During the early 2000s, the decline of isometric role-playing games (RPGs) can be attributed, in part, to the influence of retail companies such as Best Buy, Walmart, and GameStop. Renowned genre veterans like Obsidian Entertainment’s Josh Sawyer have shed light on this issue. Sawyer, the director behind acclaimed titles like Fallout: New Vegas, Pentiment, and Pillar of Eternity, pointed out that retailers played a significant role in creating self-fulfilling prophecies that ultimately led to the downfall of isometric RPGs.

In the case of popular games like Baldur’s Gate and Icewind Dale, their success should have encouraged retailers to stock more games in the same genre. However, after BioWare announced Neverwinter Nights, retailers inexplicably labeled 2D isometric games as obsolete. Sawyer recalls the aftermath, stating, “Temple of Elemental Evil was the last for a long time.” The retailers’ unsubstantiated declarations of certain genres’ demise resulted in reduced stocks, leading to lower sales and contributing to the decline of isometric RPGs.

Sawyer further highlighted the flawed forecasting practices employed by sales representatives who relied on subjective judgments rather than data-driven analysis. He mentioned, “Truly vibes-based forecasting, which resulted in self-fulfilling prophecies.” This lack of factual evidence and overemphasis on personal opinions further exacerbated the situation, ultimately stifling innovation in the genre.

David Gaider, former lead writer at BioWare, adds another layer to the problem by pointing out the presence of industry biases within development teams. Certain concepts or styles are deemed outdated or dead without any substantial evidence to support these claims. According to Gaider, these prejudices become ingrained within the industry, hindering the exploration and development of new ideas until someone proves them wrong.

This narrow-minded approach to game development stifled the growth of isometric RPGs. The industry’s tendency to rely on unfounded certainties and disregard potential innovations contributed to a significant lull in the popularity of this subgenre. As a result, isometric RPGs disappeared from the mainstream gaming scene.

Fortunately, the future of isometric RPGs appears to be brighter than ever. Baldur’s Gate 3, developed by Larian Studios, has breathed new life into the genre with its immense success. The game’s overwhelming positive reception and commercial achievements have provided hope for other development teams seeking to create unique and unconventional RPG experiences.

Teams can now use Baldur’s Gate 3 as a reference point when approaching publishers for funding. The game’s success serves as evidence that isometric RPGs have a thriving audience and that there is significant potential for success in this subgenre. By showcasing the demand and profitability of such games, Baldur’s Gate 3 has paved the way for the resurgence of isometric RPGs and encouraged greater experimentation and diversity within the RPG landscape.

The decline of isometric RPGs can be traced back, in part, to the influence of retail companies and the prevalence of industry biases. However, thanks to the recent success of Baldur’s Gate 3, the future of isometric RPGs looks promising. As the gaming industry continues to evolve, it is essential to challenge preconceived notions and embrace the potential of diverse genres, ensuring that unique and engaging experiences thrive in the world of role-playing games.

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