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<blockquote data-quote="Ruin Explorer" data-source="post: 8010707" data-attributes="member: 18"><p>I think it wasn't so much a bigger investment as a big opportunity cost. They also had a much bigger backing via Fig than PF had via KS. And it they had a lot of the best people in the studio, be they writers, artists, gameplay designers, working very hard on POE2. Yet its sales were fairly unremarkable. And it's not because it's not a good game. The worst flaws it can be accused of are found in other CRPGs to a far greater degree. It's beautiful (far better-looking than PF:KM, like not even close, though PF does take good screenshots, it's repetitive and bland as a whole massive game), it has good writing and a lot of great ideas, and the gameplay is, I would suggest, pretty good, though I do feel like RtwP was something of a problem. It didn't even have many bugs (unlike some previous Obsidian games). Josh Sawyer has done a lot of sort of autopsy work on it and identified a number of issues, but I think the biggest one was simply that a lot of people who bought POE1, didn't buy POE2, and I suspect the main reason is simply that they didn't enjoy POE1, which did far better than could be expected with such a niche design, and weren't aware that most of the less-enjoyable elements of POE1 were fixed in POE2.</p><p></p><p>Anyway, re: opportunity cost, point is, they could have spent all that time/effort on a more commercial game, and made a lot more money. That said, they got bought by Microsoft in part as a result, and whilst that meant the end of an extremely long career of independent games, I suspect it's lead to a lot more job security for everyone there.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8010707, member: 18"] I think it wasn't so much a bigger investment as a big opportunity cost. They also had a much bigger backing via Fig than PF had via KS. And it they had a lot of the best people in the studio, be they writers, artists, gameplay designers, working very hard on POE2. Yet its sales were fairly unremarkable. And it's not because it's not a good game. The worst flaws it can be accused of are found in other CRPGs to a far greater degree. It's beautiful (far better-looking than PF:KM, like not even close, though PF does take good screenshots, it's repetitive and bland as a whole massive game), it has good writing and a lot of great ideas, and the gameplay is, I would suggest, pretty good, though I do feel like RtwP was something of a problem. It didn't even have many bugs (unlike some previous Obsidian games). Josh Sawyer has done a lot of sort of autopsy work on it and identified a number of issues, but I think the biggest one was simply that a lot of people who bought POE1, didn't buy POE2, and I suspect the main reason is simply that they didn't enjoy POE1, which did far better than could be expected with such a niche design, and weren't aware that most of the less-enjoyable elements of POE1 were fixed in POE2. Anyway, re: opportunity cost, point is, they could have spent all that time/effort on a more commercial game, and made a lot more money. That said, they got bought by Microsoft in part as a result, and whilst that meant the end of an extremely long career of independent games, I suspect it's lead to a lot more job security for everyone there. [/QUOTE]
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