Xi wrote:Troika - Went out of business because they couldn't get a loyal following of true fans. There games weren't that good. Sorry.
1. It's "their", not "there".
2. They went out of business because they couldn't find a publisher for their PA title which would have featured a nifty 3D engine among other things. The publishers didn't think a PA RPG would sell.
Obsidian - KOTOR 2 was such a great game! They rushed it to make money. Yeah, what a GREAT company for the FO3 license.
I wasn't aware KOTOR 2 was supposed to be an RPG, but I didn't really ever care much about StarWars based moneymakers an awful lot.
KOTOR 2 MAY be a reason Obsidian would have been a bad choice, but it's definitely not the best reason.
Bethesda - HUGE following of dedicated fans. More experience in the industry then either of the 2 previous developers. More money to throw at the project due to past successes. Independant developer.
Huge following of fans dedicated to the Elder Scrolls series. That doesn't exactly say anything about why they're a good choice for the developer of Fallout 3. Those fans aren't even the target audience of Fallout (although both audiences may overlap).
I wonder if anyone bought Fallout because Interplay did Earthworm Jim.
Now, Obsidian wouldn't be a terrible choice either, but they aren't trying to reinvent the wheel.
Yeah, because reinventing the wheel is a great thing, right? Wrong.
I'd rather have someone who improves wheels rather than reinventing them.
They would rehash the same exact design of the old games quickly and only to turn a quick profit and get out.
Possibly. If Bethesda doesn't learn from Interplay's mistakes, tho, there's no guarantee Fallout 3 will be any better than a possible "Fallout 3 done by Obsidian" could have been.
I know the reinvention of the wheel is scary for a fan, but if a company doesn't consistantly continue to change and grow, it will go out of business because it will fail to create anything spectacular.
Oh, right, and I thought a series of games would sell by consistency rather than innovation. Stupid me. George Lucas better put some Space Orcs in the Episode III or it might not sell.
You can be as innovative as you want if you are creating a new stand-alone title, but with sequels the prior titles define the boundaries of the game universe. Especially if there has been a sequel before and it has been somewhat consistent with the universe as well (not saying Fallout 2 was perfectly consistent, but at least it didn't screw anything up too badly).
PiP wrote:the camera angles and zoom were to be adjustable (or is it this new definition of isometric). approximate quote from JESawyer "people couldn't believe it was not 2D but 3D when I showed it to them."
Where did you fetch that the camera would be adjustable in the actual game? The screenshot has a very similar angle to that of Fallout (the region is to small as that I could make out whether it's actually rendered with perspective or really is isometric qua definition) and the other 3D ingame shots are aerial views that don't use the game interface.
The litteral definition of isometry is basically 3D without perspective (i.e. the drawn distances are consistent with the real distances, unlike 3D WITH perspective where there the actual size of each distance would depend on the position within the picture). Isometry also usually has a 45° angle viewpoint.
In games the use of that term is a bit less restricted. Fallout wasn't isometric in the sense that it had a 45° angle, but in that it had no real perspective. The actual angle was more similar to a different perspectiveless style, the name of which I forgot (Gentleman's perspective or something like that, I think).
Fallout Tactics used pretty much true isometry because it had a 45° angle in addition to having no focus (and thus no real perspective).
VB either used a rendering mechanism that allowed for real isometry or it had a fixed third person camera producing a very similar result.
Isometry or fixed third person camera with perspective, 2D or 3D, those are specifics of the engine rather than the game design.
It's retarded to argue for the one or the other with arguments like popularity. It depends on which variant is the best way to create the intended look and feel.
The decision between a fixed third person camera (2D or 3D), an adjustable one (2D or 3D) and a first person camera (3D) is a far more difficult one and that has a lot of impact on the final atmosphere and thus is an important part of the game design.
Fallout with an adjustable 3D camera wouldn't be the same, because the adjustable camera would have to be taken into account for the entire game design and perspective would finally play a role in the design of quests, combat and everything.