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So, that's kind of an interesting question then. If you look at the
sort of pretty mainstream success of Fallout
3, do you think that they found a way to make a hardcore RPG much more
mainstream than has been done in the past? Or when you look at how Fallout 3 is suceeding compared to what
you've done on Fallout 2 or other
RPGs that you've done...
FU: I think Bethesda did
two things, and I'll start with that sort of thing. Any great game, it's beyond
how exactly you play it. It's how you play it, and a specific "Are there
numbers? and "Are there not numbers?" and all that kind of stuff. It's
more of a feeling.
What really was great about
the original Fallout, Fallout 1 and Fallout 2, was the feeling of being in
this world. And that was attractive. Well, attractive is maybe the wrong word.
It was compelling. (laughs) That's a better word.
I think what Bethesda did
an incredible job at is making you feel like you are in this Fallout world. And that's what we did
back at Black Isle, to make you really feel like you were in this Fallout world. The whole thing -- from
the loading screens to the main menu to the Pip-Boy to all that kind of stuff
-- it really felt like it was a whole cohesive unit of feeling like you're in
this world. And they did that.
When you do that, it is
instantly more compelling to any kind of gamer. As long as they feel like they're
not being hindered by something or that something is annoying in the game, then
they're probably going to enjoy it. And I guess part of that is also taking it,
obviously, from a turn-based PC game to using the Oblivion engine and learning how to use their Oblivion engine and make it Fallout.
And that's not to say that it's just Oblivion:
Fallout.
I think the second thing
that Bethesda did an incredible job at -- and this is what they do really well
-- is they are just behind their games. I think a lot of the success of Fallout 3 in particular -- because
there are people probably at Bethesda that Fallout
3 is not the kind of game that they play -- but they jumped in with both
feet, like, "This is the game. We believe in this game." And I think
that is why you see a success, too. It's almost catching.
In other words, you have a
publisher who's like, "Well, we have these seven games. What do you think?"
Bethesda is, "No, you're buying this damn game." So, I think that the
success was from both ways. They were able to get the feeling of Fallout, and they really believed in
their game. And that belief in the game came through in how they were talking
to everybody and pimping it and all that kind of stuff.
In starting Obsidian -- I don't know the exact process -- was it
more a circumstance thing where you were like, "I guess I need to start my
own company because that's the position I'm in," or was it like, "I've
been working in this industry for years, and I'm ready to do my own thing"?
FU: I think any kind of
those decisions are a collection of a bunch of things. I was 33, and I think
one of the owners is a year older than me, and the youngest owner is like three
years younger than me. So, I think we were literally like 30, 31, 33 -- 32, 33,
34, something like that.
We were like, "This is
the time to do it." If you kind of think about it, when we're 40 and we
have kids that are now getting [older]... In one case, owner's in high school,
or my kids at that point would have been in grade school. You have less of a
chance that you're gonna go take a chance like that.
So, that was part of it. I
think the second thing is we had been working for Interplay for a long time,
and we worked really hard, and we made a lot of great games, both internally
and externally. And Interplay just wasn't going anywhere. And that was really
sad because we would work really hard, and then the money we would make would
go fill a hole somewhere else.
Yeah, somebody's debt.
FU: Yeah, exactly. If you
do that a few times, you're just done. And on top of that, because the money
was so tough, it just got harder and harder to make games. I think the one
thing that I've often told people is that the straw that broke the camel's back
for me was that it took me three months to get $20,000 worth of computer
purchases approved because it got approved and unapproved four times.
And then finally after
three months, I'd heard it got ordered and everything, and then I got an email
how that now, "Well, we weren't really sure that you needed them, so it's
been turned over to the tech director for the company to decide whether you
really need them or not." And I'm like...
Just trying to design some games.
FU: My guys, now,
literally... The computers were like six months too old when i started this
process, you know what I mean? And not that I walked out that day. It's just,
you know, this and this and this. And it just seemed like a good time, and
there should be opportunities and things like that. It wasn't so much like, "We're
going to go off, and Interplay are retards." Because a lot of it is we
modeled a lot of what we did off of Interplay, both the good and the bad.
In some cases, we said, "Interplay
didn't do that well -- why did we not like that? Let's not just react to it,
let's figure it out." Because in a lot of ways, Interplay was a great
company. At times. Even at the end, there were so many great things about it.
I've talked to Mike Morhaime
a lot. I mean, Blizzard was initially modeled after Interplay. So, it wasn't a
bad company. So, in essence, we had no reaction to that other than the
situation that it was in at that point that really made it hard to make games.
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And it's a huge pile of crap.
Why is it that the RPG can be raped liked this? What other genre have the media allowed to be 'any damn thing you want it to be'?! How can RPG be a genre when so many other genres can be fit into it and it's still called an RPG?
Let's get things straight: Diablo is a hack'n'slash RPG, Planescape Torment is an RPG, Fallout 3 is an RPG, but Jade Empire, Mass Effect and Alpha Protocol are NOT RPG's - they are 'action-adventures'!!!!
What makes an RPG is character stats. Are you able to choose stats for the character you are going to play,and then have game options that take that character into account? Planescape and Fallout 3 are the only titles that fall into that category.
If having a inventory for weapons and armour and a conversation system means it's an RPG, then Crysis and STALKER and Far Cry 2 are all RPG's! In fact every 'shooter' released in the future will be able to be called an RPG!
It's funny how, when you look at what developers were saying about their RPG's like KOTOR and Baldur's Gate, they were pointing out that same things as I have above, to show their titles were proper RPG's!
Your final paragraph therefore, is a total cop-out, and will, just like Flight Sims and Adventures before will help kill the hardcore RPG market.
Gamers want REAL RPG's. It's why Oblivion and Fallout 3 have sold in the numbers they have, it's why the Fallout compilation of Fallout 1,2 and Tactics re-appeared in the charts last month, it's why The Witcher has sold twice as many copies as Mass Effect on PC!
Alpha Protocol is a game with all genre for all gamers, but it's stats are based around NPC attitudes and weapon and tech stats. There will be little in the way of character stats or gameplay that takes account of that, it will go the way of most 'games written for all genres', in that it will appeal to no gamers and sell very few copies.
There's no dispute that Mass Effect sold well, especially on console. But a conversation engine tied to a third person linear tactical shooter engine does not make an RPG. AN RPG has you able to create a character through stats and then have a gameworld that reacts to those stats. Ie., as a strong fighter you have a front door with guards to go through, as a stealthy type character there is a back door to sneak into. In Mass Effect everything led to that linear third person shooter quest. That is not an RPG, lite or otherwise.