• djsoren19@yiffit.net
    link
    fedilink
    arrow-up
    31
    ·
    edit-2
    1 year ago

    No, not even remotely. The biggest game of the year was an antiquated cRPG, followed by a bunch of sequels and remakes. The industry as a whole has been rocked with scandal after scandal, with the most recent being the large, widespread Christmas layoffs. Innovative gameplay is now something that completely eludes AAA studios, who only seem to know how to regurgitate trends popularized by better games.

    2023 was another shite year for gaming, and rewarding it with brain-dead articles like this is why 2024 probably won’t be any better.

    • ampersandrew@kbin.social
      link
      fedilink
      arrow-up
      30
      ·
      1 year ago

      “Antiquated” is certainly not a word I’ve heard anyone describe BG3 with until now. Personally, this is the first year in a long time that AAA has spoken to me, because they haven’t been catering to me much for the past number of years.

      • djsoren19@yiffit.net
        link
        fedilink
        arrow-up
        7
        ·
        1 year ago

        I mean, Larian isn’t even a AAA studio. They’re still technically an independent studio, though with the success and polish of Divinity I think most would have considered them AA even before BG:3. Also you’d need a lot of evidence to convince me that any cRPG isn’t a product of antiquated design, there’s a reason the genre completely died off. From my experience playing it, even Larian couldn’t figure out how to make combat with 20+ enemies feel fun, a problem nearly every cRPG has had for years.

        • ampersandrew@kbin.social
          link
          fedilink
          arrow-up
          15
          ·
          1 year ago

          I’d consider them a AAA studio, at least at this point. BG3 had a budget of $100M, a team of 400 people, and if I remember correctly, a 30% stake from Tencent. I think they count now.

          As for antiquated, they added emergent design elements on top of a solid CRPG foundation and married that with a level of production value that we typically associate with RPGs that had to tone down their RPG systems, like Mass Effect or Cyberpunk, which is why I’m having a hard time meeting you on that word. If I was going to assign reasons to why CRPGs died off (only for about 10 years at that), I’d say it was because people were chasing that production value, but the audience still hungered for the depth that their predecessors offered. I had a ton of fun in the BG3 combat encounters with 20+ enemies. I love XCOM, and I thought BG3’s combat encounters were more fun than anything I played in XCOM.

          • Vodulas [they/them]@beehaw.org
            link
            fedilink
            arrow-up
            6
            ·
            1 year ago

            I’d even say the genre never died, just became a little more niche. I think the ARPG kind of dominated there for a bit, but CRPGs still existed. The time between Baldur’s Gate 2 and Dragon Age: Origins was only 9 years. There were several games between those games that I quite enjoyed (Arcanum, Fallout Tactics, Icewind Dale, Neverwinter Nights 1 and 2, and more). I realize that wasn’t your argument at all, just wanted to add a little more weight to what you were getting across

            • ampersandrew@kbin.social
              link
              fedilink
              arrow-up
              2
              ·
              1 year ago

              I haven’t played DA:O to know if it counted, but I do know it was at least trying to tap into that lineage a bit. I was mostly going from NWN/KOTOR-ish to the Kickstarter boom that birthed Shadowrun, Wasteland, and Torment successors, among others.

              • Vodulas [they/them]@beehaw.org
                link
                fedilink
                arrow-up
                3
                ·
                1 year ago

                DA:O was touted as the spiritual successor to BG2 at the time, so totally was. And yeah, there was a little lull, but there were still games in there.

        • Vodulas [they/them]@beehaw.org
          link
          fedilink
          arrow-up
          9
          ·
          1 year ago

          The genre didn’t die off though. It may have become a niche, but died isn’t the right description. Not saying that means you should like it, just that it has been in the background for a very long time.

        • finishsneezing@discuss.tchncs.de
          link
          fedilink
          arrow-up
          4
          ·
          1 year ago

          Not saying you‘re wrong, but your arguments are weird. cRPGs are obviously not dead, and I‘ve encountered a group of more than 10 enemies maybe a handful of times. And, subjectively, that was fun.

      • t3rmit3@beehaw.org
        link
        fedilink
        arrow-up
        4
        ·
        1 year ago

        I didn’t really see anything in BG3 that was antiquated, but I also didn’t see anything innovative. It’s DOS2 in Faerun.

    • PonyOfWar@pawb.social
      link
      fedilink
      arrow-up
      17
      ·
      1 year ago

      What made BG3 “antiquated” to you? Just the nature of it being a cRPG? I thought it had some really good modern game design.

      • djsoren19@yiffit.net
        link
        fedilink
        arrow-up
        6
        ·
        1 year ago

        To me, it fell into the same trap basically every cRPG falls into; late game combat is a chore. Once the number of enemies and skills you have to juggle gets high enough, you can’t realistically use real-time on the harder fights, but you can run into so many enemies that turn-based takes forever.

        I don’t even really mean that as a criticism of Larian, since nobody else ever managed to fix that issue either. It’s a big reason why the genre died off for so long.

        • ampersandrew@kbin.social
          link
          fedilink
          arrow-up
          12
          ·
          1 year ago

          Real-time isn’t an option at all in BG3, and RTWP always felt messy to me anyway, even as I’m now playing Pillars of Eternity. Especially in a lot of those old Infinity Engine games, it felt like it incentivized devs to add more trash mobs, as opposed to paying closer attention to pacing and encounter design.

          • djsoren19@yiffit.net
            link
            fedilink
            arrow-up
            3
            ·
            1 year ago

            I totally apologize, you’ve unlocked a memory. It’s so good in KOTOR that my brain doesn’t remember it’s a cRPG. I’m really hoping that if it gets a remake, it keeps all the guts of the original combat system, and doesn’t get simplified to a toggle between real time and pause.