https://gamerant.com/aaa-cinematic-bioware-rpg-crash-into-a-wall/An entire article about how AAA "Epic" RPG games may be on the way out.... And they never mention art/visual fidelity as the culprit, even in part, for making these games quote-unquote "prohibitively" expensive to make. They even try to specifically attribute the increased dev costs for these games to the hiring required to create branching narratives, as if that were the predominant reason for increased costs in the AAA space. They make use of some very general quotes by a developer, putting words into the Dev's mouth in their odd attempt to blame some player choice as the reason big-budget RPGs aren't feasible moving forward.
They try to convince us that it's the branching choices that make the game's prohibitively expensive. Nevermind that games like Dwarf Fortress are concrete reminders that branching dialogue and a reactive world aren't what's driving ballooning development costs- they've got a narrative to sell you about why you should stop demanding your RPGs give you some player choice with regards to the narrative and how your story plays out. Shut up and drool at the shiny screenshots, that's what we're all here for!
Talk about absolutely, completely missing the forest for the trees.
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https://www.pcgamer.com/were-running-at-a-f-ing-wall-and-were-gonna-crashcd-projekts-lead-quest-designer-on-big-budget-rpgs/
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
The issue isn't a branching narrative, the issue is that they want to present it like a CGI theatrical Hollywood release when most gamers can't even experience it that way on their home PCs due to hardware limitations.
It's so easy to add branching and other choices to a game that just has text and perhaps a very simplified background and avatar system. Dwarf Fortress? I don't see how having multiple branches would add enormous cost.
But adding branches and different outcomes that then require additional voice acting, additional animations? Just check out Kylran's post. It's all there.
My Skryim mod ( I do love mentioning it) was going to have a LOT of different choice options. And other things that I found out were technically not feasible.
Slowly but surely I ended up cutting things or just not implementing things because it took a lot more work. And I was already wayyyy over my own deadline. And, while some extra branches or outcomes could be interesting or cool, implementing might be a hard choice to make.
I can see the developers deciding on implementing some interesting branch/outcome only to realize that a majority might not find it interesting or that a good many people might not choose that outcome. That's money and effort being spent on something that might have little bang for the buck.
Again, my mod has two instances of separate outcomes that I don't believe any players end up picking. I"m glad they are there but I long for someone to say "whoa!!!! I didn't realize that would happen!"
Anything extra in an involved graphically complicated game will add to cost and development time. Don't get me started on when things just don't work!
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Sure, I've been delivering software solutions for 30+ years in a variety of industries, yet I've not faced the design challenges and choices presented in just the one example I've highlighted.
Sure, we've got something similar, like algorithms with thousands of branching paths, but they don't require the extension graphics customization outside of the standard UI built into the apps.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
For Larian who had not developed any kind procedural system or something to map the scenario for them, they had to manually map out the different scenarios and their contingencies. It became a logistical nightmare that pushed back the development of the game. Seems like they have addressed this problem since then, but it did already cause delays, which they were very open about.
Choice in game narrative is not by itself the thing that drives cost up, it'd be better to extrapolate it out to conflict in design goals as compared to the current toolkit available.
Narrative-driven corridor shooters or action games don't have to tackle this issue, so it would be better if studios decided which kind of game they want to make and created art that fits that idea, instead of trying to shoehorn in a level of graphical fidelity that precludes one of the core pillars of a genre. Titles like RE:Village don't have to compromise narrative design to push graphical fidelity like, say, CP77. AAA doesn't just mean pretty graphics- WoW was AAA when it released and it was relatively basic visually.
TLDR: maybe if a branching RPG game is your plan, trying to melt graphics cards with brand new ray-tracing techniques shouldn't *also* be your plan. It doesn't take photorealism to tell a good or grand cinematic story.