Several times, Jeff Vogel has mentioned that the Geneforge games aren’t as popular as his other products. Now that the series has concluded, we can take a closer look at what sets it apart from the typical RPG.
This isn’t high fantasy. There are no elves, no dwarves, no exotic races of any kind. All characters are human, except in the last couple of games, in which the created race Servile was available. Regardless, there isn’t anything that really sets it apart from the others.
The average RPG player is likely to find that disappointing. Human is often the “dull race”, with nothing special about it. No abilities, no bonuses, no magic powers. And everyone (except Serviles) is human.
Further, gender is class-based (or class was gender-based, whichever way you care to look at it). Agents are always female, while Shapers and Guardians are male.
That was extended to the additional rebel classes, with Infiltrators, Sorceresses, and Shock Troopers all women, and Lifecrafters and Warriors being men. Serviles, well, no one knows what’s under that hooded robe.
Naturally, some of that comes from limited resources. Allowing for male and female in each class would double the required art and animation, putting great stress and additional cost on development.
And there are people who aren’t comfortable running a character of the opposite sex. I have a friend who loves Diablo 2, yet he won’t play the Amazon because it’s strictly female. How far such feelings extend into the general player base, I don’t know. But there are certainly some who are put off by lack of gender choice in choosing a character.
The basis of Geneforge is a hybrid of science and fantasy. The Shapers do with magic what we do with technology: manipulate genetic material.
This mix is nothing new. SF and fantasy have been combined before in the Might & Magic series from the beginning, and in the later Wizardry games, to give two examples. It didn’t really work too well in those, and it doesn’t work well here, either.
For all the talk about research, Shaper labs and equipment, experiment notes, machinery, and so on, what really happens? You just wave your hand, and poof! a creation appears.
The only difference between making a creation in Geneforge and summoning a creature in a typical RPG is that the creations hang around until dead or re-absorbed. It’s almost like having a band of familiars traveling with you.
In fact, that may be the best description. In D&D, at least as it used to be (I don’t know what’s in 4ed these days), familiars gained in power as the character leveled up. Creations level up and become more powerful, too.
Additionally, the weaponry isn’t scientific. Items are either ordinary or magical, just as in a typical RPG. So while there may be talk about “scientific” stuff, and even a peek through a microscope at DNA, the science and fantasy aspects just don’t blend together well.
What may be most disconcerting for the average player (though this is my favorite part) is the lack of enforced morals. Gamers are used to being led by the hand and told: This is right, this wrong, these are the good guys, these are the bad guys.
Geneforge tramples all over that, and says: you decide what’s right and wrong. You decide who to support. The ending you get goes along with your decisions, and no judgment is made as to whether or not you chose correctly.
For some, that can be scary, as they’re so used to having it all laid out for them from the start. And others may not want to become so involved; they just want to follow a story, beat on monsters, grab loot, and save the world in the usual Foozle fight. They’d rather not make any decisions beyond whether or not to accept a particular side job.
While there can be a problem with beginning the next game, choosing a starting point from a multiplicity of endings, I don’t consider that a big factor. Avernum is also a continuing series (though due to conclude with the sixth installment), and that one remains popular.
As for graphics, mechanics, and basic gameplay, these are much the same across all Spiderweb products. For those who’ve played several or many of them, the similarity may reach the point of staleness, however intriguing the storyline.
So there are several reasons as to why Geneforge hasn’t caught on. If I had to choose one as the biggest factor, I’d say it was because this isn’t high fantasy.
Almost every RPG is along that line. Players have to come to expect it as a matter of course. They are familiar with it, whatever system may be used. Yes, there have been SF role-playing games, but they were overtly science fiction, such as the Buck Rogers games from SSI.
When you come down to it, Geneforge has neither enough science, nor enough “familiar fantasy”, to engage the interest of a large number of players. It is too much in-between, and that is never a good place for any game to be.

















Scorpia, you’re forgetting in many games summoned creations stays with your character until they die. Or have you forgonten the pets in many games. In Titan Quest, most summoned creatures stay with you until death (i.e. wolves, litch king, core dweller, wisp, and the nymph.) And good old D2, remember the Nicromancer with his skeletons and golems? Or the Druid and his friends? Or the Amazon and her friend? To name just a few examples.
Oddly enough, I prefer a human-only game. I’m sick to death of fantasy races. And human beings are plenty variable enough, I’d think.
I’m sick of magic, too. Geneforge should have gone further towards the science and technology route. But I suppose that’s difficult.
What I want next from Jeff - if I could choose - is a turn-based, party-based science fiction game, with no magic, psionic powers, telepathy, or any of that crap. Something along the lines of Starflight 2 would be especially nice, with a team running a starship. Emphasize the RPG aspects of the characters, who’d choose what to study and get better with experience. The ship itself would acquire upgrades, too. And emphasize exploration, diplomacy, research, trade,… (but please, please, please no ‘real-time’ space combat - I really suck at that!). I remember collecting minerals and biologicals on alien planets. It was a lot of fun. There was such a sense of exploration and discovery.
Starflight 2 was a great game with far worse graphics than anything Spiderweb Software would do. Admittedly, our standards are much higher now, but you CAN make a great game with minimal graphics (just look at Dwarf Fortress). The gameplay, of course, must be superb. And the story - but I know Jeff is great at that sort of thing.
And this would be a fresh move by Spiderweb, don’t you think? Perhaps it wouldn’t sell, though. I’m not exactly in his target demographic, I imagine. Oh, well, one can dream…
Yeah, Presto, there are a few other games out there that allow for “permanent” buddies. However, in most, a summoned creature doesn’t stay around for long.
wcg, yes, that’s rather my feeling, too. I’ve never much liked the attempts made at combining SF and fantasy. I’d like to see a real SF game from Jeff, as well. Though I wouldn’t be thrilled with the “collecting” part. RPGs have too much of that already.
I am no longer a young man. I have played lots of video games. I cut my teeth on Wizardry, Ultima II (never did play I or Akallabeth) and Might and Magic. I played all of the gold box games. And you know what? I am still just fine with high fantasy. I know I should be bored to tears, but throw me some elves, some dwarves, a cleric, a magic-user, maybe a ranger, and to this day I am tickled to death. Am I the most boring person ever? I think it’s really possible. Thanks for another good post!
I have to agree Aelfric, high fantasy works for me and I don’t think I am alone. Look at the recent closures of Tabula Rasa and Hellgate. Both had numerous problems, but both were games that tried to break out of the fantasy setting. How much that contributed to their downfall is debatable, but I would suspect that would account for at least some of their demise. Even in other genres I prefer fantasy, for instance I enjoyed Warcraft III more than Starcraft.
Part of it is familiarity as Scorp mentioned. Rather than breed contempt, it’s like putting on a pair of comfortable shoes. I know that the Dwarf character is going to be a strong fighter, and an Elf is going to be adept at ranged combat. Their strengths and weaknesses are well known.
Not that I can’t enjoy an alternate setting such as Sci Fi. I just finished Dawn of War 2 and it was very much a hybrid of futuristic RPG and RTS. You controlled four squads instead of party members, one was good at stealth, another was a front line fighter, another with ranged combat - similar traits that would be present in any party based RPG.
I never played Geneforge, Exile III was the last Spiderweb game that I played, so I can’t really do anything but generalize without first hand experience. I wonder if it was not different enough? The SciFi games I have enjoyed were radically different from a fantasy RPG, Geneforge sounds like it still had not completely left it’s fantasy roots.
Aelfric, you’re hardly boring! But I see from your and Xian’s comments that fantasy is still king in RPG-land, pretty much as I suspected.
Yeah, there was a lot of the fantasy element in the GF games. i think Jeff could have taken out all the “science” stuff, and it wouldn’t have changed much.
This kinda bums me out. Not because I’m not a high fantasy junky myself - I still am. But because I feel CRPGs can tackle so much more - go so many places beyond conventional fantasy. I’d like to see greater success pushing those boundaries.
I’ll never honestly understand why Geneforge was not that popular. From my perspective, its one of the few pecies of gold out there that is original, awesome, and epic in its messages and morals that few to no games can compete with it. Its much more like a piece of art than just a game to me.
The Last Archon
Ackrovan, I guess you’re in the minority when it comes to the GF games. Most players want fantasy or SF, not a blend of both, that doesn’t quite come off. But I agree that many gamesdon’t come close to what the series does in terms of making choices.