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Hasbro Confirms New Unannounced Dungeons & Dragons Video Game in Development
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<blockquote data-quote="Ruin Explorer" data-source="post: 9514424" data-attributes="member: 18"><p>You definitely don't need to go as hard as BG3 did, but this is actually a pretty major issue that people who play and buy RPGs are sensitive to.</p><p></p><p>To some extent it's absolutely an illusion - but you need to make that illusion convincing - you need to have at least some choices with consequences within the game, and if you screw up the ending, people may well be very mad at you for a very long time - c.f. Mass Effect 3, where the ending debacle absolutely impacted longer-tail sales.</p><p></p><p>And that's a big issue too - RPG have very long tails, sales-wise. A lot of games sell a ton in the first few months, then basically trickle off to nothing. But RPGs are different - they're selling significant numbers of copies years, even sometimes a decade later. BG3 is still frequently in the Steam top 10 sellers list (which is by revenue, not by units), well over a year after release - right now it's like at 15, but it comes and goes, and was as high as 4 or 5 quite recently. That's insane. Other RPGs have similar sales patterns - they might not go as high, but they keep on selling and selling.</p><p></p><p>So perceptions about your game matter much more than you might think with other genres - if it was a reputation as being "no choices", that's damaging years of sales, not just initial sales before people might realize that.</p><p></p><p>So I think the reality is you need to do a good job giving the impression of choices, of paths, whether they're really there in a meaningful way or not. And if you do go crazy like BG3, so long as the game is fundamentally a good game, RPG audiences will reward you by buying your game for a very long time to come.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9514424, member: 18"] You definitely don't need to go as hard as BG3 did, but this is actually a pretty major issue that people who play and buy RPGs are sensitive to. To some extent it's absolutely an illusion - but you need to make that illusion convincing - you need to have at least some choices with consequences within the game, and if you screw up the ending, people may well be very mad at you for a very long time - c.f. Mass Effect 3, where the ending debacle absolutely impacted longer-tail sales. And that's a big issue too - RPG have very long tails, sales-wise. A lot of games sell a ton in the first few months, then basically trickle off to nothing. But RPGs are different - they're selling significant numbers of copies years, even sometimes a decade later. BG3 is still frequently in the Steam top 10 sellers list (which is by revenue, not by units), well over a year after release - right now it's like at 15, but it comes and goes, and was as high as 4 or 5 quite recently. That's insane. Other RPGs have similar sales patterns - they might not go as high, but they keep on selling and selling. So perceptions about your game matter much more than you might think with other genres - if it was a reputation as being "no choices", that's damaging years of sales, not just initial sales before people might realize that. So I think the reality is you need to do a good job giving the impression of choices, of paths, whether they're really there in a meaningful way or not. And if you do go crazy like BG3, so long as the game is fundamentally a good game, RPG audiences will reward you by buying your game for a very long time to come. [/QUOTE]
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