What CDP can learn from Bethesda/Skyrim
Skyrim is the bestselling PC title in a long time, having sold multi million copies (Tod Howards words). It broke steam record with around 280000 gamers playing it at the same time, and it has been at the top of the sales chart for a long time now. How did it happen that a multiplatform RPG have sold more copies than a PC exclusive one, which is, in my book, a better game overall? Some may think Beth marketing machinery had something to do with it, but I don't think that was crucial in any way, because there was certainly a lot of hype surrounding The Witcher 2 before it got released. I'm gonna add my two cents:
- Open world games, generally, have a lot more appeal to gamers than the linear ones (especially to PC gamers). You know that there'll be a lot of exploration, that you can immerse yourself in the game world much easily for multiple hours. Now, I'm not saying that Witcher should go full open world, because the story would definitely suffer, and we don't want that, but more like semi open, where you don't have to sacrifice the story, but allow players to explore locations; the first Witcher was very close to being that, while the second is too linear in my book (fantastic game, nonetheless). This structure would also make a lot of sense in the game, and improve Geralts monster slaying/picking herbs side activities, because of a more organic feel of the environment. If the limited resources are a problem, and you have to cut something out, leave some unnecessary dialog with some unimportant side NPCs (there were too much of that in the game IMO). Instead, focus on the important NPCs, and work some more on the believability of the world..
- Releasing the modding tools to the public is a fantastic move by Bethesda. It not only creates a strong community, adds to longevity of your product (which is a big selling point), gives ideas to the developer in building their next game (Bethesda implemented a lot of features from Oblivion mods into Skyrim, thus making the game better), but also improve your public image of a caring company in the eyes of the fans..
- Make loot/items/customization more meaningful. I used to love in my RPGs (and still do) when I find some epic sword (not like basic longsword +1), or beautiful armor.. all which have some back story, uniqueness, and that made me somehow connected to them (I know it sounds a little stupid), I wanted to use them, and did not part with them lightly. Generaly I like those things in any fantasy tale (Longclaw, Narsil, Anduril, Glamdring..), it adds to the immersion, and somehow defines a character. In Witcher games I didn't care about equipment; the only items that had some character were Aerondight (but it looked like any other silver sword), and Ravens armor. This is not in particular related to Skyrim, but in general..
There you go. I hope some of you agree with my points, and if not feel free to me if you like.
PS. Sorry for my English, I was in a hurry..
Skyrim is the bestselling PC title in a long time, having sold multi million copies (Tod Howards words). It broke steam record with around 280000 gamers playing it at the same time, and it has been at the top of the sales chart for a long time now. How did it happen that a multiplatform RPG have sold more copies than a PC exclusive one, which is, in my book, a better game overall? Some may think Beth marketing machinery had something to do with it, but I don't think that was crucial in any way, because there was certainly a lot of hype surrounding The Witcher 2 before it got released. I'm gonna add my two cents:
- Open world games, generally, have a lot more appeal to gamers than the linear ones (especially to PC gamers). You know that there'll be a lot of exploration, that you can immerse yourself in the game world much easily for multiple hours. Now, I'm not saying that Witcher should go full open world, because the story would definitely suffer, and we don't want that, but more like semi open, where you don't have to sacrifice the story, but allow players to explore locations; the first Witcher was very close to being that, while the second is too linear in my book (fantastic game, nonetheless). This structure would also make a lot of sense in the game, and improve Geralts monster slaying/picking herbs side activities, because of a more organic feel of the environment. If the limited resources are a problem, and you have to cut something out, leave some unnecessary dialog with some unimportant side NPCs (there were too much of that in the game IMO). Instead, focus on the important NPCs, and work some more on the believability of the world..
- Releasing the modding tools to the public is a fantastic move by Bethesda. It not only creates a strong community, adds to longevity of your product (which is a big selling point), gives ideas to the developer in building their next game (Bethesda implemented a lot of features from Oblivion mods into Skyrim, thus making the game better), but also improve your public image of a caring company in the eyes of the fans..
- Make loot/items/customization more meaningful. I used to love in my RPGs (and still do) when I find some epic sword (not like basic longsword +1), or beautiful armor.. all which have some back story, uniqueness, and that made me somehow connected to them (I know it sounds a little stupid), I wanted to use them, and did not part with them lightly. Generaly I like those things in any fantasy tale (Longclaw, Narsil, Anduril, Glamdring..), it adds to the immersion, and somehow defines a character. In Witcher games I didn't care about equipment; the only items that had some character were Aerondight (but it looked like any other silver sword), and Ravens armor. This is not in particular related to Skyrim, but in general..
There you go. I hope some of you agree with my points, and if not feel free to me if you like.
PS. Sorry for my English, I was in a hurry..