Showing posts with label project eternity. Show all posts
Showing posts with label project eternity. Show all posts

Tuesday, 26 February 2013

How the Next Generation Could Kill Gaming (as we know it)

Back in the 1980s, when I started gaming, it took a few people perhaps a few weeks to make a good game. Even the mighty Elite - the first proper 3D game and arguably the first proper open-world game - took two guys a few months to put together. A few years later, during the 16-bit era of the Commodore Amiga, SNES and Megadrive (Genesis for you American types), this had increased to teams of a dozen or so taking a few months to a year, tops, to put together a game. The gaming industry was in the good health, with the biggest mega-hits making tens of millions of dollars but even a game selling just a few thousand copies could still turn a profit.


How times have changed. Today, it takes teams of several dozen people anything from two to six years to make a game, with budgets in the tens of millions of dollars. Dozens of game development studios have closed over the course of the last generation of gaming (which began in 2005 with the release of the X-Box 360), in many cases despite selling millions of copies of games. It's no longer enough to be successful. Now you have to produce a fast-selling megahit from day one, otherwise your company might go bust.

It's been a disturbing period. Several of my favourite games of all time are Hostile Waters, Anachronox, Planescape: Torment, Freespace 2 and the Homeworld trilogy, all moderately-budgeted games that sold reasonably well on release but nothing to write home about. Those games simply would not exist in today's publisher-driven marketplace. The entire midlist of gaming - those games that are well above the indie level in terms of both cost and sales but below the mega-hits - has simply evaporated.

A good example of this is Rockstar's May 2012 release Max Payne 3. This game cost an estimated $105 million, not including marketing. The game was required to sell 3 million copies at full price in its first few weeks on sale to break even, which it rather spectacularly failed to do: the game 'only' shifted 440,000 copies in its first month. It is questionable if the game has broken even yet, and if it has it's only a moderate success, especially by Rockstar's standards. Their previous game Red Dead Redemption (released in 2010 had sold 8 million copies since release and, before that, Grand Theft Auto IV (2008) has sold more than 25 million.

Rockstar obviously aren't going bust over this disappointment. Their latest game, Grand Theft Auto V, launches in September and will likely be the biggest-selling game of the year (this year's Call of Duty title notwithstanding). However, with a much vaster gaming environment that GTA4 and with three major protagonists to voice and write rather than one, GTA5's budget is likely considerably larger than even the $100 million of its predecessor.

Last week, Sony announced the existence of the PlayStation 4 console, due for release later this year (probably November). In April Microsoft are expected to announce the release - either this Christmas or early next year - of their successor to the X-Box 360. Both of the new consoles are going to be more powerful and more impressive than their forebears. The PS4 has 16 times the memory and a vastly more powerful graphics card and CPU than its forebear. Crucially, it's also based around off-the-shelf PC hardware rather than dedicated technology, keeping costs down and making games development and porting between the platforms much easier. Nevertheless, the arrival of the new consoles is hugely problematic for studios. Games will now require more advanced graphics and even more resources to make them look as good as possible. Some gaming companies are already warning that budgets for the next generation of gaming could balloon out of control and leave very few companies and franchises standing. The massive popularity of Facebook games and mobile games is also begging the question: do gamers really want even moar graphics? Sony desperately need the PS4 to be a huge hit to help arrest their company's decade-long decline, but it's far from certain it will be.


Some companies are already taking avoiding action. Obsidian Entertainment are developing their new epic fantasy RPG, Project Eternity, for PC and Mac alone (but don't be surprised to see mobile/tablet versions later on), forsaking the console race altogether. Project Eternity is a game using hand-drawn 2D artwork for its background and 3D character models. This keeps costs and development time down immensely. The game was greenlit (via the Kickstarter service) only in October, but is expected to ship in early 2014, after less than 18 months of development. The Dragon Age games, on the other hand, are full 3D titles, which each item in the game taking anything from hours to weeks to create and texture. The original Dragon Age title took about five years to make, with its sequel re-using many of its assets. Dragon Age III, due in 2014, will have taken about three years to develop. All three games had budgets comfortably in the tens of millions, whilst Project Eternity's budget is only about $5 million ($4.1 million or so of that from Kickstarter). As the above screenshot shows, Project Eternity is still a good-looking game by any measure. Obsidian have simply been a lot more careful about where to put its money and to minimise its risks.


If a lot more companies take steps like these, the next generation could be a fruitful time for innovation in gaming. However, the blunt forces approach taken so far by Sony, and likely by Microsoft as well, is not encouraging. If sales of the new consoles and their games are down whilst budgets continue to escalate past the point of sustainability, we could see the entire notion of a video game console disappear altogether. Of course, that may not entirely be a bad thing if it results in more rewarding and original games appearing on other platforms. As always, time will tell.

Sunday, 27 January 2013

WHEEL OF TIME game not dead at Obsidian, KotOR 3 a possibility

I missed this when it went up over a month ago, but Kotaku have published a thorough interview with the founder and CEO of Obsidian Entertainment, Feargus Urquhart. The interview is extremely informative and revealing.



First up is the surprising news that the Wheel of Time RPG is not entirely dead. Previously Obsidian had signed a deal with Red Eagle to make a game based on the setting, but then all news on the project dried up. The article reveals that, despite no forwards movement on the project for almost three years, the game is actually still viable, provided that Red Eagle finds a publisher and provides funding. I'm not holding my breath on this realistically ever happening, but it's good to know that Obsidian are still ready to go with the project if it does ever become a reality.

Secondly, Urquhart talks about the success of their Project Eternity Kickstarter appeal, and how it has opened other doors. He reveals that he has been talking to companies like Ubisoft, Bethesda and LucasArts about future projects. Based on comments elsewhere in the article and some things that have happened since, it sounds like Obsidian have - very tentatively - been talking about doing a Might and Magic game with Ubisoft (although that possibly might have been related to Ubisoft picking up the South Park RPG Stick of Truth, which has indeed just happened); to Bethesda about a potential Fallout: New Vegas 2 (or even an Elder Scrolls game); and to LucasArts about a Knights of the Old Republic III for next gen consoles and PC. None of these things are 'go' projects or particularly likely to happen, but they're all potentially mouthwatering prospects.

Finally, Urquhart talks at length about their highest-profile failures, particularly the incomplete Knights of the Old Republic II and the furore surrounding Alpha Protocol. What is particularly intriguing is the fact that Alpha Protocol has been selling very well over a long period of time, enough that Obsidian have hopes of being able to revisit the idea of a sequel with Sega a couple of years down the line (although given the summary cancellation of Obsidian's Aliens RPG - also mentioned in the interview - that may be more wishful thinking than anything else).

Overall, a very interesting look at what might just be my favourite game developers around at the moment.

Wednesday, 17 October 2012

PROJECT ETERNITY smashes funding goals

As covered previously, Obsidian Entertainment have been working on a brand-new, 'old-school' RPG with the working title Project Eternity. The game is heavily influenced and inspired by their own classic games (when they were working as Black Isle), such as Planescape: Torment, Icewind Dale and the early Fallout games, as well as those of their associated companies, such as BioWare's Baldur's Gate titles. To help fund the title, Obsidian requested fans to pledge $1.1 million via the Kickstarter crowdfunding website.

Click for massive version.

A month later, the Kickstarter has come to an end with Obsidian having raised $3,986,929 via the website, plus an additional $140,099 in PayPal contributions. The result being that the game achieved all of its planned stretch goals and will now be radically enhanced as a result. This includes the game now shipping on PC, Mac and Linux platforms, in multiple languages and with several added areas (including a whole new city and a major, 14-level dungeon complex).

The game is tentatively set for release in April 2014.

Friday, 14 September 2012

Creators of the greatest RPGs of all time collaborate on new game

Obsidian Entertainment have announced their next big RPG: a fantasy game called Project Eternity (working title). This game will be an isometric, old-school RPG that draws heavily on their old D&D games using the Infinity Engine (the Icewind Dale series and the legendary Planescape: Torment).



However, tired of working for publishers who either don't do proper Q&A on their games (resulting in the bug-filled mess of Alpha Protocol), rush them out in an incomplete state (Knights of the Old Republic II) or refuse to pay them a bonus by failing to hit a ludicrously arbitrary Metacritic score by one point despite selling millions of copies (Fallout: New Vegas), Obsidian have decided to take this one to the fans. Via Kickstarter, Obsidian are asking for $1.1 million to help fund the game. They're already at $300,000 less than a day after starting the project.

The creative forces behind the game include Chris Avellone, the writer of Planescape: Torment; Tim Cain, the creator of the Fallout franchise; and Josh Sawyer, the project lead on the excellent New Vegas (who infamously disapproved of the game being somewhat 'softened' for console players and released his own, more hardcore mod for the PC version of the game). They hope to release the game in early 2014.

Kotaku interview Avellone here about the project, whilst GameBanshee talk to Obsidian studio head Feargus Urquhart here.

UPDATE: As of 24 hours later, the amount raised stands at $1,083,000, and should hit the target within a few hours (with 31 days still to go). Obsidian have already said that any money they make over the $1.1 million will go to making the game even more impressive, and some projections are now suggesting they could make upwards of four times the amount they asked for.