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Originally Posted by DArtagnan
(Post 1060971837)
I'm not sure what you're talking about.
You can't create this kind of game without money, and it's a balancing act.
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Okay, then I must be misunderstanding you. I thought you were against the commercial motive in making games. I'm saying that the size of your budget determines the constraints under which you're operating, unless you have a rich sponsor. With a small budget, you need to please fewer people, which means you have more creative freedom; with a big budget, you need to please more people, which means you have to take more of their tastes into their account.
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Lord of the Rings is an example of a near-perfect balancing act, though I could write several pages of what's wrong with it, and what mass market appeal decisions were made to keep it commercially viable.
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You think? I thought it was an OK adaptation of the books, but fell short in many, many ways. In particular, one of Tolkien's most central and most important themes entirely fell by the wayside: the tragedy of the Elves.
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You must understand that my problem is at the very core of what's wrong, and the gaming industry is just one example and the issue is huge.
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That's it exactly -- I haven't managed to figure out exactly what you believe is the thing that's wrong, with the gaming industry or in general. Sometimes you say something that sounds like you'd love some kind of Communist system where the profit motive was completely absent and people did things out of pure passion or altruism; other times (such as at the beginning of the post I'm replying to) you cheerfully admit that the profit motive is a necessary element of most things and it's all a matter of balancing creative integrity against economic reality.
Help me out here, DA -- I would honestly like to understand what you think. It's just that either I'm really bad at understanding or you're really bad at explaining, or perhaps a combination of the two.
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I don't blame Bioware for focusing on money, I just don't like what it does to the game design. I think there's a middle-road and I think it's become invisible to most AAA developers, because they're caught in the race.
You don't seem to mind what it does, so that's nice for you. But note that I don't question that, I just acknowledge that we're different people with different ideas of what's beneficial and what's not.
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Oh, there are a whole bunch of things I think BioWare could do without compromising its business model. Hiring better writers, for one thing, so their characters wouldn't be paper-thin, their plots clichéd, and their dialog wooden. However, I do get the impression -- and, mind you, this is just an impression since I don't actually understand what it is you're saying -- that we differ as to the depth of the problem.
From where I'm at, BioWare has a pretty clear mission in mind, and it's been hammering at that mission with great determination to succeed in it. That mission is to be commercially successful at making blockbuster cRPG's, with creative risks and artistic ambitions taking a backseat. Second, I kinda agree with them that if you want to make blockbusters, that's a compromise you're going to have to make -- unless you're working in the USSR and have sponsors high up in the food chain, like Tarkovsky and Solyaris (which, FWIW, I thought was a steaming pile of pooh).
So IMO BioWare's failures are mostly superficial, small things; it isn't, doesn't want to be, and can't be an art-house studio making creatively ambitious, risky projects for niche audiences.