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Avernum: Escape From the Pit - Blog Post
Jeff Vogel has blogged about the release of Avernum: Escape from the Pit saying - as always - things that will annoy some people. He explains his tastes are changing with age but Avernum is a (temporary) return to more "old school" values:
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The whole 3 different story line thing was very innovative….back when it was first released about 20 years ago. When Jeff decided to redo the exact same story with the exact same three paths for the third time, that's the type of thing that causes people to accuse him of not innovating.
I'm still a fan of Jeff and Spiderweb overall, and I think he has made a lot of progress in terms of game design, mechanics and balance. But at this point there is no way he can claim he is being innovative in terms of story design. |
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As for the other thing … how many other games do this across the course of dozens of hours of gameplay? Oh yeah - none. So while he isn't being innovative here (I mean, it is a remake of a remake, so it is inherently derivative) the bottom line is that the concept and execution REMAIN innovative. |
I don't see anything "wrong" with capitalising on the re-use of assets, but I can't say I have much respect for the creative aspect of such a thing.
Still, if people keep buying the same thing - it must be because they want it. Sort of like what Hollywood is doing with 95% of modern movies. |
Here's the bottom line….a rehashed Spiderweb game is going to be superior to 95% of the current crpg's available. Fact. You can count on getting a story, you know it will be fun while meeting the definition of an rpg, and you better believe you're going to find some tough encounters, yet have a blast doing it all.
-Carn |
Avadon was my last attempt to get into a Vogel game. It felt so much like Avernum that I couldn't really tell the difference. Till Jeff massively changes how his games look, I'll pass. They might as well be text games.
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I've tried a few of the demos (Geneforge, Avernum), but I just couldn't get into them. Still, I'm glad to see an indie dev doing as well as he is. |
I'll have to wait for the PC version to come out before I can comment on how different it is, but I have enough faith in the game that I will buy it and make that judgement, even though part of me absolutely cringes at repeating the same story for the third time.
I'm not quite as clear about what exactly you are saying that no other games does over dozens of hours of gameplay. Honestly the original idea was never that dramatically innovative to begin with. It just had 3 goals you could complete in any order you wanted rather then a big overall story. It was different certainly, but it also lead to balalance/pacing issues as well as a less cohesive overall story. If I were going to give examples of an innovative story that Jeff did I might be more inclined to point to the original geneforge or nethergate. His issue certainly isn't that he can't innovate, just that he often chooses not to. Quote:
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But sadly the genre erodes as people value style over substance. |
Well I mean I do enjoy spiderweb games more then many of the current games, but it's more because I enjoy turn based combat and challenging strategic fights then because of story and character development. The story in spiderweb games ranges from great to awful, but on average I don't find it any better then modern games. If I want story and character development I'll turn to Bioware over Spiderweb any day. But when I want well done turn based combat, Spiderweb is my go to company.
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I like Spiderweb games - but I don't play the same thing for the third time.
I recommend the Exile/Avernum story for all new young crpg-fans out there - try it. |
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I'm not sure why you felt the need to qualify txa's "old school" with "turn-based" and "dated visuals" as if genuine old-school fans would be dismayed by their inclusion.
Anyway, quite a few Spiderweb games offer combinations that genuinely aren't available in modern games. I absolutely understand why some people don't like the series repetition but Avernum 6 (etc) offers an open world with challenging combat, choices, story and outstanding exploration that other titles just don't have. |
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It's not fair to compare him against big companies, so I wasn't. |
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There was a period of time when I was very critical of Jeff for "reusing everything". This was around the time of Avernum 4 and Geneforge 3, when everything he did was either a remake of an old game or the exact same story retold in a slightly different way. We are not talking about using genres stereotypes like Bioware does or anything like that, we are talking about taking the exact same stories, monsters, dungeon designs, plot points, etc. and just rehashing them with minor changes. Many of these things were creative the first time but had stopped being creative long ago.
Since then though Jeff has been much better. Avernum 5 and 6 were both great games, Avadon was good and actually (gasp) original, and even the last geneforge games at least made an effort to be different. It's just worrying to see him go back to his old pattern of rehashing everything. Hopefully he continues doing some new work as well. |
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[SPOILER ALERT] In case you haven't figured it out yet, this move has little to do with the Mac or even PC I would estimate, and EVERYTHING to do with the iPad. He will sell enough of Mac & PC copies, but after having Avadon in the top 20 RPGs on iTunes for a couple of MONTHS … I have little doubt that he made more there than on the Mac & PC sales combined! I have no insider knowledge, but based on covering and reviewing his stuff and being in contact with his PR people, I am fairly comfortable with that. |
Well if anything that has me even more worried, because that suggests that the most profitable route for him will be to remake his old games and push them onto the Ipad as a steady stream of new games, rather then to spend extra time developing new creative content.
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He also posted this little bit.
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Well, my idea of old-school isn't an old game with visuals from 1990. It's more about challenging combat, intricate mechanics, engaging story/dialogue/puzzles - and things of that nature.
Those things that have been lost in most modern cRPGs. I've tried ~3-4 of his games, and I find them universally bad - but that's not an objective statement. I just dislike his art style, the drone-like presentation, and the clunky UIs. That said, I am relatively superficial when it comes to visuals and presentation. I don't need fancy stuff - but there's a certain minimum that I need. Eschalon is a good example of very basic visuals - but done with talent and care. Avadon was a great visual improvement, but ironically it seemed much less intricate and "old-school" compared to his earlier stuff. Maybe that's in my head, but playing it was like watching paint dry. OTOH, I was very entertained by Eschalon and something like Baldur's Gate can still engage me almost like it was 15 years ago. As for his above statement, I have to say I think it translates to: I'm not longer a passionate developer, and I no longer create games for the sake of the art. I've found a sure-fire way to develop games that will yield a decent return, and that's what I'm going to stick with - until I one day develop one final game with a bit of passion in the heart. Sounds really bad, I suppose, but I don't really think so. It's not like he's obligated to innovate or be awfully creative. He's just developing games as a means to make a living, and there's nothing wrong with that. What's more, he's still got a lot of fans who apparently want more of the same thing - so I don't blame him in the least. All I know is that I'm even less likely to play his stuff now than before. |
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