After thousands of hours spent in combat with orcs, androids, and enemy militants, I'll admit that it's gotten harder to find novelty in videogame violence. While Steam overflows with trucks, farms, and city builders for when I've grown battle-weary, violence overwhelmingly remains the basic mode of interaction, even in AAA RPGs that tout player freedom. No matter how fantastic a world big-budget RPGs might imagine, they rarely imagine one where it's not just a matter of time before the swords are pulled back out—and Fallout co-creator Tim Cain says that's not going to change as long as we all keep buying it.
In a YouTube video that went public on New Year's Day, Cain responded to a viewer who asked whether he thinks we'll ever see AAA RPGs move beyond violence as the default way for players to interact with the world. Cain's answer was simple: Big budget RPGs will center combat as long as combat sells best, and nothing's ever sold as well as combat has.
«Companies make games—and in general, products—that people will buy,» Cain said. «That's it. It means games that sell the most, and I'm not even talking about review the best, just sell the most, will dictate future games.»
Cain was conscious to limit the scope of his response to AAA RPGs, particularly because the production demands of mainstream game releases have grown exponentially. «If you have a company and it's trying to make money and there's one game type that sells millions of copies and another one that sells 100,000,» Cain said, «which one are you going to do if they both take just as much time and money to develop?»
In RPGs, Cain said, action RPGs like Diablo, broadly speaking, tend to outsell CRPGs that might feature more dialogue or pauseable combat, in part because combat is simpler to market. «When you watch a trailer and you see people actually doing things—jumping, climbing, shooting, punching—it looks like, 'Whoa! Look at all the things you can do in that game,'» Cain said.
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