Kroms seems to be dead on anyway, but here some more speculation...
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Originally Posted by Chyron8472
but bad sales on one or two games is not enough explanation why the whole adventure gaming industry died for several years.
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Sorry to dissapoint you, but it is. There is one good selling MMORPG (Wow), and that makes many people try it on, failing miserable. That's not even "two games"...
That's pretty much the way the business goes. RPG's died, but when people richly bought Baldur's Gate, it revived it. Hopefully the same now happens with adventure games.
It's because most executives don't want to take risks and just go off on "what sells"... which pretty much limits the market to certain types of games on produce. With the success of indy developers and online sales this might change atlast though...
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Why, when SMI and MI2 were apparently so popular, did LA dump any idea of Ron's MI3 and wait 6 years to create CMI?
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Isn't there a 6 year gap between Diablo 1, 2 and 3 too? Or Half-Life 1 and 2? Last year one of my favorite games, Majesty, finally got a sequel after 10 years! Sequels aren't insta always. And, that isn't necessarily a bad thing.
Although that may not have necessarily been the case here, more that Star Wars titles sold like hotcakes, and they prefered making them as priority instead.
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2) Why, when CMI's animation looks wonderful, did they use a blocky and ugly looking "3D" style for EMI that was also entirely devoid of mouse controls and market it to console gamers? Why couldn't they make another MI game that looked similar to CMI? I love that game's graphics style.
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Because 3D is "hewt". Every gametype that stepped over to 3D, be it RPG (compare NWN and BG... UGLY!) or RTS (There still isn't a 3D RTS I like, while I still love RA1, AOE's 1 and 2 etc.) has suffered for it in the beginning. And only 10 years later now does it finally catch up, adventure and RPG's at least.
Also, with the PS1's success they might have though along with everyone the PC is dead (yeah, sure... keep doomsaying...) so they had to sell it to consolegamers too to make a profit, who couldn't use mouse point-and-click.
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3) Why did they drop Sam and Max: Freelance Police or stop making Monkey Island games altogether after EMI?
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S&M:FP was dropped because it didn't meet LA's "Quality requirements", same with Full Throttle 2. At least, that's what they told the press.
I think they realised, with all the adventure-staff left or fired, there was no hope to create a legendary adventure of old, and just dropped it.
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It just doesn't make sense to me. If a developer creates a game and it's successful, and then for the next game they are pressured to make it look/feel a certain way which turns out to fail, why quit the whole industry? Why not just go back to what worked in the first place?
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That's the industry for you. It can't possibly not sale because they f***** it up with de-evaluation (quick-time events in action games, "interactive" movies, 3D, regenerating health for FPS (WTF?), draconic DRM, DLC-milking etc.), it's because of pirates (EVIL!) or because the genre is dead, and they just stop making it.
Sucks, doesn't it?
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It doesn't mean there's no market, just that they made the game different than people wanted.
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For most companies, what-ever people think about the game doesn't matter, it's just about the sales. If they are low, there is no investigation or even a tiny look WHY it sold badly... it's assumed because gamer's don't want something like it (even if they want, but just disagreed with some design choices).
Fortunately TTG isn't such a company.