Obsidian CEO Urquhart Fears Lack of Originality in Offline RPGs
by Nick Breckon, May 30, 2007 3:20pm PDTObsidian Entertainment CEO Feargus Urquhart is worried that MMORPGs may be cutting into the traditional RPG market, urging that developers need to adapt to the changing dynamic by pushing offline games in new directions. In an interview with CVG, Urquhat emphasized the lack of substantial differences between the core gameplay in offline RPGs as compared to their online competitors. "For instance, it used to be fine to make an RPG that was just wandering around and hacking things up with the player having very little effect on the world around them. Why play that game now if you could just play an MMO?" Urquhart said. As the former leader of Black Isle Studios, Urquhart is responsible for some of the most popular RPGs in history, credited with work on Planescape: Torment, the Baldur's Gate franchise, and the original titles in the recently revived Fallout series. Following the financial troubles at Interplay that lead to a brief shutdown of the publisher, Urquhart departed Black Isle in 2003 to form Obsidian Entertainment, which has seen the release of the RPG sequels Neverwinter Nights 2 and Star Wars Knights of the Old Republic II: The Sith Lords. Using the new campaign for Neverwinter Nights 2 as an example, Urquhart described his vision of how the single player experience can differentiate itself from that of an online, persistent world. "In Mask of the Betrayer, we can make the world react more to your personal decisions than any MMO could hope to. We can let you impact your companions and the game's NPCs--and the entire story outcome--in ways that MMOs cannot," he said. "Many RPGs, including some that I've made, allow the player to just stomp around and not really have to worry about the world that they are playing in. I think that really limits the feeling of you being in that world, which is what I certainly want when I'm playing a great RPG." During this year's GDC, then-Firaxis designer Soren Johnson commented on the state of offline PC development, putting it into the context of piracy. "Game design on the PC is going to bend toward persistence," Johnson said, boiling it down to an issue of economics. "You can't pirate WoW. You cannot pirate an MMO. Period."
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Comments
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These comments are making me feel like I'm the only person in the world that actually loved playing through NWN2 (twice, even... so far). :\
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Seriously, good writing is the only fucking thing Obsidian has delivered, and I'd rather it come attached to a finished, polished game, than the messes they've given us.
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NWN2 had these endless ENDLESS dialog scenes... OK, I'm a Paladin... how do I influence the world around me? Associatae says X, I have a choice of a Good, Neutral, or Evil answer. I pick the Good answer. If Associate is Good, I just gained influence.
This is clockwork stuff. I am not influencing the world around me, I am following a script based on my original choice of alignment and class. That's the only choice I really get.
Plus, back to the dialog scenes... man, you go through this stuff for ages, it's drawn out and 50% of the time nothing is learned, nothing is affected, you just wasted a whole lot of time watching an NPC talk, and your choice of three responses doesn't even alter what they were saying.
It's just for your benefit, to make you feel like you actually did something.
The biggest and most shameful thing NWN2 did was to give you a Keep in the third part. You have to keep travelling back and forth through different parts of this keep. Conversation, change locale... wait a minute for it to load, conversation, change locale... load.
Again, the player is supposed to be "affecting his world" ... building up an army for the keep, staffing it, building the fortifications.
This costs you a CRAPLOAD of gold. I sacrificed a lot of nice toys I could otherwise have bought... and what *effect* this this have on the world by the end? I was expecting some kind of incredible battle that this keep was going to be important in.... and it had ZERO effect.
I wasted HOURS on these stupid fucking dialogs, blew cash that I'd rather have spent on toys, because of this partial vision.
I got to go on two raids that lasted 15 minutes and was given a handful of soldiers, I guess maybe they were equipped with the stuff I so painstakingly bought them.... but these soldiers *replaced* my NPC buddies. So I got Joe Loser Footman with his chain mail and sword in place of my Level 18 sorcerer with Meteor Storm.
Tell me, what is more effective for me? These losers that came along with me, I didn't babysit them, that's annoying... by the end of the raid they were all dead.
Did they kill anything? Not that I'm aware of. Did it affect me that they died? Not that I'm aware of. Was it an annoying waste of time? Yes, especially since I could have soloed the whole frickin thing.
NWN2 was the worst RPG that this unit ever put out. I loved BG, BG2, IWD, IWD2, and NWN1. NWN2 was beautiful looking, but incredibly flawed.
Go back to the roots, give us a fun game... spend less time on voice acting "plot development" dialogs that don't develop the plot or offer anything new... the whole thing is on tracks anyway, I just click through the damn things and then check my journal for the 3 sentence version that gives me the info I need instead of the 20 minute blah fest. If you want to do these things, make them useful somehow.
Obsidian I think just has to go back to the drawing board and re-figure this stuff out.
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Now go rip off Mass Effect so I can have a gorgeous game like that, with that sort of gameplay, on the PC, but with good writing from Avellone.
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Maybe you like that kind of game and you're stuck with dialup?
Here's a thought, why don't you make an expansion for NWN2, and put in some major PW support, with an autodownloader for all the stupid little files you need to play on the server? And while you're at it, make everything else in the game modular so you don't need a CS degree to add new classes and spells and whatnot.
Give the community the tools and you'll see some wicked shit.
Oh, yeah, and NWN2 didn't appear to even be particularly original or innovative. It's another game in the vein of Baldur's Gate. At least, that's all it was as far as I got before I returned it.
Want to create some real innovation? Let the player do horrible things to make the NPC shut up (or talk, if necessary). Give the player some evil options more interesting than killing people and taking their stuff, or petty lying, cheating, and stealing.
No way he can be that naive. Can he? I think all the major MMOs have pirate clients connecting to pirate servers.
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Obsidian has made KotOR2 and NWN2.
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