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Avantenor
26.10.2006, 01:38
Gestern habe ich eine ähnliche News (http://forum.globalgameport.com/thread.php?goto=lastpost&threadid=3361) für unsere Legend-Seite (http://www.legend-handofgod.de/) gepostet. Heute kann ich es auch für Bioshock nacholen. RPGVault geht mit seinem RPG Roundtable in eine neue Runde. Die neue These "They don't make RPGs like they used to". Mit dabei unser guter Ken Levine von irrational. Hier ist seine Antwort.


As much as it may upset some RPG fans, games have had to advance as technology has opened new doors and players have become more demanding. Where RPGs were once among the only games in which story and character development mattered, these elements are now being seen as mandatory components of AAA games. It's not enough to be competitive if all you have is a great story; the business pushes for a cinematic approach with full voice-overs and cutting edge visuals, maybe a celebrity spokesperson, and in-game ads.

I'm not acting as a harbinger of doom, but that's the state of the industry. It's now up to developers to carve out the category, using the tools at their disposal to define new methods of drawing players into a story; after all, you might as well put the production values to good use.

Many of the most memorable RPGs sucked us in for weeks or months, and we took their completion on as a part-time job. Unfortunately, the rising cost of development means that we won't likely see any 200-hour epics anytime soon. However, the games we do get will be more consistently entertaining. We can use the technology to offer players a much more atmospheric experience, evoking a level of emotion and involvement in the universe that never would have been possible with sprites and 2D backgrounds.

So, while games have had to become shorter, the best ones have had to become deeper. The same elements we love in our RPGs - great story, extensive character development and various paths through the game - have made their way into many next-generation PC and console games. It's become increasingly difficult to divide games into genres, as the best ones borrow any elements required to provide the best experience for the player.

While BioShock has been called the new breed of "deep" FPS, it draws a lot of its depth from RPGs. We urge players to constantly make choices, and it's up to them to determine their characters' morality, affinity for combat, etc. While many RPGs have given players options to approach situations differently, only now are we seeing games in which the world truly reacts to those decisions. We love working in this space, and have always thought that RPGs have a huge amount of things to teach other genres. We're applying a lot of these lessons to BioShock.

Zum Artikel (http://rpgvault.ign.com/articles/741/741567p1.html)