What can explain the degeneration of WRPGs?

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diversity

trying to make them more accessible for the action adventure crowd

Wider audience appeal

Young person goes to college, gets fed marxist nonsense for four years, gets a job as a game developer - TRANNY! Many such cases!

Guess the right will just have to give up videogames.

Serafags deserve the rope, by far the worst character in the entire genre

Rent free

Neither of the games are as good as the concept art.

Roastoids. Death to all women.

based Kinozaki from Fromsoft never features niggers in his games, there's still hope

For who?

Yes you can, you can make a nigger the MC. They even have their own country. Guess even...FROM is pozzed. Oh no what are we going to do bros?

and each one sold more than the last
its all about money, and catering to normies is how you get the most money

That is logical. So not catering to a few thousands angry autists makes your company more successful? The only time I saw a dev really try and cater to the faggots here was YandereDev and...

Wömen

>Skyrim, despite being the graphical superior, somehow looks the worst
is it just the lack of green, or what is going on here?

These images describe two different phenomena.

The second describes "dumbing down" of a game both for the purpose of appealing to a mass market but also to limit development costs. Economic imperatives trump artistic vision when a lot of money is involved. This is not a new phenomenon however.
The first is simply a a consequence of a certain sense of aesthetic in a certain kind of people who now completed their education and started working at video game companies. HR departments are filled with people who subscribe to liberal progressive ideologies, so it shouldn't be surprising that these kinds of people end up getting hired. Important to note is that there is also an economic motivation involved here: traditional gamer demographics are largely male. People who underwent some kind of gender studies related ideology training promise corporations that developing things a certain way is going to motivate formerly under-represented demographics to buy their games too without alienating anyone but literal Nazis. Investors and their representatives are often unfamiliar with the medium, so they believe in what people with degrees and flipcharts tell them. The result is that games end up looking like that.

That being said: the best WRPGs are made by small and mid-size developers. BioWare (as well as Bethesda) became too big, so one shouldn't expect anything remarkable from them.

It's literally just voice acting fucking them over. You can't just write a thousand lines and expect people to read them anymore, people have to have it narrated to them. Then it goes into VA pay, studio time, everything.

It's why JRPGs prosper, they never were about the textlines.

>It's why JRPGs prosper
JRPGs are a pretty dead genre though. There are hardly any AAA titles left, and those that are barely even classify as JRPG.

I can think of a dozen long-running series with recent releases just off the top of my head, man.

Why are voice actors so expensive? Tons of people have good voices

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Surprisingly, ELEX from Piranha Bytes, a German studio, came out in 2017 but has no black characters at all as far as I can tell, and it would actually make sense within the setting if they chose to include them. The best you can get for non-whites is very vaguely Asian looking people but even that's kind of a stretch. Even their old Gothic games from 18 years ago had more black characters.

/Thread

Those are usually medium budget titles at best though. Nothing even remotely comparable in scope to big BioWare or Bethesda franchises.

I don't know man, I think even the Xenoblade games are pretty comparable in terms of content if not production values.

Well, AAA-development is a spook

>Xenoblade games
Ask your average normalfag if he played any of those games. Chances are 9/10 people never even heard about them.

I don't think your average normalfag will have played a Dragon Age or Mass Effect game either. You're really overestimating wRPG cultural footprint.

this.
and to accentuate that one cannot expect high risks from very expensive products. they are there to iterate on and polish a proven formula.

>implying daggerfall is good because of its map size
It's literally copy pasted buildings thrown together by an algorithm because even back then, Bethesda was too lazy to put actually quality into their turds.

think about how many niggers there are in the world.
once they start getting gaming pcs whites are out as protagonists like a fart out of a tight brapper.

The fans became the creators
The same thing has happened with JRPGs but they had less distance to fall

Don't get me wrong: most AAA games are shit. But they are an indication of a genre's popularity.

In general, JRPGs tend to scale better however. JRPGs tend to be more cinematic and static in their storytelling, so upping the budget doesn't hurt them as much as WRPGs, where more budget usually means more simplistic and streamlined game design, less choice, less complicated systems, etc.

Dragon Age, Mass Effect and The Elder Scrolls were pretty big franchises. Nothing like Fifa, GTA or Call of Duty, but bigger than most JRPGs.

I just noticed this
I literally just started up DAO and the opening cinamatic has much more animated combat in it than anything in DAI
The sounds are better the setting is better, the characters are decades ahead of whatever Bioware can shit out now
Its sad really..

roguelights and mincecraft are a return to the generation paradigm and some of them have done it well.
Im still waiting for an open world rpg that actually generates the world every time you start a new game and includes simulations that actually run it with generated quests and even generated speech so no text reading necessary at all.
Yes, it will be janky and break at the seams a bit but just imagine the crazy awesome emergent gameplay that would result from a complex open world simulation that includes rpg elements and generated text and speech andquests.
mind you it can still be mixed in with hand crafted quests and locations.

Dumbest post in this thread

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>the characters are decades ahead
wtf does that even mean? read a book you imbecile.

It's hard to sell both multiple choice dialogue and branched storytelling to people in suits who are paid to restrict costs when their data shows that 90% of people play the game only once and never experience most of the lines that they didn't pick. Also, voice acting can be a logistic nightmare, as it's done in parallel to development, so if things in development change, certain scenes might have to be re-recorded, which in turn means bringing the voice actors in, renting studios, personnel, etc. - and obviously multiple choice dialogue and branched dialogue makes things particularly prone to changes.

The result is that usually when you have voice acted dialogue in a WRPG you can expect something like Mass Effect where you usually get three dialogue options out of which two have the player character say the exact same line of dialogue. In practice, fully voiced dialogue comes at the cost of interactivity, results in more simplistic quests, choices, etc.

as in you could give nu-Bioware up to 3 decades and they still wouldnt manage anything close to the orginal cast of DAO
are you fucking stupid? or just french?

Not him but what you said makes no sense
>they are decades ahead
People have been coming up with good characters for thousands of years.

I hate europeans so fucking much