drealmer7: He's never played 1 or 2, he played them a little, like, not even 5 hours total between the 2, and he's just not interested He constantly complains about how they don't make games how they used to and he wishes something would grab him with awesomeness and depth and vary-ability like an old-school D&D roleplay session. GAAAHHH. I've tried over and over to tell him/show him the light, but he can't get over the addictive mindless crap that sucks up the mainstream.
:D hehe. Know what you mean.
Anyway, I'm sure we're all taking this mostly tongue in cheek, and so on. Or, it's not extremely serious. But it's a depressing thought in some ways that crpgs might actually have been at the absolute height with Torment and Fallout. And that things like Kotor2, Bloodlines, Wasteland to some extent, Bard's Tale perhaps, and the new Torment game (which.. actually seems promising), is basically even more marginal and unpopular (generally speaking) compared to what the Fallout games were.
Sort of saw that with Pillars of Eternity, and Obsidian with Dungeon Siege 3 before that - DS3 was a very accomplished game from a writing perspective, for example, and did a lot of interesting things with level design that DS1&2 presented as concepts (to have 3d designed levels that weren't tilesets, but full areas with routes - takes a bit of talent to design levels like the haunted mansion without getting too many dead areas). But it was a very linear game, in spite of the branching paths absolutely being longer and more deliberate than what you have in, say, Mass Effect. And the feedback Obsidian got with PoE was mainly about the mechanics of the game. And the writing and the skill at putting narratives into a digital world just becomes.. distant to the entire project. Even if that's what the entire game concept is created on. So that if narrative flow is not important, then the game just becomes.. mostly uninteresting.
Like what happened with Alpha Protocol, for example. The story-telling in that game is amazing - but that's not what the reviews focus on. For legitimate reasons to some degree, but still - it's very obvious that there's a very small core of people who care about.. getting to play scenarios written by world-class rpg game-masters, that we wouldn't have had the opportunity to see in any other context.
And the push to avoid focusing on story-telling comes also from inside Obsidian. Because they of course see the feedback and the kind of feedback that resonates with their active fans. It's something I saw whenever I would write complicated reviews about narrative flow as well - that a lot of people might read it, and like the sound of the concept, and have interest in interactive story-telling on a superficial level. It's a great and promising buzzword, I guess. But at the point where you demand something of your audience, that they should invest the amount of time it'd take to get immersed in a book - even just a kiosk-novel - then the interest evaporates.
Until you get to the point where the most glowing review about Fallout New Vegas is a lengthy expose by a reviewer going thirty meters away from the first town, finding a refrigerator with a skull in it, and then inventing a story about why that skull was there. And this became the most engaged description in the entire review.
Because that's really the level this is at - we're not interested in the alcoholism of one of the henchmen, or the backstory of the Boomers and any parralel world similarities to the Quakers, or any amount of location events that are so well described that they feel like they're happening in the actual game-world - rather than simply being a cutscene that happens within the game's setting. People happily skip past the first underground vault quest and the food supply for the airstrip area, for example. So why is that - is it too complicated, or not scripted and forced enough? Should it have been a mandatory quest you are gated into?
I mean, one thing would be if you went at this from the perspective that it's a battle between directed and scripted content, versus incidental story-telling that lets your imagination do the job. So that this is the baseline for the reviewing, at least. But that's not what happens - instead I think there's a genuine audience out there that prefers no story-telling, as long as the game is made out to appear interactive.
Or, interactivity is great - as long as the context can be described with a 10 second tv-spot like intro.
And that's kind of depressing to me.