Summary
- Recently, developer Tim Cain, famous for the Fallout series, has explained why many cult classic RPGs don’t get sequels.
- The idea of a game being a cult classic means that the sales likely didn’t warrant a complete follow-up.
- While popular series are left in the dust, modern crowdfunding has allowed for a new age of RPG cult classics.
As a lifelong fan of RPGs, especially those created by the legendary Tim Cain, I can’t help but feel a mix of disappointment and acceptance when reading about his thoughts on sequels for cult classic games like Vampire: The Masquerade – Bloodlines and Arcanum.
Although Tim Cain is largely credited as the co-creator of the original Fallout, as a seasoned veteran in the gaming industry, there are many other RPG projects you likely know him by. Many of these, such as Arcanum and Vampire: The Masquerade – Bloodlines, have achieved a cult following, with fans always begging for follow-ups or sequels.
Despite rumors of a sequel to Vampire: The Masquerade – Bloodlines, it’s important to note that the current team working on it is completely independent from the original’s and has faced significant challenges during development. Moreover, due to many similar games being decades old, calling for a significant continuation may seem impractical.
According to a recent report from PCGamer, Tim Cain, the creator of these beloved classic games, has openly discussed why it’s unlikely we’ll see any sequels. This seems to be a definitive end to the hopes of fans who have long been asking for more.
In essence, creating video games shares similarities with the film industry in terms of being both a thriving business and a source of chaos. However, it also brings a certain level of predictability. Often, what separates a niche game from a widely popular franchise is financial backing and audience enthusiasm. This gap can make or break your potentially legendary games into expansive, multiple-installment series.
A “cult classic” is a term used to describe a work of media that garnered cult-like following post its initial release, for instance, a film which flopped at the box office but gained popularity later on through late night screenings and video rental success.
As Tim Cain explained it himself: “The problem is the cult part.”
The initial book didn’t achieve sufficient sales for the publisher to be enthusiastic about a follow-up. Therefore, it seems peculiar when people suggest, even years later, that I should write another installment. In essence, it’s equivalent to telling someone, ‘You should have purchased it in the first place.’
It’s much simpler to propose a subsequent title than it is to genuinely develop one. For the games that Tim Cain has been involved with, extensive storylines, lore, and world-building must be constructed first before any substantial coding can begin.
Over time, we’ve grown accustomed to straightforward follow-ups and sequels. For instance, consider the contrast between the first and second installments of “Fallout.” While the second game built upon the original’s mythology and world-building, it didn’t just rehash the same material; instead, it blossomed from these foundations to create something uniquely its own.
In contrast to numerous contemporary sequels, games such as Fallout 3 and Fallout 4 share similarities not only in their titles but also in their narratives and gameplay mechanics. Generally speaking, many modern sequels lack the significant narrative progression that developers like Cain might aspire for them to have.
Cain continued by expressing his viewpoint: “It seems to me that in order to acquire more of what you desire, one should purchase desired items and abstain from buying unnecessary ones.” In essence, the continuous prosperity of simple sequels demonstrates to developers that they can repeatedly create the same product without significantly expanding their horizons.
The Future Of RPG Sequels And Cult Classics
Back when I first heard about the sequel to Vampire: The Masquerade – Bloodlines, I was thrilled. But lately, the sneak peeks have left me feeling like it’s just a rebranding. It seems to be veering away from its RPG roots and moving more towards an action-adventure game, reminiscent of Dishonored. Add to that Fallout 4-style dialogue choices, and it’s starting to lose the essence that made the original so captivating.
Regarding the classic isometric role-playing games such as the original Fallout, while Obsidian Entertainment has previously developed notable titles like Pillars of Eternity and Tyranny (some even in collaboration with Tim Cain), it appears they may not be releasing a game in that style for some time.
The two upcoming games from them, named Avowed and Outer Worlds 2, appear to be intriguing 3D first-person RPGs. However, it remains to be seen whether these sequels will follow the familiar pattern of safe successors or offer something truly innovative.
As a dedicated gamer, I can’t help but acknowledge the refreshing update that some “cult classics” have undergone. The PC Gamer article sheds light on how Tim Cain’s RPGs once relied on publishers, in stark contrast to today’s crowdfunding platforms like Kickstarter. This shift has essentially opened up a new era for the creation of unforgettable, modern cult classics.
An excellent instance is the independent standout, Underrail, which draws substantial thematic and gameplay influences from the original Fallout series, yet manages to infuse its unique character. Notably, it’s developed by a compact team that has gained acclaim as a “cult classic.
Despite Tim Cain’s saddening statements about cult classic RPG sequels, it’s still nice to know that these games can succeed, given the right hands. With Cain on board to help oversee the sequel Outer Worlds 2, hopefully his insight into making solid sequels may benefit the project.
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2024-12-17 01:38