Kaodi
Legend
Good Question...
Should it really be that hard to make a single-player D&D computer game that sells well? I mean, if you have decent graphics, decent storyline, good rules adaptation and EXERCISE A LITTLE QUALITY CONTROL.
Case in point (and I imagine this is at least somewhat typical of many): I slavered over Pool of Radiance leading up to its release. I was going to buy it. It was a D&D CRPG! It came out, it had tons of bugs and was slow as hell... My Purchase - R.I.P. Now, sometime later, Temple of Elemental Evil. I think, " Great, this shows way more promise than that last one did, before they screwed it up! " Comes out... Buggy as hell... My Purchase - R.I.P. Oh ya, I should mention, Troika - R.I.P. ( I still think it was the publishers fault for screwing it up. The wrong company may have gone out of business. )
Now, what was the common failing point of these two games? Was it the gameplay? No, not really, though I heard zombies didn't help PoR. Was it the storyline? No, again. The rules adaptation? Not a chance. It was the fact that the games just would not function the way they were designed too.
Conclusion: It shouldn't really be hard to make a D&D game (at least a D&D CRPG) that sells well, no matter what you do, as long as it works properly on the requisite number of systems.
Should it really be that hard to make a single-player D&D computer game that sells well? I mean, if you have decent graphics, decent storyline, good rules adaptation and EXERCISE A LITTLE QUALITY CONTROL.
Case in point (and I imagine this is at least somewhat typical of many): I slavered over Pool of Radiance leading up to its release. I was going to buy it. It was a D&D CRPG! It came out, it had tons of bugs and was slow as hell... My Purchase - R.I.P. Now, sometime later, Temple of Elemental Evil. I think, " Great, this shows way more promise than that last one did, before they screwed it up! " Comes out... Buggy as hell... My Purchase - R.I.P. Oh ya, I should mention, Troika - R.I.P. ( I still think it was the publishers fault for screwing it up. The wrong company may have gone out of business. )
Now, what was the common failing point of these two games? Was it the gameplay? No, not really, though I heard zombies didn't help PoR. Was it the storyline? No, again. The rules adaptation? Not a chance. It was the fact that the games just would not function the way they were designed too.
Conclusion: It shouldn't really be hard to make a D&D game (at least a D&D CRPG) that sells well, no matter what you do, as long as it works properly on the requisite number of systems.