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Faenrir: Oh really ? Because 2 million of budget is indie, right ? lol.
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vv221: Yes, compared to the standard AAA budget, it is actually an "indie" budget.
That the result has been games *better* than the AAA published at the same time doesn’t change this fact ;)
Nope. Wasteland 2 had 3 million of budget. Indie games are usually done with like 500k or less.
Just because SOME AAA games have 50M of budget doesn't mean they all do.
You also have to consider the fact that some are PC only games...It can be AAA and be pc only and it'll cost WAY LESS.
Post edited July 09, 2015 by Faenrir
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hucklebarry: Add Divinity: Original Sin to the list. In fact, it went the opposite direction. The franchise was action RPG and then switched over to turn based in the last release.
D:OS leapt to my mind as well. Of course, if OP's definition of AAA doesn't include games produced by a studio like Larian, I guess that's out. Personally I consider Larian to be playing with the big boys now.
low rated
I could point out that WRPGs basically abandoned turn-based gaming many years ago, and the effect of doing so has, IMO, not been good.

Ultima 6 had decent combat (possibly the best in the series, actually). Ultima 7 squandered that by switching to real time.

Baldur's Gate's "Real Time with Pause" gameplay also has its issues. The problem is that things happen too fast, and if you don't pause in time, things can go badly in a way that doesn't feel fair. In a turn-based game, you can see everything that's going on and react accordingly. (Assuming you're not fighting 396 berserkers with the message speed at max.) Switch to real time and suddenly things start going too fast. Auto-pause may solve some of these issues but has the downside of making the battles rather choppy and annoying to watch.

Many other games dealt with such issues by simply getting rid of the ability to control multiple characters. As a result, either battles get less interesting or the game ceases to qualify as an RPG.

One thing that many people miss is that turn-based RPG combat has a rhythm to it. The battles alternate between two phases: the command entry phase where you enter commands, and the command execution phase where the action occurs. (Of course, some games like Final Fantasy X (and perhaps also Bard's Tale IV) allow you to enter commands before the previous action finishes. This is more of a tweak to make easy battles faster, but doesn't affect harder battles where the player actually has to think.

Turn based WRPGs have made some resurgence in recent years, fortunately, but for many years, they were essentially non-existant (outside of some obscure indie games like Spiderweb Software games).
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McDon: Xcom 2 seems to not be treated as highly, which makes AAA TB games' future uncertain.
Woot? All coverage of it I've seen so far has been stellar. And there is still not enough info about the strategic layer, the customization options, or what the modding tools will look like. Waiting for the next issue of PC Gamer to see if any of those is covered.
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dtgreene: I could point out that WRPGs basically abandoned turn-based gaming many years ago, and the effect of doing so has, IMO, not been good.

Ultima 6 had decent combat (possibly the best in the series, actually). Ultima 7 squandered that by switching to real time.

Baldur's Gate's "Real Time with Pause" gameplay also has its issues. The problem is that things happen too fast, and if you don't pause in time, things can go badly in a way that doesn't feel fair. In a turn-based game, you can see everything that's going on and react accordingly. (Assuming you're not fighting 396 berserkers with the message speed at max.) Switch to real time and suddenly things start going too fast. Auto-pause may solve some of these issues but has the downside of making the battles rather choppy and annoying to watch.

Many other games dealt with such issues by simply getting rid of the ability to control multiple characters. As a result, either battles get less interesting or the game ceases to qualify as an RPG.

One thing that many people miss is that turn-based RPG combat has a rhythm to it. The battles alternate between two phases: the command entry phase where you enter commands, and the command execution phase where the action occurs. (Of course, some games like Final Fantasy X (and perhaps also Bard's Tale IV) allow you to enter commands before the previous action finishes. This is more of a tweak to make easy battles faster, but doesn't affect harder battles where the player actually has to think.

Turn based WRPGs have made some resurgence in recent years, fortunately, but for many years, they were essentially non-existant (outside of some obscure indie games like Spiderweb Software games).
Its not that Ultima 7 went real time, its that it used it in the most unusual and bizarre possible way.

What could have been some sort of Diablo/Legend of Zelda style combat with AI controlled party members, or say a Dragon Age Origins/World of Warcraft style combat. Anything really.

But instead they went for this? The player is merely a spectator in the combat? Hoping that your characrter wins? No Wonder they gave players the OP Blacksword that kills anything with a thought.
Post edited July 09, 2015 by Elmofongo
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Elmofongo: The player is merely a spectator in the combat?
? You could set the team AI (Iolo for ranged combat, Dupre for aggressive melee etc), and you could move and attack with the mouse as usual. Speed may have been an issue since by the time you understood what was happening, half your party was dead, but you could react just fine.
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dtgreene: I could point out that WRPGs basically abandoned turn-based gaming many years ago, and the effect of doing so has, IMO, not been good.

Ultima 6 had decent combat (possibly the best in the series, actually). Ultima 7 squandered that by switching to real time.

Baldur's Gate's "Real Time with Pause" gameplay also has its issues. The problem is that things happen too fast, and if you don't pause in time, things can go badly in a way that doesn't feel fair. In a turn-based game, you can see everything that's going on and react accordingly. (Assuming you're not fighting 396 berserkers with the message speed at max.) Switch to real time and suddenly things start going too fast. Auto-pause may solve some of these issues but has the downside of making the battles rather choppy and annoying to watch.

Many other games dealt with such issues by simply getting rid of the ability to control multiple characters. As a result, either battles get less interesting or the game ceases to qualify as an RPG.
This is exactly my point, u got that right across 4 me. I wasn't willing 2 type a lengthy explanation abt it so I went with a simple scenario 2 get ppl thinking instead, haha.

I guess strategy games can still incorporate some form of RTS within the game itself like how some in the ROTK series do it. By hving only battles act out in real time we can reduce the the amt of micro-management we need 2 do im real-time while hving the time 2 think thru during the city command phase. Another benefit is we can also opt out of micro-managing battles (if we so wish & choose 2) by setting them 2 auto though we would hv 2 give up control of the outcomes of those battles. This is by far the best compromise I feel I can accept in a 'strategy-turn-RTS' game.
Post edited July 09, 2015 by tomyam80
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Elmofongo: The player is merely a spectator in the combat?
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JMich: ? You could set the team AI (Iolo for ranged combat, Dupre for aggressive melee etc), and you could move and attack with the mouse as usual. Speed may have been an issue since by the time you understood what was happening, half your party was dead, but you could react just fine.
Its just that another problem with Ultima 7 is its very minimalistic interface.

Its this oldness of the Ultima games that I feel all of them are ripe for a Remake with some streamlining of the inteface.

I for one want an in-game detailed map. And an overhauled combat system that plays more like Baldur's Gate.

Because the stories and ideas are so ahead of their time that they be ripe for modern gaming styles.

Star Citizen is possible because of how ahead of its time the Wing Commander games were.
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Faenrir: Just because SOME AAA games have 50M of budget doesn't mean they all do.
As I understand it (I might be wrong of course) "AAA" is a denomination directly tied to budget and marketing. So if a game didn’t get tens of millions $ during development, it simply won’t be called an AAA title. That’s a marketing term, nothing else ;)
Of course it doesn’t mean *anything* about the quality of the final product.

"In the video game industry, AAA (pronounced "triple A") is a classification term used for games with the highest development budgets and levels of promotion."
https://en.wikipedia.org/wiki/AAA_%28video_game_industry%29
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Faenrir: Just because SOME AAA games have 50M of budget doesn't mean they all do.
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vv221: As I understand it (I might be wrong of course) "AAA" is a denomination directly tied to budget and marketing. So if a game didn’t get tens of millions $ during development, it simply won’t be called an AAA title. That’s a marketing term, nothing else ;)
Of course it doesn’t mean *anything* about the quality of the final product.

"In the video game industry, AAA (pronounced "triple A") is a classification term used for games with the highest development budgets and levels of promotion."
https://en.wikipedia.org/wiki/AAA_%28video_game_industry%29
Why should anyone care about AAA, then ? For me AAA means big team with a lot of devs, graphic artists, etc.
I couldn't care less about the money spent on marketing, it doesn't change the game in any way.
So yeah, 3M for a game that didn't have that much marketing sounds about right for a medium to big game.
Anything above 50M is stupid imo (unless it's a big MMO maybe).
But i get your definition.

I just assumed the OP didn't care about marketing since he implied it was about gameplay.
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McDon: nearly every major strategy being a RTS these days,
Actually, other than the endless stream of MOBAs I think RTSes are having a worse time than turn-based strategies.
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McDon: Xcom 2 seems to not be treated as highly, which makes AAA TB games' future uncertain.
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JMich: Woot? All coverage of it I've seen so far has been stellar. And there is still not enough info about the strategic layer, the customization options, or what the modding tools will look like. Waiting for the next issue of PC Gamer to see if any of those is covered.
I'm referring more to the marketing than the actual quality of the game (Even when Firaxis are "bad", they're usually still good) . It seems to be receiving less marketing than the first one and the PC only status can't be speaking well for its consoles sales, especially when these days, unless it's Blizzard or a MOBA, AAA usually refers to consoles.
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McDon: nearly every major strategy being a RTS these days,
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Breja: Actually, other than the endless stream of MOBAs I think RTSes are having a worse time than turn-based strategies.
In general, yeah. But Starcraft is dominating the genre so much, with its own esport circuit etc, that it's become associated with the entire strategy genre for non-strategy fans these days.
Post edited July 09, 2015 by McDon
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hucklebarry: Add Divinity: Original Sin to the list. In fact, it went the opposite direction. The franchise was action RPG and then switched over to turn based in the last release.
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Luned: D:OS leapt to my mind as well. Of course, if OP's definition of AAA doesn't include games produced by a studio like Larian, I guess that's out. Personally I consider Larian to be playing with the big boys now.
GOG calls them AA (Double A) on the game page. But, depending on who you trust for the definition of AAA, marketing, sales, and critical acceptance all help define the titles. I would also throw in dev experience. Larian had launched multiple games at retail before the digital age... they aren't newbs, and the game sold over 500K copies the first 3 months after launch.

Funnily enough, this was a quote from an IGN article by Vincke in response to his games success: "So much for turn-based fantasy RPGs not selling, crowdfunding not working and a developer like us not being capable of bringing a game to market without the help of seasoned publishers"

By some, the definition of AAA allows for maybe 2 - 3 games per year while, to others, any game they heard of is AAA. I tend to fall closer to the middle. Since Gamespot gave D:OS game of the year honors for the PC (not just the RPG category), and on 59 critic reviews from Metacritic, only 3 were mixed while 0 (zero) were negative, I'd say its critical acclaim allows it AAA status.
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Faenrir: Why should anyone care about AAA, then ?
A very good question ;)
I for one don’t care about them *at all*. I’ve never seen anything good coming from the so-called AAA scene (by my "budget" definition).
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McDon: I'm referring more to the marketing than the actual quality of the game
Game got announced a bit before E3. During E3, was in the convention center, along with a couple of advent dressed people checking the conventioners. IGN had [url=http://go.ign.com/xcom2]a month long section about XCOM2, and there have been numerous streams about it during E3, on IGN, Gamespot, Twitter etc. Next month issue of PC Gamer will feature a spread for XCOM2 as well.
There are still 4 months to release. Marketing for it has begun, and it will grow bigger, especially once the strategic layer is also revealed. Doubt there will be Superbowl ads, but mostly due to release time.

As for the decision to go PC only, take a look here.