Originally Posted by etonbears
Originally Posted by Sven_
One can only imagine the dream project if that man extra power for once weren't put into "cinematics" but actual core RPG stuff such as added choice, player agency, world reactivity/interactivity and all that stuff that actually does aim to emulate tabletop freedom as opposed to a hollywood movie / Netflix show experience. (Mind you, I also don't understand how like three decades after the hype surrounding Interactive Movies cinematics are seen as such a hot thing again, especially in AAA gaming).

Not gonna happen anytime soon though, people obviously like that stuff (and developers/publishers think it's a safe bet due to movie and Netflix shows being so popular). laugh

Unfortunately, since games and other media have converged, the cinematic aspect is a major selling point which justifies the development resources spent. If you cut the cinematics, you would have a reduced market and therefore a reduced budget.

But even if you had a large budget for worldbuilding, games would still not improve much, because the algorithms for decision-making in games don't come close to the imagination and creativity of a good DM.


Bethesda seem to disagree (actually, them neglecting the trend of "games as movies" is the one thing I still give them credit for). laugh New Vegas also sold a couple millions, and that game's only cinematics were a bunch of intro videos. I would also cite Arkane, but their last few games kinda tanked sadly, so....

Even with limited computing power and AI, there's still a dozen things I'd rather much see that money spend, in particular for RPGs. Even stuff such as open-ended quest design takes a whole lot of ressources and time (which is why smaller projects such as Pillars Of Eternity typically have only a few truly branching questlines, e.g. Raedric's hold in PoE 1 https://rpgcodex.net/content.php?id=10231 ).

But this isn't my world, so there. This approach has clearly proven successful for others also, e.g. Bioware, CD Projekt et all who clearly see games as sort of movies themselves. In fact the one hope I have for BG3 is that it bridges the massive gap that's been opened up since, also in between audiences. It has the style of presentation of all those "blockbuster games" in that every tiny dialogue must be a movie sequence -- but unlike The Witcher 3, say, it doesn't blatantly play or witcher sense itself outside of the inevitable combat, still favoring player agency, imagination and even systems driven gameplay which far better suits a truly table-top gaming translation. smile

Last edited by Sven_; 27/03/22 09:50 PM.