The Future of Single-Player RPGs

Obsidian Entertainment's Feargus Urquhart, Ossian Studios' Alan Miranda, CD Projekt's Marcin Iwinski, and Cryptic Studios' Bill Roper weigh in on the current and future state of the single player role-playing game in a new seven-page interview over at 1UP. One question and its answers to follow:
1UP: Do gamers still want the big-budget RPGs like Dragon Age and Final Fantasy? Have piracy and the expense of the HD consoles made big-budget RPGs not as feasible as they once were?

BR: I think they do -- on the consoles especially. They want to be transported to a world where they can become as immersed as possible in their character. They want a compelling story. You can even see the push for more role-playing elements like these in non-RPG games like Halo 3: ODST. I think this is really the huge challenge for developers and publishers -- meeting those desires and expectations for big-budget blockbuster games.

Our industry is high-risk, with the biggest games having very large budgets both for development and marketing. Hopefully, we can also find the market receptive to smaller, high-quality games that are focused on quicker development and turnaround times, fast iteration, and lower price points to expand the number of developers able to create them as well as the market willing to buy them in these difficult economic times.

FU: Absolutely. These games can offer something that many of the MMORPGs can't offer. It's the same as what we all look for when we go to the movies or an amusement park. They let us go on a big-ticket ride and enjoy ourselves, along with letting us feel like we accomplished something by actually finishing it.

As for piracy and the price of the HD consoles, I would be lying if I didn't say those were a challenge. However, I've never looked at piracy as you losing out on a sale. If they were going to pirate your game, they are going to do it -- just like with movies and music. You do need to make some effort to weed out the casual pirates, but no matter how hard you make it to pirate a game -- or any other kind of media like a game -- someone is going to get their hands on it without paying.

As for the HD consoles, that is an issue that I don't have a good answer for. However, at $299, whether someone gets the Xbox 360 or the new PS3, those are pretty powerful machines for the money.

MI: Do gamers still want great games? Yes, they do, so I think we can easily substitute games with RPGs and we will have the same answer. Gamers want great experiences, and I am sure both mentioned titles will have good, if not great, sales.

Is it more difficult to make money on big RPGs? Yes, it is. Piracy is overwhelming, and business models are constantly evolving. But at the same time, it is a really great opportunity. For me the major breakthrough is digital distribution and the chance to be really close to gamers.

I still remember BioWare releasing mods for Neverwinter Nights through their store -- it was a novelty those days. Today, if you look at Fallout 3 and [Bethesda's] DLC strategy -- it is really smart, and gamers do appreciate it. If you have enjoyed the game and want to extend the experience, why not spend an additional 9 to 15 bucks for a couple of quests, to find out more about the world of the game, background heroes, etc. I am repeating myself, but it's again all about the story and your experience in it.

Direct contact with gamers backed by digital distribution has opened up a whole new world of feedback. You can see what people like, what they didn't like, and address it in a patch, update, or an expansion. Although we are talking about single-player RPGs here, this approach is breathing totally new life into the genre and vastly enhances a product's life cycle and revenue stream.

In my opinion, the above is also a direct answer to piracy. There is no copy-protection that can't be cracked -- The Witcher was cracked within two days of its release, with an average torrent peer count of 15,000 to 20,000 for the first couple of days -- so instead of protecting, think about engaging the gamer and building real value that he or she will not hesitate to pay for.

What we did with The Witcher: Enhanced Edition was a response to this -- we added a lot of physical value: a making-of DVD, soundtrack, game guide, Witcher story, as well as new gameplay -- two new adventures, etc. On top of that, all the gamers who bought the original game and registered on our site received all the new stuff for free. It worked really well. Gamers liked it, and although there are approximately 2,000 torrent peers concurrently downloading the game at this very moment, the Enhanced Edition sold really well and keeps on selling.

AM: I think the question "are big-budget PC-only RPGs feasible these days?" is begging to be asked here. Based on what publishers think, which centers on profitability, those games don't seem to be as feasible as they used to be. That means that you have to go multiplatform to be profitable.

The added cost of making an RPG multiplatform aside, though, I do believe that gamers still want big-budget RPGs. Who wouldn't want top-notch production values of story writing, graphics, movie soundtrack, and big game-impacting choices to create an ultimate experience?