Innovative, Original Games Have No Chance 225
In interviews with game developers this week, the tone seems to be that innovative, original thought is no longer welcome in the games industry. That definitely seems to be the tone behind IGN's interview with Okami producer Atsushi Inaba, and MTV's interview with Bioshock's Ken Levine (distracting flash site). Atsushi, speaking about the art style in his critically acclaimed but poorly selling adventure game, had this to say about originality in games: "You use the word 'difficult', but I think that it is becoming almost 'impossible' for an original game to succeed financially. This can't be blamed on anyone but it's a simple fact that an original game doesn't appeal to the majority of gamers." Meanwhile Levine, talking mostly about the level of art he's trying to create with the title, had this to say about some of his fellow designers: "Most video game people have read one book and seen one movie in their life, which is 'Lord of the Rings' and 'Aliens' or variations of that. There's great things in that, but you need some variety." While most of the rest of his comments are somewhat mild, he reiterates throughout that they're trying to do something that gamers may not "give a crap" about. What do you think? Has the industry gotten to the point where retreads are all that will sell, or is there still room in the marketplace for original ideas?
ok. if you say so. (Score:4, Insightful)
Well then. Since that's settled, Let me get back to Madden 2008: Platinum edition.
Re:ok. if you say so. (Score:4, Funny)
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That was a hell of a fun game and innovative too.
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Which reads to me as bullshit of the first order, most of the gamers I know are geeks and geeks in general tend to be movie buffs and/or book readers. Those may well be two of their *favorite* icon
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Which reads to me as bullshit of the first order, most of the gamers I know are geeks and geeks in general tend to be movie buffs and/or book readers. Those may well be two of their *favorite* icons
Suggestion (Score:3, Insightful)
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Thus, it becomes incredibly long and expensive... I remember when Rogue Squadron for the Gamecube came out back then... they had a small team mind you, but making the model for the larger star destroyers took 1/6th of the time allocated to make the entire game (of course, it was in paralelle so its not like it was slowing down the other parts of the game, but still).
I just can't begin to think how long a game like a FFXIII will take in raw man hours (everybody added together). It must totally insane.
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Re:Suggestion (Score:4, Insightful)
First, E3 is dead. Thank the lord. But what has risen from those ashes is the downloadable demo as a way to reach gamers. It's like we've taken all the work that goes into dropping demos on E3 machines and pushed it into the living room for a fraction the cost! Among XBox 360 gamers I know, they all love demos (well, at least they love having the ability to try demos).
The day may come very soon when innovation can compete head-to-head against hype-only games because the battle arena isn't banners on the web and TV commercials, but live on the console with controller in hand.
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Fantasy is the worst (Score:2, Insightful)
Elf? Check.
Dwarf? Check.
Fighter? Check.
Rogue? Check.
People don't want fantastic fantasy. They want familiar fantasy. The equivalent of peanut butter and jelly on Wonder Bread or a hot dog while mom and dad eat that weird lasagna stuff. Fantasy gamers have the taste of a 4-year-old.
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All fantasy games are the same fantasy game.
Well, at least the ones that are based on the d20 system. The Open Game License [wikipedia.org] has made it even easier to base games on this system.
They want familiar fantasy.
Yes. Personally, I like the d20 system. It can be applied to many different fantasy worlds, and provides familiar gameplay.
Fantasy gamers have the taste of a 4-year-old.
That's where I start disagreeing with you (unless you are referring to the child's near-infinite curiosity). Even without leaving the fantasy worlds published by the Wizards of the Coast themselves, I have an entire bookshelf devoted to manuals and maga
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If you think... (Score:4, Interesting)
Take something like a Slayer out of the Games Workshop universe and pop it into Tolkien or WoW and there would be bloodshed. A Slayer is basically a suicide bomber without the bomb. Thorin would think the Slayer was a vicious savage. The WoW dwarves would wonder what this whole notion of "dying to avenge a previous loss" was, considering that the dwarves (and the rest of the Alliance) pretty much invariably win the wars they get caught up in and if they don't, hey, death is a very temporary state of affairs in the WoW universe.
In terms of game mechanics, anyone who could say that Vanguard and WoW were the same game has clearly never played either and should probably keep it that way. I'm not trying to be elitist, its just that they're two very, very different beasts. For every structural similarity ("Hey, tank/healer/DPS with emphasis on loot collection!") you'd come up with many more differences that are almost fundamental in nature (WoW: Crafting should be open to everyone and not get in the way of gameplay. Vanguard: Crafting is gameplay, if you're HARD CORE ENOUGH TO HANDLE IT. WoW: Dungeons should be open to everyone. Vanguard: Dungeons should be open to you if you're HARD CORE ENOUGH TO HANDLE IT. WoW: Fast travel should be open to everyone. You should be able to teleport immediately, fly within 2 hours, and have essentially permanently increased non-combat movement speed by the mid-levels. Vanguard: Travel should be slow so that you will quit if you're not HARD CORE ENOUGH TO HANDLE IT. etc)
Disclosure: Yeah, I'm more of a WoW person than a Vanguard person. What can I say, I'm not hard core enough to handle it.
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All the differences you mention here between WoW, Vanguard, etc. are mechanical. They don't erase the underlying issue which is that they all mimic the same general look and feel. A dwarf is a dwarf is a dwarf. They're all short stocky fighter types with beards.
Yeah, okay, but it works. (Score:3, Insightful)
Go ahead, try to come up with something new. A new class? A new race maybe? You might notice that in WoW all the playable races are humanoid. Good, now check slightly deeper, do you notice how all the equipment seems to work on them all? Could it be because it is simply a case of scaling the body and appendages rather then coming up with unique art for each and every race?
Imagine a centaur race. Brilliant. Fast, capable of being a mount to another player, large carrying capacity and definitly a different l
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Nintendogs (Score:4, Insightful)
The fact is that most "inovative" games break the standard rule in any creative pursuit
If you're trying to make a game that is different then you should probably look into who the demographic that will be interested in your game is and focus on making the game good for them.
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Dogz was out first, and Tamagotchi before that.
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It probably isn't a co-incide
Modern Art too (Score:2)
Perhaps the same is happening in the games industry.
Art, and games, are after all in the eye of the beholder. Many people do like art that conforms to certain recip
Stop spending millions on them then... (Score:5, Insightful)
Finding the money for a game that needs 20 people to make is a lot easier and less risky, because even if it's a flop, you aren't taking the whole publisher down with you.
Of course, ideally, you do the whole game yourself, on your own, sticking 100% to the creative vision you had, without needing to persuade *anyone* about the validity of the idea, and taking all of the risk yourself. I've gone many years reading big name industry celebs saying how that's not possible any more, despite the fact that I do it for a living, and I know a fair few others who do so as well.
Of course, if you would rather not make a game at all, than make one on a low budget, then that's a different matter. But personally, if I could make a 'triple a' WW2 FPS clone with 100 people, or an original, inventive 2D budget game on my own, I'd do the latter, even if it will never make me rich.
But generally, he's right, there is a lack of originality in mainstream games (spore is a good exception though).
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I would say that you are basically right, with a corollary: if you're influential and wealthy enough - a rockstar game designer like Cliff B. or Shigeru Miyamoto - you can still be pretty creative.
It's not like this is a new or novel phenomenon, either. I mean, most of the movers and shakers of the art world throughout history have started with a fairly conservative style and moved to the fringes gradually. Picasso did not start doing cubist drawings. The reason that this is now incredibly apparent in the
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On PCs, this idea is becoming less and less feasible, unless you limit yourself to "simple" games. Nothing wrong with them, say like the 80's 8-bit games or 90's web games, but people expectations have moved on, such as full 3D environments, physics, multiplayer, etc.
Of
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Making immersive games takes a lot of work, though I think most of the work is in the design such as textures, models and audio.
Must Not Be a Good Enough Idea (Score:2)
There are a lot of original ideas. Just because a game is original doesn't mean that it is a good game. If you want your game to sell it has to be both good and likable by a lot of people. That's just business. No use complaining about it; Either reduce your costs
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Gamers as a whole need to get off their moronic brand addiction and actually think for themselves worth a damn. I'm sure that right now there's upwards of 10000 PS3/Wii/360 console flamewars on various gaming websites, and still 100+ flamewars over whether the SNES was better than the Genesis. So people end up rejecting extremely good
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Okami is good, but there are some obvious problems with it. The most obvious being the stupid UI for talking with characters ... that was just painful, certainly if I hadn't been waiting for the game for 6 months anticipating the things it did differently, and got right, I wouldn't have got past the intro.
While Zelda isn't as original, it's a better complete package ... but then I'm playing Link to the past for the first time, on VC, and as a complete package that's better than both, IMO.
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Okami's visuals and music were just phenomenal (though on the visuals front, all of Kamui looked like it was rushed, compared to elaborate locales like Kusa Village). The game was
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I take it you forgot Ocarina of Time? Navi and Issun are the same. damn. character.
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I take it you forgot Ocarina of Time? Navi and Issun are the same. damn. character.
Nope, I didn't forget it. Yeah they're the same character. The difference is that Navi didn't bug you nearly as much, and when she did you had an option of listening (you had to press a button to activate), and usually had semi-useful advice. Issun just interrupts you, using the god-awful slooooooooow text boxes.
You also forgot how I mentioned level design. It's important. Okami's levels were very very straightforward. Maybe one or two puzzles, and very linear. Zelda's, by comparison, are much
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But if your bestest game ever didn't even sell enough to be profitable, maybe it's not as good as you think it is.
What an ass... (Score:2, Informative)
As someone who works in the industry, I know many designers, artists, and engineers, and in general they love all kinds of fiction - SF, fantasy, action, horror, drama. Tastes are quite varied... there is no extreme focus on Tolkien or Aliens. In f
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(No, I have never met Ken Levine. I have nothing personal invested in this. But to say of the lead designer of System Shock II "If he wants to make himself look better than his peers, perhaps he should do so by proving h
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The PC still hosts original thought (Score:3, Insightful)
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If you understand that reality, then it becomes a question of how do you work around it. There are a couple ways. One
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Market Differently (Score:2)
Just a thought.
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Ah yes, the gaming equivalent of the Long Tail [wikipedia.org].
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Ah, but the long tail is alive and well with the X360 Marketplace, Wii marketplace, and so on.
Okami Rocks (Score:2, Insightful)
My wife and I are playing through Okami now. It's one of the most fun games I've played on the PS2, with lots of interesting things to do and see, and the art is just beautiful.
Kudos, guys.
the same for all art forms. (Score:2)
What about the Wii? (Score:3, Insightful)
I'll also point out that "gamers" is a rather illusive term today. Nintendo among others have realized that female gamers have different ideas of what makes a good game as well as "older" gamers as well. And that's only two of the markets that are only beginning to be tapped.
Basically, although it may be true that the traditional "hard-core gamer" may prefer to stick with the same type of game over and over, other types of gamers may actually prefer more original content. Of course, we won't know for a fair number of years if this is true, but I wouldn't count original content out just yet.
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http://www.youtube.com/watch?v=k4jnl0hRB9I [youtube.com]
If it lives up to just a portion of its potential, I think we'll have quite a fun game on our hands.
I also wouldn't say that older gamers are the only true ones. I'd just say that older gamers have a higher probability of being a gamer that doesn't need wicked graphics, etc for considering a game good. Not that I'm a younger gamer
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Back in the DS/PSP launch days, all you heard were articles about Sony predicting how much better the PSP would do than the DS... All the while, Nintendo kept releasing statements saying they were not in direct competition with Sony, and that each company had a different strategy. (Which is true. Nintendo was releasing a game console. Sony was releas
Too Original or Badly Timed? (Score:4, Insightful)
As for originality selling, Katamari Damacy (to name one) has had enough success to get not only a PS2 sequel but a version on the PSP. Even more recently, Nintendo has seemed to be all about originality with the DS and Wii, and they certainly aren't suffering.
Unfortunately, new home console titles cost $50+ a pop. That's a lot of money to invest, and I don't think it's unreasonable for gamers to go with "safe bets." I also suspect that if an "Okami 2" was released on the Wii (the painting aspect would seem tailor-made for that console), and of course it was good, it would sell like gangbusters. Then again, at that point the same complaints would be made by someone else that people are only interested in sequels...
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Sequels, as opposed to original developments. The developer didn't even want to do a sequel. The PSP version is especially horrible.
> Unfortunately, new home console titles cost $50+ a pop.
So wait for the price to drop. It's not like the movies where you miss seeing it on a big screen. It's just as much fun six months later, and usually just as available if not more so.
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I wasn't testifying to the quality of the sequel or the PSP game. I was simply pointing out that if the first game had not sold well then the other games probably wouldn't have been created.
Second verse, same as the first? (Score:3, Insightful)
Games and Movies (Score:2)
I got to thinking about why original and creative movies are (it seems) better-received than games. Movies are passive, but gaming requires action from the user, and now we're in the realm of habits and comfortable ways.
I believe that the majority of the problem is this: How do I know if I will like a game, if I have never played one like it before? I don't think that any of us consciously consider that question (as it's pretty stupid when you ask it out loud). Most people are simply more comfortable wit
Try before buy? (Score:2)
You want innovation to sell? Release your "innovative, original games" for free as downloads and give the public a chance to figure it out. Try-before-buy works really well, or has no one learned from MP3/musi
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The PS2 has the most diverse lineup of games and gamers. Take a look at the Gamecube used market if you don't believe me.Think about it. If you want to sell a niche game, the PS2 is a solid choice because of the huge number of users means even a nic
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The Sky is FALLING!!! (Score:2)
Hogwash... (Score:5, Informative)
Depends what your market is? (Score:2)
- If your market is those people who must have things the way they always were, then innovation will fail.
- If your market is people who will accept innovation, as long it is not too far off, then some innovation is possible.
- If your market is people who like try new things, then there is a chance innovation will work.
For the case of where innovation is possible, it can't exist on its own. The promise of a new improved gaming experience still ne
Two Words: Guitar Hero (Score:3, Insightful)
Original? (Score:2, Insightful)
Another perspective (Score:2)
Let's consider this from some other perspectives. Other aesthetics change throughout time in a kind of punctuated equilibrium - art, music, and architecture all have "periods". Typically, these periods have a few exponents who are themselves involved in catalyzing change by introducing something:
Ultimately, this is going to h
Original and Innovation does not imply good (Score:2)
Bad timing (Score:2)
Online games is where those with really unique ideas should seek to test them in the open market, where I can splurge for $5 to $20 on a fun looking game I may well never see at $50.
Lack of Innovation (Score:2, Insightful)
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When was this originality cutoff? (Score:2)
Innovative, original games have no chance... (Score:2)
It's part of a wider trend (Score:2)
A chess analogy is appropriate here. Who'd want chess to be completely rewritten every month? Nobody. People like the predictability because it allows the skills they've built up to remain useful. We bitch about annual Madden and FIFA clones, but to a lot of people, that's their chess, and they don't need somebody fucking with their chess.
There are chess players and there are board game enthusiasts. Madden whores are the chess players. Gamer nerds who like lots of different games and pine for originality a
reason (Score:2)
No, it's gotten to the point where conglomerates decide what is the main demographic for video games, in the same way that the movie industry have conglomerates that decide the same thing. Unless you are going to play games, watch movies, or read books in bulk, you will most likely have limited exposure to the variety within that media you choose.
I don't read that many b
Marketting... (Score:3, Insightful)
Hell, I'm incredibly surprised I don't see more game ads. I probably see more GameTap commercials, and generic "Playstation Portable" commercials, than all specific video game commercials combined. Television advertising, especially for this demographic, is at the HEART of your marketting of a game. It doesn't matter HOW innovative the game is, if the main stream doesn't pick it up, no amount of yelling and screaming about it is going to make it popular.
These are not small budget companies or low budget productions, if they can afford to make a game like Okami, they can afford some national NBC prime time spots, as expensive as they are.
That said, I absolutely loved Okami, and am very sorry to hear the creator is so dissolutioned, like this.
Quantity vs Quality vs Development Costs vs Sales (Score:2)
Also, you have to keep the games simple. I've seen Gears of War, and while the graphics really are amazing and all, I gave up trying to play it after 5 minutes. That type of game needs a keyboard and a mouse, n
Okami was on the WRONG system... (Score:2)
The sad thing is he is probably quite right ... (Score:2)
Odds are any sucessful game that is original will not in fact be an original.
It will probably have been based of a game a few years before that didn't do so well due to lack of funding for the cutting edge graphics engine but still had a small cuilt following and was then either bought out or imitated to make a new game with all the slick graphics that the kids demand and a huge marketing budget which then makes this new copy a sucess.
Why do we keep hearing this? (Score:3, Insightful)
Yes, creating/selling original games is difficult. This has several reasons:
It must be original instead of yet another Elf-Bashes-Monsters or Space-Hero-Shoots-Monsters.
Familiar games tend to sell better - not just to customers, but to financers.
Like most new ideas, most original games are flops. Their ideas simply don't 'click' with the players. Often enough they have a small, fanatical fan-club, but this doesn't make enough money, especially when the financers insisted on huge loads of fancy graphics and whatever, pushing up the number of people needed to create this.
However, every now and then an original game comes out. And is a huge success. And has so many followers (coders and users) that this type of game soon becomes familiar again. Where do you think all the familiar games came from? Thin air?
But this doesn't happen often. You need very good, very original people. And seeing how most companies work (loads of average programmers (cheaper), concentrate on pretty graphics, large bureaucrazies) this explains *why* it happens so seldomly. They do not want to take risks.
Watch this space! In (at most) a year or so, we'll have this question again: "Where O Where Are The Original Games?"
Distinction (Score:4, Interesting)
Is it really that difficult to make a game with a scaled down dev team and resources?
Yeah, that's ONLY a problem with games (Score:3, Insightful)
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I think there needs to be something like an NEA grant to create original games. The market will never provide the incentive to move things forward, not when the risk/reward ratio is so questionable.
The thing is, it is almost impossible to make the current batch of mainstream market gamers into aesthetically sophisticated consumers. After having believed otherwise, I now believe it will be easier to turn aesthetically sophisticated people in
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Bullshit. There are tons of innovative games, some of which become staggeringly popular. Games like Katamari Damacy, Ico, Super Mario 64, Gears of War... hell, I can do this all night, and back every individual example up with arguments.
Even the various so-called retreads tend to bring something new to each iteration.
Anyone who looks back on some so-called "golden age" of creativity has the rose-colored shades over their eyes. Unless
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Samalie wrote as part of a post:
I don't think its a matter of not wa
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Yeah, Crazy Taxi was damn fun.
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JON