its combat system was nothing short pure bliss. So many tactical possibilities.
If it would have been also polished and had a decent story to tell, this would have been my most favorite game ever.
There are more modern game closures and cancellations than ever and it has to at least be in part due to current game design. Player retention is at an all time low for the industry across the board, please explain why that couldn't be in part due to current game design?
There are vague complaints all the time about a stagnant industry. Everyone wants something different than what is currently being offered. Fads have a way of coming around full circle and maybe it's time for some games with a touch of old school or maybe RPGers want their genre back from the arcaders.
There are more modern game closures and cancellations than ever and it has to at least be in part due to current game design. Player retention is at an all time low for the industry across the board, please explain why that couldn't be in part due to current game design?
Then collect your data and get it to a developer, because their data evidently says otherwise.
Brad already has, the game is called Pantheon. Do any of you even read the Tenants/Features or his blog comments? It is like you walk into a forum and go on about things without a shred of knowledge.
As far as Pantheon goes, I think it's being developed on passion.
I agree with you only on this and it's also the reason why games in the past ten years have been garbage. Developers today, when they are designing and coding and whatever else, all they see is $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$. They have no passion in what they do.
Comments
As other have clearly stated if EQ was a lucrative business model gaming companies would be jumping on it. However, as anyone not blinded by nostalgia or sheer stupidity can see they aren't. EQ type gaming is dead in the water and will remain a niche for those who enjoy it. It will never become the mainstream type gaming that it once was.
I mean seriously who wants to spend 3 weeks stuck in a hell level then die and de-level? That's right almost no one. Why? Because it sucked then and it would still suck now.
Innovation doesn't occur by those looking to profit off the next widget. It occurs because someone loves what they are doing and believes in it. You take that and package it in a solid business model and you have empires that were created by such.
These mega companies are just talent-less leech's who look for fads, buy out the market and then gimmick it to death. They care nothing about their product, they do not innovate, they regurgitate. It is why most of the game industry stagnated for so long because the same companies that cannibalized the music industry, bought out the gaming industry and applied the same tactics.
I think it is funny though, as you pointed out, how he goes on about business sense, but you can go out and look at the games "big business" makes and they are cheap gimmicks where they have to buy out the journal reviews to make their game look a success. When you look at the user reviews, it tells the real story.
It's all about the team members & implementation of "old school" "features".
Look at it this way. Let's say we have a question like : Does Communism work? Now, most ppl will inherently say "NO" & hold up various examples of commies failing. So most ppl are satisfied with this answer but this is a short cut to thinking & those ppl are knuckle dragging monkeys. The real question is: Could Communism work if the right ppl implemented it?
So now, let's look at an example from American "football". There is an offensive formation known as the "I" formation. Let's say some team attempts to use this formation & fails. Does this mean that the formation is a failure & should never be used again? No, because used under the right circumstances with the correct team members, it could & has been a success.
In summation, Bloody Marys for breakfast might now be conducive to a comprehensive forum post. So if you'll excuse me, I have to prepare for surgery.
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
However I don't have the time for that kind of game now, between work, family, online school....ect/whatever the majority of us that loved that kind of "timesink" simply do not have that kind of time to devote to a mmo. Hense the change of industry thinking and conceptual design of the mmo standard. If Pantheon can bridge that gap, it will be a niche game with a good player base like individuals like myself I feel.
....Being Banned from MMORPG's forums since 2010, for Trolling the Trolls!!!
You can't compare to WoW or other game companies chasing the mass market appeal. Pantheon doesn't need to sell millions of subs to be successful. That is the point. If Pantheon gets 250k subs, then it is a great success, very profitable, ie lucrative.
For large companies, profitable isn't enough, which is why they streamline and go for mass appeal.
10 million a year in profits for a company that is pulling in billions a year is a waste of time for the large company. They need bigger returns to keep investors happy.
If you read Brads blog, you would see that he doesn't need billions to be profitable. They don't need to become super WoW successfully profitable. They just need to pull in the money to pay employees, investors, and allow them to continue producing content. That is what they need and that can be done on a heck of a lot less money than what big business finds worthy.
You act like every business is "big business" and then discount that there are numerous businesses out there that are plenty happy to be profitable at a functioning level of their set goals. There used to be a time when games were made by small studios by people who loved making games and knew they could make money doing what they loved. In fact, many of the greatest games in the history of PC gaming were made by a very small team, not big business.
Look at who owns the gaming industry? Almost ALL of them are owned by major corps now. Do you not remember the publishers taking over the game industry in the 90's?
Your claim that people won't like this game is pure BS. You people said the same thing about turn based games. Look, we get it, you think your mainstream games are the best thing ever! Fine, go play them, there certainly are enough of them. why the concern over this? I mean, you have it all figured out, this game will fail if i doesn't become like every other successful.... oh wait... failing game out there.
Yeah, they should really listen to you. /boggle
The reason mainstream doesn't make games like that is because it isn't about making games, it is entirely about maximizing profits. So, naturally they market to the largest audience possible and use the design ideal of "Go Big or go home!". So nothing will change that, developers won't make better games, they will make fad widgets, boy band hits, and market on every possible technique to squeeze the absolutely most out of their profits.
Mainstream doesn't make games, they just make money... and well... it shows.
Sounds like you don't have time to play games at the moment. I was there at times, I set aside my gaming because I had too much on my plate at the moment. Thing is, you aren't everyone else. There are all kinds of people who have different schedules, different jobs, different lifestyles and can make time for game play.
Besides, why do you have to do end game raiding? I never had time for that even when I played EQ. I did have time to to do dungeon runs and do raids on past content. Can you not be happy with that or must the entire game be made mainstream because you can't stand if there is content in the game that you don't have time for?
What's really sad is that there are probably a lot of new players that would enjoy an updated game like EQ and SWG with the quality of life improvements we have come to enjoy. Most gamers when they talk fondly of their old school games aren't waxing nostalgic for the systems that were irritating, but rather for the ones that made these games unique. Things like social systems, virtual world simulation, player economics, open worlds, complex classes and skills and things of those sorts.
Too many of the nay-sayers focus on things like downtime, camping, rare quest and loot drops, long travel times...etc. These are strawman arguments that don't apply to what the majority of old schoolers actually like about the older games.
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
Here's some knowledge. EQ peaked at less than 500k subscriptions, and that was in a market that was, essentially, untouched. There's no denying that there's a market for EQ, but it's not a mass market, the MMORPG genre is saturated, and it's entirely possible that EQ fans don't want a new EQ game. I mean EQ on steam has nearly 300k "owners" and sees an average of 100-150 concurrent users daily. Compare this to something more mainstream like RIFT (averaging 1500 orso concurrent users daily) or LOTRO (around 1000 average concurrent users), and it shows that there's definitely a niche market. However, it's not a mass market, so that's scary as hell. You're, basically, banking on securing old EQ users and hoping that there are others who might be interested in trying an old school game.
As far as Pantheon goes, I think it's being developed on passion. Don't forget that Pantheon went to Kickstarter and failed. It didn't even reach 500k in funding and barely made it over 3000 backers. What else do you need? That's the market talking, not Brad talking. That's not to say it won't be successful, but the measure of success will be significantly different than most other games.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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This have been a good conversation
How can you know that? A game like EQ hasn't been attempted with a modern market. The most recent try was Vanguard which was almost a decade ago and the market is very different now, especially when the current game designs don't seem to be doing all that well.
The gaming industry is killed by, well, lets just call it capitalism. Or greed. Or whatever word you fancy for this phenomen.
In short, too many people around that are really rich and that really want to get even much more richer.
And I would buy a turn based classic fantasy roleplaying game, provided it would be sufficiently complex and have a good story to tell.
The Temple of Elemental Evil was incredibly bugridden, had an extremely awful interface and had hardly any story at all, but its combat system was nothing short pure bliss. So many tactical possibilities.
If it would have been also polished and had a decent story to tell, this would have been my most favorite game ever.
There are vague complaints all the time about a stagnant industry. Everyone wants something different than what is currently being offered. Fads have a way of coming around full circle and maybe it's time for some games with a touch of old school or maybe RPGers want their genre back from the arcaders.
Could you link to that data for us? "Just look around, man" isn't data, so I'm hoping that's not your source.
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
Developers today, when they are designing and coding and whatever else, all they see is $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$. They have no passion in what they do.