
Originally Posted by
gundato
Except that TA and SC both were a dead-end and just weren't what gamers as a whole were looking for. Taylor and his guys focused on "Supah big wars with faceless mooks". Relic went in the opposite direction and focused on tight but detailed battles and a focus on squad-level combat.
Dungeon Siege, while fun, has the sequel being notorious for being "The game everyone enjoyed, but never really got past chapter 1". And it really brought nothing new to the genre.
Fair enough and I salute you for it. The big issue most of us have isn't that we don't think it would be a fun game (although, many of us are skeptical. Keep reading :p), but because we don't think the studio can deliver due to financial reasons.
How would this change the industry?
Also, that 15+ years of experience includes:
Demigod
Space Siege
Supreme Commander 2
Dungeon Siege 3
You previously argued "He only did that because the publishers made him". Which, to me, suggests a lack of integrity. And either way, all four of those managed to fail to grasp what people LIKED about those genres. "Innovation" is nice and all, but only if it is backed up by a fun game.
Also, TA: Kingdoms deserves a special mention for taking the "highly prone to defensive turtling" gameplay of TA and forgetting to give a reliable counter to said defenses :p
Don't get me wrong, I loved TA and SC (TA moreso), but when their best work was over a decade ago and their last decent game over five years ago, I need some concrete details. And I suspect that is true of most of us.