» Sun May 01, 2011 10:42 pm
All comes down to formula.
First you start with a few basic components:
Point - What purpose does it serve? What point is it trying to get across?
Personality - What is the overall theme? Are there multiple themes? What is the general feel? The flavor? The design/art direction?
Accessibility - Is the purpose one that will be widely recognizable to viewers? Are the themes presented in a way everyone will be able to understand? Or is it strictly designed for a more specific audience?
Attractiveness - Does it look pretty? Does it make people want to touch/see/eat it?
Impact - Emphasis on any or all of the above. Does it show with a one glimpse what a thousand words cannot? Does it describe with a single word what an entire gallery can't depict? Does it stick with you 'till the day you die and after on into eternity?
Presentation - How the finished product speaks for itself. Is it appealing or distasteful? For example you can have the best game in the world but if it comes off as a racist K3 "kill-blacks" hate-fest I don't think too many people would play that game. On the other hand if you played your cards right and pumped up your hype you could have the biggest unfinished piece of crap ever made and somehow get millions to try it out.
The higher it is on the hierarchy, the more Impact that element has.
For Morrowind the formula goes pretty much like:
Personality > Point >> Accessibility = Attractiveness
It was a personality game, all about the details, the mood, the feelings & the subtle play of themes like colors across general ideas. This where the Impact, & other elements, revolved around.
The point, or more specifically story, was good, but it wasn't the best, it was actually pretty average but strengthened by the personality providing shear scope of overlaying plots and events like thread on a loom the player may choose to either weave, ignore or cut.
It wasn't the most accessible game, the in-game descriptions of locations where often vague and it could take many many hours to get somewhere, there was little to no leads and no hand-holding. But it's personality stubbornly pressed on, drawing you in like a giant toy superstore for a 5 year old, you didn't have a clue where anything was but it all was SO interesting you where determined to figure it all out.
The attractiveness wasn't that great either, even for it's time it's graphics weren't the best, Unreal 1, a game that came out in 1997, looked almost as good as Morrowind did. The graphics where foreboding at best. But the personality carried the game through to the finish line, most people saw through the shoddy block-figures & grayed-out textures at the real meat of the game. I believe this (The personality) was described in the original previews for the game, as well.
Good presentation on Bethesda's part, because if all they ever spoke of it was about it's shiny graphics & accessibility, it'd be dead a long time ago.
For Oblivion the formula is reversed:
Attractiveness = Accessibility >> Point > Personality
It was definitely an attractive & accessible game. Crisp, shiny graphics with the latest (At the time) technologies, "OMG I CAN MOVE STUFF?!!" It literally BEGGED you to take a peak and see for yourself. The "WoW-QuestHelper" GPS system coupled with fast travel meant you never got lost again. The level scaling took all of the searching around out of challenge, meaning you could go to any dungeon, anywhere at anytime and get serious action. The "dumbing down" of many in-game functions meant even your grandma could pick up the game and figure out what to do in few minutes. It was all about attracting as many people as possible & enticing them with an easy to use&learn style of playing that didn't have hardly any demands on one's schedule. A real "lounge" game.
As far as point went... Well, there wasn't much. It already had a whole library of background lore already built from Morrowind to use. The story was REALLY average and it showed, but the accessibility kept it afloat, it was just much easier and quicker than the alternatives, plus it looked good.
And in the end in order to reach that level of accessibility the personality suffered the most. The dumbing down of functions and high upping on the attractiveness scale meant all round homogenization that completely crushed most of the feeling out of the game. The high-end graphic requirements meant more time spent on each individual item, meaning less overall. Not to mention keeping it simple to not have people's PCs explode. The additions of voice acting, while certainly a very attractive addition, hopelessly demolished whatever little shreds of personality where left. Now they couldn't add too much unique dialogue, either, lest they bloat the game-files.
So what was left was a bunch of dungeons that all looked pretty much alike down to the textures & layouts, but this didn't matter as much because the whole point of them was to provide easily accessible challenge with the level scaling. Several regions that are nearly indistinguishable because it would be pointless to add it in if people where gonna be fast traveling around anyway. An army of clones who sounded the same, talked alike and looked related (With some of the hideous random faces maybe alittle too "related") because the appeal was in being able to hear/have the dialogue read/presented to you, not biography or individualism.
A shoddy main-quest that reaked of afterthought was what mostly held it all together, because honestly having a complicated storyline would seem too overwhelming for what was meant to be a glorified sandbox. It wasn't designed to be a game that lasts, it was designed to be game that brings people in, keeps them busy for a while and then lets go once they get tired of it.
Bethesda, this time around, focused pretty heavily on the looks/functions of the game in their previews yet also mentioned the supposed "RPG" aspects, as I recall, remember what I said about hype? They presented the game as having content it didn't really provide in full.
At the same time they brought the construction set over from Morrowind, to be brutally honest that is the only reason the game has lasted as long as it has, because people could mod it. (Morrowind would've lasted less had they not had the editor I admit, but it would still be longer than Oblivion, as it just had more content right out of the box overall)
Really smart marketing decision, that one.
I think we can all see where this goes. Games that focus heavily on Attractiveness & Accessibility, obviously, attract more & a wider variety of players, that's how World of Warcraft got so popular. But the difference here is that WoW is a MMO, not a single-player game. I'm personally a WoW player and I enjoy the game, for a multi-player game it is excellent. But never EVER would I want to play WoW as a single player game UNLESS it is remade to follow the Morrowind formula, which is a strange statement because the game has quite alot of personality for a MMO.
However Oblivion comes off like a MMO in single player clothing, and that is an issue, it's almost backwards, well, it is backwards......
Games that focus on Personality don't attract nearly as many players, simply because in order to really appreciate the game you gotta get really Intuit = In-To-It.
Sadly in today's market that doesn't make nearly as much money. I don't think Morrowind has made even one monthly salary WoW does in all of the years it's been purchased.
Not only that, but that type of game takes alot more effort, patience, skill, inspiration, dedication, love & soul to create. And that, can be very expensive. Expensive for a small payback. That is the ultimate con of the Morrowind formula. (Not saying Morrowind didn't make alot of money but alot of games that followed it's formula never really caught on and weren't very popular, I doubt they made much) A good example would be the game "Unreal". NOT the tournament spin-offs, the original game. I hardly ever, EVER see someone mention this game let alone know about it. It's like literally off the radar except on very very specific little cult-like niches that borderline worship it religiously. Yet it had some of the most completely epic, inspiring & moody level design in any game ever. It looked like crap, simple as hell, with NO story at all, and yet I have played that game so much the disc vanished and I had to get a new one. For something so cheap it dragged you in and slapped you with it's wonderfully immersive sound effects, beautifully crafted EXTREMELY FITTING music & interesting characters & creatures you'd encounter and fight.
Many of it's maps had secrets & easter eggs that made getting lost enjoyable. It was well ahead of it's time.
But the levels where confusing as hell, sprawled on forever, the leads where nearly non-existent, and some of the weapons/fights where difficult to master, a casual player could spend a month playing the game, god forbid it is the UT2004 conversion with the additional beta levels, it'd take you a month and a half then. That's why it wasn't very popular.
Whereas games that are based off the Oblivion formula are cheap & quick to make and extremely easy to hype to ridiculous proportions, Spore would be a great example, the prettiest graphics, the easiest game-play ever conceived (I dare you to make easier game-play than what it offers, unless you make it a button that goes "You Win!" it's not possible), ungodly hype and millions of fans. Yet when it came to showtime when all that newness wore off was the shallowest game in existence. That game was so shallow that even the creature creator couldn't save it. For something that preached customization so much, it was unbelievably restrictive, limited & homogenized. And that is the ultimate con of the Oblivion formula.
Personally I think the best formula is Point = Personality = Accessibility = Attractiveness, I keep liking games then going "You know something? It needs alittle more of this, and a little less of that, then it would be perfect"
I've yet to see a game like that though. I've yet to see a game like Morrowind again.
They (Not Bethesda specifically, hell not even GAME developers specifically, but including the movie/book/TV show developers) figured out a formula that maximizes income, and they aren't interested in going back anytime soon. I don't blame them, really. But in the long run it is slowly choking the entire entertainment market to death. Too much shallow crap and not enough substance. It's everywhere nowadays, nobody wants to spend any time on quality anymore.
Sooner or later people are going to get the message and boycott this stuff entirely, welcome to the future collapse of the entertainment market, where YouTube is the new television/theatre, the Internet is the library & games like Morrowind & Unreal 1 are sought out like Peptobismol to combat upset stomach after eating the same exact flavor of sandwich for months and months.