I know because I dropped the game after doing Sagani's quest and predicted the ending once it became clear her mentor reincarnated into an animal she was now looking for after completing Eder's, Kana's and Aloth's quests and got the same fucking ending tailored to each. Games are an entertaining medium and an interactive one meant to grab your attention more than most and infusing your players with indifference make them not want to play. Wouldn't it be awesome to subvert games but having the game be about unanswered questions and unfulfilled longing? I can think of that as a neat idea, I could say it's a neat idea for a game, you know, the medium where meaning is massive relative to other mediums and so many revolve around saving the world and protecting things like meaning in life, if only it's a sense of progression. I haven't played the second, but the first was ultimately about getting no real answers, no real resolution, touching on the sense of nihilism that isn't the kind that chews the scenery in bitterness or contempt at life, but melancholy loss as no meaning to life when meaning seems to be the big thing we seek. A lot of people buy shit on Steam sales then never touch it, and I wonder how exactly those people decide to get sequels or not.Ī problem here is that a good idea for a story doesn't mean it's a good idea for a story when implemented. Not everyone pirates a game, plays it for hours, and then decides whether to purchase it. The problem with Deadfire was that this was taken as a baseline of sales potential.īeyond POE and more generally, I would say anyone trying to make an old school RPG should look to hit that 250k-500k window and budget appropriately - which is what it seems like Owlcat did!įor POE specifically, I imagine that, yes, BG nostalgia inflated P1 sales hugely, and disappointment with P1 (of whatever stripe) impacted P2 sales. I don't think Obsidian and Larian ever expected it - and were pleasantly surprised. ![]() Hence, it would be nonsense to set out to create a spiritual successor to BG, or Divinity:Original Sin, and expect to sell 1m+ copies. ![]() Most of the 'Golden Age' RPGs failed to hit a million in the first year of release - some of them only came close years later through long-term word of mouth. ![]() Harder if you are trying to make an Arcanum or Fallout. Easier to get a million if you create a muh cinematique RPG with romances, fake choices and trash mobs. A million copies is something very few good RPGs have ever achieved.
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