Y'know, those games DocSeuss keeps going on about like the original Deux Ex, the first two Theif games, the System Shock games, etc.
Between games like Grimrock, Project Eternity, Torment Tides of Numeria, Wasteland 2, the new Divnity game, Chaos Chronicles, and others, it seems to me like the indie (kickstarter) space is seriously trying to bring back old school-style CRPGs. The first person "simulated environment" action RPG seems to be the only style of CRPG not really attempted by an indie studio yet. It's resurfaced in the big budget space in the form of BioShock, Deus Ex Human Revolution, and Dishonored, but these games are all simplified to a certain degree compared to their predecessors. A lot of the indie scene has been about going back to the old ways.
From what I can understand there are maybe a few reasons why this hasn't happened yet:
1)Waiting to see how the four big Kickstarter RPGs do. The new Divinity, Torment, Wasteland, and Eternity haven't come out yet to meet public reception, so nobody really knows how viable these old school-style CRPGs from small developers really are. If one or all of them are really successful I imagine someone would be more likely to give the first person game a shot.
2)Development talent. The indie RPGs I mentioned above seem to have been mostly (or completely) made by professional developers, in some cases the same guys wo worked on these games' predecessors. From what I can see (I don't know a whole lot about the people behind CRPGs), most of the big talent behind games like System Shock, Thief, or Deus Ex are already in the big retail space.
3)Expectations for visuals. Even today, if you make an isometric zoomed-out RPG it mostly just means more detailed and higher resolution 2D art assets. Even games with a 3D engine like Wasteland 2 or the new Divinity can afford to look less detailed than Mass Effect because you're looking at everything from so far away. A first person game would probably need much more detailed visuals in this day and age. The only exception is Grimrock which had deliberately sparse environments. I guess if they had the money someone could work it out on the Unreal Development Kit.
Between games like Grimrock, Project Eternity, Torment Tides of Numeria, Wasteland 2, the new Divnity game, Chaos Chronicles, and others, it seems to me like the indie (kickstarter) space is seriously trying to bring back old school-style CRPGs. The first person "simulated environment" action RPG seems to be the only style of CRPG not really attempted by an indie studio yet. It's resurfaced in the big budget space in the form of BioShock, Deus Ex Human Revolution, and Dishonored, but these games are all simplified to a certain degree compared to their predecessors. A lot of the indie scene has been about going back to the old ways.
From what I can understand there are maybe a few reasons why this hasn't happened yet:
1)Waiting to see how the four big Kickstarter RPGs do. The new Divinity, Torment, Wasteland, and Eternity haven't come out yet to meet public reception, so nobody really knows how viable these old school-style CRPGs from small developers really are. If one or all of them are really successful I imagine someone would be more likely to give the first person game a shot.
2)Development talent. The indie RPGs I mentioned above seem to have been mostly (or completely) made by professional developers, in some cases the same guys wo worked on these games' predecessors. From what I can see (I don't know a whole lot about the people behind CRPGs), most of the big talent behind games like System Shock, Thief, or Deus Ex are already in the big retail space.
3)Expectations for visuals. Even today, if you make an isometric zoomed-out RPG it mostly just means more detailed and higher resolution 2D art assets. Even games with a 3D engine like Wasteland 2 or the new Divinity can afford to look less detailed than Mass Effect because you're looking at everything from so far away. A first person game would probably need much more detailed visuals in this day and age. The only exception is Grimrock which had deliberately sparse environments. I guess if they had the money someone could work it out on the Unreal Development Kit.