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File: Piranha_Bytes.svg.png (102 KB, 1078x1199)
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What went wrong?
>>
They're german
>>
iirc it was started by four german dudes and then the development of gothic 1 was so grueling that three of them quit between g1 and g2. i assume the actually creative one(s) must have been among those three because they company only ever made clones, of varying quality, of that one game.
>>
I actually liked really the quest and world design and writing in risen and elex, why the fuck couldn't they just make a good combat system to not scare off normies from playing their games?
>>
>to not scare off normies from playing their games
>normies
Ironic
>>
>>12059229
Except Gothic 2 was better than Gothic 1 in almost every conceivable way.
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>>12059775
yes, but there was nothing creative about it. they made the same game but bigger, and with a more generic premise.
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>>12059801
Good? Not everything has to be shit like wind waker being different just for the sake it
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>>12059908
doesn't it? i'm just answering op's question. their inability to make anything but clones of their first game was what made them increasingly irrelevant and eventually killed the studio.
>>
>>12059209
What went right?
>>
>>12059926
What killed them was trying to be Bethesda with Gothic 3 while lacking the budget and talent
>>
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They byted?
>>
Publisher fucked them over for gothic 3 and that was it.Most of the competent team left.
The others just kept recycling gothic 2 but made worse until they closed down.
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>>12059801
>they made the same game but bigger, and with a more generic premise.
The story progression for Gothic 2 is iconic in how it manages to capture its premise and makes it compelling.
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>>12061334
and, again, it's the same scheme as gothic 1 repeated at a larger scale. the way you are gatekept from free travel by difficulty, the factions, the way membership opens up inner areas, the way you progress from doing mundane jobs to fantasy heroism with magical artifacts etc etc. it's all from g1. there is a visionary quality to g1 that none of their later games display, even if g2 is a better execution of those ideas. that's why i think the main creative force in the studio must have been one of the founders that quit after g1.



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