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Game Originality: Any Left?

Kamalot writes "In a world where 85% of games are solved with a gun, where are the original and innovative ideas? Adrenaline Vault has a telling editorial about the state of creativity in the game industry, the constant re-hashing of sequels, and a look into the future when technical achievements are no longer the driving force. What happens when every game follows a tried and true formula? Where do the new ideas go if we can't have games like Viewtiful Joe, Shenmue, and Jet Grind Radio? Did innovative, rather than mainstream, games send the Dreamcast to an early grave rather than the PS2's more bland, yet conforming, lineup of titles?"

778 comments

  1. If only a few people like your game... by BgJonson79 · · Score: 4, Insightful

    No matter how good it is, it's not going to sell. A certain degree of conformity is necessary. That said, I'm sure there are people out there who are clearly smart enough to be able to combine A Good Time (TM) with Something New (TM) that Everyone Can Enjoy (SM).

    --

    There are four boxes used in defense of liberty: soap, ballot, jury, ammo. Use in that order.

    1. Re:If only a few people like your game... by bigjocker · · Score: 4, Insightful

      The problem is that the industry has reached such a highly commercial and competitive level that it's almost imposible (and getting worse all the time) for small companies to enter the business.

      The consecuence is that the games are coming from the same sources, the same creators and the same distributors, and they are not going to take the risk of losing the easy money they're making by releasing a new and original game. So we always get a new version of a product that has a proven market.

      --
      Life isn't like a box of chocolates. It's more like a jar of jalapenos. What you do today, might burn your ass tomorrow.
    2. Re:If only a few people like your game... by KrispyKringle · · Score: 4, Insightful
      In this respect, video games are a lot like expensive hollywook blockbusters. The amount of money that goes into production is prohibitive for small art-house flicks (or games). Those who shell out the money would rather invest in something tried and true than something scary and new. Perhaps even more a factor, the tastes of the market tend to be pretty bland and repetetive. People don't necessarily want something new, or at least, what they want to be new isn't predictable enough to spawn much investment in new things.

      Producers invest in what is profitable, which really just means what will please the most people the most predictably. New things may please some people a whole lot more, but some people a lot less. And if you make someone happy enough to buy the game, he doesn't need to be made any happier. If we all reluctantly go to see the next Vin Diesel summer hit, knowing its a bad movie, well, we still spent our money on tickets. And if we all reluctanlty buy the next action-packed first-person-shooter, knowing its the same as all the ones before, we still shelled out enough for the game. Making more people happy enough to buy the game is profitable. Changing people's lives with new art and ideas isn't.

    3. Re:If only a few people like your game... by TopShelf · · Score: 2, Insightful

      The problem is that it's so much easier from the business side to stick with the safe hits. The preeminent example of that is the sports area, which is basically a license to crank out "new" titles every year. Cha-ching!

      --
      Stop by my site where I write about ERP systems & more
    4. Re:If only a few people like your game... by notque · · Score: 1

      With the 2k series, EA and 2k have been increasing their titles every year at a rate unseen previously in sports games.

      The reason being is, EA was happy with just updating rosters, and adding virtually nothing aside from some small extra goals each time around until they were losing money to superior gameplay.

      Even something unthought of, like online updatable rosters is now something common place. I never thought that would happen, as with updated rosters, you honestly don't even need to purchase a new game unless the gameplay improves dramatically.

      Which is does now.

      --
      http://use.perl.org
    5. Re:If only a few people like your game... by Mac+Degger · · Score: 5, Insightful

      It's more the complexity and cost that is the barrier to entree and the damper on innovation.

      But personally I think that this is just a short dip in the curve; at the moment, it just takes a lot of time and effort to create content and a feature rich enough engine to make a game which is polished enough to be sold.

      However, that's gonna change. At the moment it's still quite complex to modify games to any real extent. I'm not saying it's gonna get easier per se, but it is gonna get easier to get more done (subtle distinction, but very important).

      Every itteration of game engines makes more possible: automatic, procedural and easier content generation and integration; more transparent game rule changing...thgis is being worked on right now. Look at Deus Ex 2 and Halflife 2...the lipsyncing-tech in HL2 and the attribute-techture-tech in Deus Ex make life so much easier...it takes out a chunk of grunt work (which is exactly what automation and computers should be doing).

      So while at the moment it takes huge sums of money and years of manyears(?) to create a game, in the future engine licensing will be more and more frequent. And as engines get more and more userfriendly and take more and more of the grunt work out of gamedev'ing, more and more time will be available to play around with game ideas and styles.

      And that also means that modders will have an easier time doing the same. And that is, nowadays, where the real innovation in gameplay experiences come from.

      --
      -- Waht? Tehr's a preveiw buottn?
    6. Re:If only a few people like your game... by iocat · · Score: 5, Insightful
      Actually things *aren't* like Hollywood in that respect. Right now, there is a market for AAA games, which correspond to Hollywood blockbusters. And there are markets for B games (think Trailer Park Tycoon, etc), kids games, and very niche games (thing hex-based, turn-based war games), which correspond to Hollywood B movies, Hollywood kids' movies, and Hollywood niche movies.

      But there is really no "art house" business model for games. Instead, you see "art house" games, like Rez, or Shenmue, produced and marketed as AAA games, and then failing in the marketplace. This is a major bummer, and if someone does develop an art house model, where a high concept game can be made relatively cheaply, and designed to break even on relatively modest sales, I hope they become stinking rich billionaires, because it would be rad.

      That all said, that doesn't mean there isn't innovation in the AAA, B, kids, and niche catagories. The fact that art house games don't succeed commercially doesn't mean innovation doesn't exist.

      Put another way, just because a game is from EA and has super high production values doesn't mean that it isn't innovative, or can't be innovative. And just because Rez and Shenmue didn't sell 10 milion units doesn't mean innovation isn't appreciated.

      --

      Dude, I think I can see my house from here.

    7. Re:If only a few people like your game... by Computer! · · Score: 4, Insightful

      And as engines get more and more userfriendly and take more and more of the grunt work out of gamedev'ing, more and more time will be available to play around with game ideas and styles.

      Wishful thinking. Easily mod-able game engines, while allowing non-professional programmers to essentially create their own games, are the shackles to which game creativity is bound.

      What makes Counter-Strike all that different from multiplayer HL? Slightly different objectives? Different models and sounds for players and weapons? Some new maps? Not exactly innovative.

      I'm not saying I know what the answer is, I'm just arguing that easily modifiable engines that hang around for five+ years is certainly not it.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    8. Re:If only a few people like your game... by Fweeky · · Score: 3, Funny
      I'm sure there are people out there who are clearly smart enough to be able to combine A Good Time (TM) with Something New (TM) that Everyone Can Enjoy (SM).
      Like, say:
      • S.T.A.L.K.E.R. -- an FPS based around some odd Russian sci-fi around Chernobyl. Not only does it look like a cracking good FPS, but it has an original idea behind it that shapes the entire game!

        Well, er, we hope. We'll let you know when it's released.
      • Republic -- set in a fictitious eastern Europe country, where you have to build up a political movement and eventually overthrow/take over the government. A political game, no less.
      • Splinter Cell -- a game where you're supposed to avoid hurting people! Owes a lot to Thief, though.
      • Duke Nukem Forever -- a game where patience is more important than an itchy trigger finger.
    9. Re:If only a few people like your game... by Anonymous Coward · · Score: 0

      "Duke Nukem Forever -- a game where patience is more important than an itchy trigger finger."

      I couldn't have said it better myself! :)

    10. Re:If only a few people like your game... by Mac+Degger · · Score: 3, Interesting

      So what about [can't remeber the title]? It's built on Halflife, but it puts a team leader in a coordinating, top down view, ordering the rest around. The teammates then run around in the 3d view, building bases, defenses and moving into position (as directed by the teamleader) to mow down the opposition. Think a cross between an rts and a fps, but with more tactics involved.

      Saying the engine is the limitation means you're blaming your tools...and everyone knows that that just means you're shifting the blame from where it belongs: you. All I'm saying is that the better the tools get, the easier it is...it lowers the barrier to entry, meaning more people try and thus we get more and better stuff to play with.

      Anyway, doing that game needed a deep understanding of the tools...now imagine what those guys could have done with an easily modded engine (which HL just isn't...people do it casue it can be done, not because HL is an easy engine to mod); they'd have done it faster, with better gfx, more content and could have spent more time and effort on the game mechanics itself.

      --
      -- Waht? Tehr's a preveiw buottn?
    11. Re:If only a few people like your game... by Anonymous Coward · · Score: 0
      May I submit: Uplink?

      Then again, it's really a rehash of Escape Velocity in a new genre; but it's a game that will sell, even if it doesn't sell big. If you look, the little guys are still out there pumping out innovative titles; they just aren't marketing them like the bigger players -- and with reason -- they have a smaller target market.

    12. Re:If only a few people like your game... by Idarubicin · · Score: 1
      Even if you do learn to speak correct English, whom are you going to speak it to?

      That should be "to whom are you going to speak it?"

      Ahhhhh. I had to get that out of my system.

      Normally I leave grammar alone, but if you're going to speak about correct English...I suppose the sig is a troll for the so-called grammar Nazis. Very well. I bit.

      --
      ~Idarubicin
    13. Re:If only a few people like your game... by Smidge204 · · Score: 2, Informative

      Sounds a lot like Space Hulk. So much for that :P

      =Smidge=

    14. Re:If only a few people like your game... by RealityMogul · · Score: 3, Funny

      So what about [can't remeber the title]? It's built on Halflife, but it puts a team leader in a coordinating, top down view, ordering the rest around. The teammates then run around in the 3d view, building bases, defenses and moving into position (as directed by the teamleader) to mow down the opposition. Think a cross between an rts and a fps, but with more tactics involved.

      Microsoft Headquarters?

    15. Re:If only a few people like your game... by Mac+Degger · · Score: 2, Informative

      Kinda...but the gameplay is very different. As is the presentation, the speed, lack of freezetime, multiplayer aspect. Still, it does kinda somewhere resemble Space Hulk ;)

      But, man, that does take me back :) I wish I still had all of the original disks :(

      --
      -- Waht? Tehr's a preveiw buottn?
    16. Re:If only a few people like your game... by Hard_Code · · Score: 1

      Natural Selection.

      And verily it rawks.

      --

      It's 10 PM. Do you know if you're un-American?
    17. Re:If only a few people like your game... by Fesh · · Score: 1

      "Splinter Cell -- a game where you're supposed to avoid hurting people! Owes a lot to Thief, though."

      I must be an incredibly sick bastard... If I had to knock out an enemy to keep from alerting others, I'd usually put one in his head after I'd dragged him out of earshot.

      *shrug* At least nobody was going to wake him up and ask which way I went...

      --
      --Fesh
      Kill -9 'em all, let root@localhost sort 'em out.
    18. Re:If only a few people like your game... by ichimunki · · Score: 4, Interesting

      Easily mod-able game engines, while allowing non-professional programmers to essentially create their own games, are the shackles to which game creativity is bound.

      Not any more than conventional forms are a "shackles" in any other creative medium. Think about things like limericks, sonnets, haiku, comedy, landscape painting, TV sitcoms, anime, mystery novels, buddy cop films, science fiction tv, books, comics, movies, etc... in each case there are rules that govern the form, some more strict than others. In some cases, the challenge gets to be how to break the rule of the form while maintaining the form-- on the surface at least.

      Indeed, while the Infocom z-machine isn't quite a "video game" it shows very much that a properly designed game engine can be a platform for creativity. I am sure there are creative Doom mods out there. But think of how many sim-type games there are where the possibilities are endless if you expose somewhat the internals of the engine: car, flight, city, wargame, etc. Then think of some other game systems that exist, like card games (both conventional deck and collectible), RPGs (non-computerized), board wargames, etc.

      That said, the one video game I'm waiting for is "fantasy football", only when you think "fantasy" think Tolkien. This was a game that was included in a Dragon magazine I had back nearly 20 years ago and it was hilarious. And even in this case, look at the constraints of form that enable such a game to be readily understood by new players: the whole fantasy genre informs the choices for monster/players and the basic sense of what the game is about.

      --
      I do not have a signature
    19. Re:If only a few people like your game... by MadChicken · · Score: 1

      Ideally, however; It's not Required

      It says:
      In The Usage and Abusage Guide Dictionary, Eric Partridge states, "The legitimacy of the prepositional ending in literary English must be uncompromisingly maintained; in respect of elegance or inelegance, every example must be judged not by an arbitrary rule, but on its own merits, according to the impression it makes on the feeling of educated English readers" (Partridge 254). In many cases, not using a preposition at the end of a sentence can lead to worse grammatical errors. According to, The Longmans Guide of Usage, the book suggests that writers should avoid the use of a preposition at the end of a sentence in formal writing, if there is an alternative. However, for less formal usage one may end a sentence with a preposition.

      WAAAY off topic, I know, I know...

      --
      SYS 64738 NO CARRIER
    20. Re:If only a few people like your game... by milkman_matt · · Score: 1
      I'm sure there are people out there who are clearly smart enough to be able to combine A Good Time (TM) with Something New (TM) that Everyone Can Enjoy (SM).

      Sierra never seemed to have a problem with this back in the day.. I remember Hero's Quest (QFG) and Space Quest, LSL, KQ, those were my favorites.. they were always totally different from the one before it aside from using the same people and timeline/theme. You always had to apply a unique solution to problems.. like in LSL2 I think it was, where you were screwed if you didn't buy sunscreen and a 44 gallon coke or whatever it was.. You never had to shoot your way out of a situation, and it was always a challenge to figure out just what you needed to do.. DAMN I love those games, and I really do wish they'd bring them back..

      -matt

    21. Re:If only a few people like your game... by Anonymous Coward · · Score: 0

      Even if you do learn to speak correct English, whom are you going to speak it to?

      Even if you do learn to speak correct English, to whom are you going to speak it?

    22. Re:If only a few people like your game... by BlameFate · · Score: 1
      :-) just like Metal Gear Solid.

      Have to remember to hide the body though!

      --

      --is not to be confused with user #672982 - Bame Flait

    23. Re:If only a few people like your game... by darkwing_bmf · · Score: 3, Insightful
      But there is really no "art house" business model for games.

      There is a business model for these types of games. In fact it's been around for a long time.

      It's called shareware.

    24. Re:If only a few people like your game... by johnstein · · Score: 2, Interesting

      It's the same problem with movies. Where are all the truly original movies now? Sure we get one every once and a while, but most are remakes, sequels, or based on a comic book from several decades ago.

      We get a few gems occasionally, but even those seem to be heavily influenced by conformity.

      It's a general trend that is fueled by money. An unfortunate sideaffect of capitalism.

      no, this isn't an anti-capitalism post. On the contrary, I agree with Churchill that capitalism is the worst form of goverment... except for all the other choices. or was that democracy?

      Anyway. The way I see it is that this is just something that happens and once we reach a critical point, enough people might be sufficiently annoyed with it, that the new fashionalbe movies/games/etc will be those that are completely original. Life is a cycle folks. Stick around for a while and watch the fun.

      -John

      --
      "The definition of insanity is continuing to do the same thing and hoping for different results"
    25. Re:If only a few people like your game... by Gaijinator · · Score: 1

      I know it's not a videogame, but a perfect example of Tolkien-esque fantasy football is Blood Bowl, by Games Workshop. And there's always a chance that Games Workshop will convince someone to make a videogame based on Blood Bowl. I'm sure the developers at GW would love to see something like that.

      --
      "For success, it is essential you have Thunderball Fists." "I can have such a thing?" "That's right. Thunderball Fists."
    26. Re:If only a few people like your game... by Cerrian · · Score: 1
      You're talking about Natural Selection.

      Best to think of it as a multiplayer-first-person-shooter game with the strategic and tactical elements of a RTS. Simply put, Natural Selection is multiplayer FPS Starcraft.

      Check it out here: www.natural-selection.org

    27. Re:If only a few people like your game... by Giddeon · · Score: 1

      Engines like Half-Life can go a long way from what they were originaly built for. Take a look at Natural Selection where the gameplay is nothing at all like the original Half-Life. It has elements of RTS, top down commander views, structure building, classes, equiptment, etc.

      When an engine is exposed to modding, many many interesting things can be done with it.

    28. Re:If only a few people like your game... by jawtheshark · · Score: 1
      You are thinking of democracy:
      Many forms of government have been tried and will be tried in this world of sin and woe. No one pretends that democracy is perfect or all wise. Indeed, it has been said that democracy is the worst form of government, except for all the others that have been tried from time to time. - Winston Churchill, 1947

      Apart from that, "capitalism" (often horribly misspelled on slashdot as "capitolism", I absolutely hate that mistake) is a economic doctrine (or philosophy, as you like). Not a form of government.
      I tend to like socialism more, but to everyone his favourite economic doctrine.

      --
      Ahhh...the great dumpster continuum. Many a free computer will be found there. -- sowth (748135)
    29. Re:If only a few people like your game... by jawtheshark · · Score: 1
      Oh, yes... those were the games of my childhood. Actually, I have learned a tremendous amount of english by playing them. You had to read, find words (ah, command-line games!). My dutch-english and english-dutch dictionary were *always* near the computer.

      I miss Sierra.... At least the Sierra that Ken Williams built.

      --
      Ahhh...the great dumpster continuum. Many a free computer will be found there. -- sowth (748135)
    30. Re:If only a few people like your game... by jgerman · · Score: 1

      Allready is a video game. But like most GW based games it turned out to be not so good. I still own it, it's floating around somewhere.

      --
      I'm the big fish in the big pond bitch.
    31. Re:If only a few people like your game... by Computer! · · Score: 1

      buddy cop films, science fiction tv, books, comics, movies, etc... in each case there are rules that govern the form, some more strict than others.

      There's no need to analogize here. What we're talking about are the internal workings of a game- its engine. Not a storytelling genre.

      I am sure there are creative Doom mods out there.

      Sure, but I bet they all seem a lot like Doom. That was my point.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    32. Re:If only a few people like your game... by the_consumer · · Score: 1

      So the question here is one of formality of usage, as there is clearly an alternative (I prefer "with whom are you going to speak it", myself). In any case, someone who is inviting grammatical scrutiny should refrain from ending his or her sentences with prepositions, particularly in the very sentence which is the invitation.

      --
      "If you're thinking what I'm thinking, you're right." -
    33. Re:If only a few people like your game... by Computer! · · Score: 1

      Saying the engine is the limitation means you're blaming your tools...and everyone knows that that just means you're shifting the blame from where it belongs: you.

      A game engine is not a tool. It's a framework. I'm not sure if using the same framewok for game after game after game for years stifles creativity, but your argument for the opposite is weak:

      All I'm saying is that the better the tools get, the easier it is...it lowers the barrier to entry, meaning more people try and thus we get more and better stuff to play with.

      OK, so if the tools are bad, that's no excuse, but if the tools are good, then it helps? I think you might be contradicting yourself. Also, more people trying does not necessarily equal quality and creativity. Especially in gaming. I haven't seen a single OSS game that comes anywhere near the polish of a top-selling proprietary title.

      they'd have done it faster, with better gfx, more content and could have spent more time and effort on the game mechanics itself.

      Or, maybe they'd just end up with effectively the same game, with slightly different models, sounds, maps, and rules. Which, for the most part, is what has happened. Which was also my point.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    34. Re:If only a few people like your game... by Computer! · · Score: 1

      Take a look at Natural Selection where the gameplay is nothing at all like the original Half-Life.

      Looks a lot like Half-Life to me. FPS, based on the Half-Life engine, with a little commander mode. Granted, it's a departure, but if you asked me which engine powered that game, I would have guessed Half-Life. Just from the screenshots.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    35. Re:If only a few people like your game... by Paolomania · · Score: 1

      However, that's gonna change. At the moment it's still quite complex to modify games to any real extent. I'm not saying it's gonna get easier per se, but it is gonna get easier to get more done (subtle distinction, but very important).

      The trend does not continue ad infinitum, however. There reaches a point where the companies say "we will not give the modder this much control over the game", otherwise they will be putting in the hands of the user not just a reconfigurable game, but also a general game development platform. After sinking millions into developing their game engine and associated tools, no company is going to just give that away for free.

      The closest thing so far has been Id's track record of GPLing older engines - but Id's behavior is the exception. And although there are several interesting projects out there using Id's codebase these, by using GPL code, will never serve as the foundation for commercial startups (getting coding experience is one thing - getting funding for a new idea entirely something else), and will never result in a game that pushes the technological envelope.

    36. Re:If only a few people like your game... by Slack3r78 · · Score: 2, Interesting

      I agree with you to an extent, and I think that the fact there there are still commercial releases being made based on the HL engine is a testament to its versatility (See Day of Defeat a couple of weeks ago). However, every engine has its limits, and there comes a point where a project simply pushes those limits too far. For all its versatility, the HL engine does have limitations in what's possible with map design - for example, player controlled vehicles outside of basic trains are near impossible to implement

      I definitely agree with the idea that working from an existing engine if at all possible, as it does save tremendous amounts of dev time, but I'm also a believer that the technology should be adaptable to the game design - in short, I'm a believer in compromising design due to limited technology as little as possible. For example, on the project I just started, my team decided that there weren't really any engines out there that we could lisence that would be capable of meeting our requirements without extreme amounts of hacking, so we decided to go ahead and begin development on an engine of our own. While it's a lot of work, by doing this, we're not limiting ourselves to "what the engine is capable of." While I think it's possible to create something innovative within an existing framework, I think the likelihood of innovation increases if the development team decides what that framework is.

      Yes, it's easy to get over ambitious in this way as well, but if your project manager does a good job of keeping an eye on progress, the design can be trimmed back as needed or possibly improved if time permits. Either way, you start out with a clean slate - anything is possible. If you want innovation to happen, this is the attitude that's needed.

    37. Re:If only a few people like your game... by TomGroves · · Score: 1

      I think most shareware more closely resembles home videos- not art house cinema. I also think there is still room for a different grade (to borrow a term from parent) of video game to be offered in a retail environment.

    38. Re:If only a few people like your game... by ichimunki · · Score: 1

      It wasn't an analogy. It was a direct comparison. In each and every one of those cases the rules make the creative content more accessible because the user/viewer/reader/player/whatever doesn't need to learn a whole lot of stuff to get into the work.

      If the Doom mods all feel like Doom that's because either the Doom engine really isn't very flexible-- of course it isn't, it's designed to allow you to walk through rooms and shoot stuff, I doubt there's much in the way of event logic available-- or the mod makers haven't been all that creative-- again, not unreasonable... why would anyone with a true creative flair want to spend time making mods for a game that is pretty repetitive by its very nature?

      The problem is specific engines, not engines in general.

      --
      I do not have a signature
    39. Re:If only a few people like your game... by OneEyedApe · · Score: 2

      I also have not seen any OSS game with the graphical quality of a top-selling proprietary title, but I have not seen many top-selling proprietary titles that equal the quality of games such as Nethack. ;-)

      --
      Life sucks, but death doesn't put out at all....
      --Thomas J. Kopp
    40. Re:If only a few people like your game... by martyn+s · · Score: 1

      That's true, but if he's choosing the pronoun "whom" it should be like the parent described. I know, in either case, "whom" serves the same grammatical role, but it's a matter of matching style. If you're gonna use "whom," a pretty much archaic form, you usually go with the matching "dont end a sentence with a preposition" rule.

    41. Re:If only a few people like your game... by Sgt+York · · Score: 1
      Jerk

      You stole my point. :)

      That said, I (obviously) agree, and must add a bit to it: That it is often the framework, or the structure, that gives us the freedom. Starting from absolutely nothing is daunting, and you quickly become constrained by the enormity of the task. Starting with a framework makes things easier, and frees your creativity.

      Think of it this way: Which would get your creative juices flowing: "Write a short poem" or "Write a haiku"?

      --

      There is a reason for everything. Sometimes that reason just sucks.

    42. Re:If only a few people like your game... by tevman · · Score: 2, Informative

      most if not all games aren't built on a 'from scratch' game engine. See the thing is, it would be too risky and very time consuming to build a new engine for each game. Actually if i remember right, game engines are hot items these days, and alot of older engines are being updated and improved and they are making thier way into today's games.

      good example of this was that 'Alice' game, it used the quake 3 graphics engine in it, but had a completely different style of game play (and no, i didnt find the controls difficult, i felt the gameplay was in sync with the game) but anyway, my point is that with out the reusability of game engines, games would be cost prohibitive for anyone, even the big companys, to produce any games at all

      --
      sig is broken try again tomorrow
    43. Re:If only a few people like your game... by Zirnike · · Score: 1

      Replace 'games' with 'movies' and your sentance is just as true. Probably any major entertainment media, really.

      --
      I'm not shy, I'm stalking my prey
    44. Re:If only a few people like your game... by Mac+Degger · · Score: 1

      "OK, so if the tools are bad, that's no excuse, but if the tools are good, then it helps?"

      Yup...the last part you can hardly argue with. And the first part means that if you are a good artist/programmer/whatever, you'll produce good work even with bad tools. If you don't, then you just aren't a great artist/programmer/whatever...good talent deals with the limitations, bad talent just whines.

      As for OSS stuff...you might have noticed, but OSS only accounts for what, 5-10% of the market? That means there's a lot less people working on mods for OSS than for windows.

      --
      -- Waht? Tehr's a preveiw buottn?
    45. Re:If only a few people like your game... by Mac+Degger · · Score: 1

      Yeah...and the racing mod for Quake3 looks like quake...not; it looks a bit like Wipeout.

      Basicaly your point is demonstrably not true.

      --
      -- Waht? Tehr's a preveiw buottn?
    46. Re:If only a few people like your game... by timeOday · · Score: 1
      Is novelty really the be-all and end-all? Established sports like football and tennnis don't change their rules around all the time to keep things fresh. I'll bet there will always be eg a quake-like shooters, because that's an activity that people enjoy. It doesn't necessarily need to be changed.

      Granted single-player games probably can't be that way.

    47. Re:If only a few people like your game... by tuba_dude · · Score: 1
      I also have not seen any OSS game with the graphical quality of a top-selling proprietary title, but I have not seen many top-selling proprietary titles that equal the quality of games such as Nethack. ;-)

      Good points, but OSS developers tend to be programmers and not 'artists'. Dev studios have people dedicated to the art side of the production. In OSS, details just fall into place (not always with tetris-like efficiency, however) as people come up with useful ideas.

      What I think I'm trying to say is that we need to persuade some artists to either do some free stuff or pay them out of pocket if we want studio quality artwork.

      --
      "The government of the United States is not, in any sense, founded on the Christian religion."
    48. Re:If only a few people like your game... by MourningBlade · · Score: 5, Interesting

      I'm not saying I know what the answer is, I'm just arguing that easily modifiable engines that hang around for five+ years is certainly not it.

      I think people said (and say) the same thing about Flash: most things produced with it are awful. Sites that use it to the exclusion of normal navigation are even worse.

      But at the same time, Flash has caused an explosion of amateur animator's work to be available online. A lot of it is awful, but some of it is good.

      As the tools get better, less and less focus is made upon the technical ability with the tool (though we will always appreciate excellence in design). This allows the right people to do something.

      Consider this: most of the best stories in our culture were at one time oral tradition: It was the only medium accessible to your average storyteller. Print was out of the picture.

      Over time, advances have made it so that, now, any damned fool can write a story that could be viewable by the whole world. This lower technical barrier to entry has resulted in more crap, but it has also resulted in more good stuff being available.

      My point is that once the rendering aspect of an engine stops being the selling point (Carmack believes this will be true Real Soon Now, and I am inclined to agree with him), the focus will shift to making the engine a tool instead of the centerpiece. We are seeing the vestiges of this right now.

      One of the few truly innovative mods I've seen for FPS games has been Natural Selection. Not 100% original, but certainly quite a bit different from your average mod. It really tweaks with the team dynamics: something I haven't seen done successfully in any mod to date.

      When short, playable, proof-of-concept games can be cranked out about as fast as a rough draft of a short story, we will see great innovation in games (note: and be of about the same quality, depth, and length as said short story).

      Also, I am interested in the techno system of creativity: one person puts out something that's "pretty good." Other people come upon it, play with it, and one or two will come up with something much, much better. This willingness to play together gives us quite a bit in creativity.

      The problem right now is that, to play with a game you pretty much have to entirely recreate it or be very familiar with the coding style of the programmer involved - and that's if you have access to their code and can use the engine that they use.

      Text-based adventure games had some elements of "quick to crank out" and "can play with another's code", and that was without as big of a following and without the internet (until modern times, and some of the stuff coming out now is quite good - though I have never had the knack for text adventure games, sadly enough).

      These are just some thoughts, let me know what you think.

    49. Re:If only a few people like your game... by MJOverkill · · Score: 0
      Easily mod-able game engines, while allowing non-professional programmers to essentially create their own games, are the shackles to which game creativity is bound.

      I think the folks who developed this nice Marble Madness mod for Unreal Tournament 2003 would disagree with you. A game engine is just a complexe program for rendering graphics, sounds, etc. You can use it to power any type of game you want, with the proper skill, resources, and time.

    50. Re:If only a few people like your game... by gfody · · Score: 0

      wolfenstein and doom were shareware

      --

      bite my glorious golden ass.
    51. Re:If only a few people like your game... by MadChicken · · Score: 1

      True. "Usage and Abusage" warns that the absolute insistence on avoiding the trailing preposition can make matters worse. For example, tied up in grammatical loops one might say "with whom are you going to speak it.... with?"

      --
      SYS 64738 NO CARRIER
    52. Re:If only a few people like your game... by teklob · · Score: 1

      I read in an article a few years ago that was a discussion with a few game creators that company executives won't allow you to create a game unless "you can show them how many copies of the same game sold last year." No wonder there's no innovation.

    53. Re:If only a few people like your game... by tabby · · Score: 1

      I think you're thinking of Natural Selection. Brillant game, the level of trust required between commander and the rest of the team tends to social bonds between online players.

      I used to give Valve a lot of flack with my friends about sitting on their laurels while CounterStrike continued to sell copies of HalfLife. The fact of the matter is that CS put Valve in the position of not having to produce saleable product for five years, and they have used that five years to produce HL2. Good work IMHO

      --
      I've experiments to run, there is research to be done on the people who are still alive.
    54. Re:If only a few people like your game... by Giddeon · · Score: 1

      If one equates different looking graphics with innovation, then all Mods are doomed to fail. Each engine does indeed have its own look to the lighting and textures of the world.

      In my mind, making original material is more about changing the actual gameplay.

      Half-Life Multiplayer:
      - Kill one another repeatedly, racking up the most frags to win

      Counterstrike:
      - Play on as team to eliminate the other side through force of arms, or by completing mission objectives. If you are killed, you are out for the rest of the round. Performance during a round results in money to buy new equiptment.

      Natural Selection:
      - Aliens and Marines battle against each other to destroy one another's bases. A commander leads the marines from a top-down perspective, ordering them to build defensive structures, purchasing upgrades and equiptment, and giving them directions. Each alien chooses at any time which of the available forms it wishes to become, be it a structure builder, wall walking killer, or giant beast.

      The engine gives a framework, but new engines are becoming more and more flexible as to what they can do, allowing a great opening for those who want to play a new style of game.

    55. Re:If only a few people like your game... by i+chose+quality · · Score: 1
      Which would get your creative juices flowing: "Write a short poem" or "Write a haiku"?
      definitely the "or" !

      =)
      --
      the computer is online
      i am not at it
      what a waste of ressources
    56. Re:If only a few people like your game... by Computer! · · Score: 1

      Yeah...and the racing mod for Quake3 looks like quake...not; it looks a bit like Wipeout.

      Basicaly your point is demonstrably not true.


      Wow, one mod that doesn't look like the original game, and my argument crumbles. What about the thousands of mods that are almost identical to the original game? My point stands, which was that modifiable game engines are not the key to game creativity.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    57. Re:If only a few people like your game... by rifter · · Score: 1

      A game engine is not a tool. It's a framework. I'm not sure if using the same framewok for game after game after game for years stifles creativity, but your argument for the opposite is weak:

      I think a good example for both sides of this argument would be the old Sierra adventure games. They all used the same engine, essentially, which meant they all had the same controls and graphics (which made things easy on the user/player) and since the person making the game essentially was modding it rather than having to start from scratch, it gave a springboard for creativity.

      The argument could be made that it also limits creativity in that the Sierra engine only made point and click adventure games, just as the FPS engines only make FPS games, but at the same time it is true that the line of Sierra adventure games was rich, extremely varied, and had a long lifespan mostly due to the fact it was apparently easy to work with and general enough to give the game creator a lot of leeway in making their game. This meant the same engine could be used for sci fi space adventures (like Space Quest), 20th century urban comedies (Leisure Suit Larry), 20th Century military simulations (Codename: Iceman), 20th Century urban simulations (Police Quest) or even medieval fantasy (King's Quest). It also worked on a variety of computers and was regularly updated.

    58. Re:If only a few people like your game... by Computer! · · Score: 1

      And the first part means that if you are a good artist/programmer/whatever, you'll produce good work even with bad tools.

      That's just not true. If the better the tools, the better the work, then the worse the tools, the worse the work. You can't have it both ways.

      If you don't, then you just aren't a great artist/programmer/whatever...good talent deals with the limitations, bad talent just whines.


      First off, game engines aren't tools. I thought we covered that. Secondly, you're still wrong. The best artist in the world is useless without the right tools, and the best developer in the world is also useless without being able to make deadlines. Conversely, the worst developer in the world can get a creative game out the door with the right ideas. We're not talking about the tools here, we're talking about ideas, and why no one is coming up with them.

      As for OSS stuff...you might have noticed, but OSS only accounts for what, 5-10% of the market?

      The software market? The games market? The game mods market? And so what? If there's even one talented development house working, that's all it takes to make a breakthrough game. Never mind the thousands of programmers working on OSS games at the moment.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    59. Re:If only a few people like your game... by Computer! · · Score: 1

      It wasn't an analogy. It was a direct comparison.

      So, you were saying that game engines are storytelling genres? Unlikely. You were saying that game engines and storytelling genres share qualities. That's an analogy. And a bad one. Here's why:

      In each and every one of those cases the rules make the creative content more accessible because the user/viewer/reader/player/whatever doesn't need to learn a whole lot of stuff to get into the work.

      The game engine is only exposed to the developer, whereas the storytelling genre is exposed to the consumer. Completely different sides of the coin. Plus, the game engine has to do with the mechanics of the game, not the story.

      or the mod makers haven't been all that creative-- again, not unreasonable

      Bingo! My point exactly.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    60. Re:If only a few people like your game... by Computer! · · Score: 1

      If one equates different looking graphics with innovation, then all Mods are doomed to fail.

      I should have said seems instead of looks. CS, HL and NS are all games where you run around shooting people. For the most part, games made with the HL engine are going to be about running around and shooting people.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    61. Re:If only a few people like your game... by rifter · · Score: 1

      The closest thing so far has been Id's track record of GPLing older engines - but Id's behavior is the exception. And although there are several interesting projects out there using Id's codebase these, by using GPL code, will never serve as the foundation for commercial startups (getting coding experience is one thing - getting funding for a new idea entirely something else), and will never result in a game that pushes the technological envelope.

      I agree with you on the technology issue to a point. Having a GPL'd engine would give someone the opportunity to update that engine and therefore "push the technological envelope," but it is not likely; then again if you are using someone else's engine usually you ahve decided this engine is the baseline of the technology in your game. However, if John Carmack is right about recahing a plateau soon in terms of technological innovation in engines this will not matter.

      As for your problem on funding or doing commercial projects, the GPL does not preclude having a commercial game. First of all, the content of the game would not be GPL'd simply by virtue of having a GPL'd engine. Neither would all components of the game necessarily be GPL'd as long as they are seperate executables (for instance, you could have an executable that handled saved games, etc.). Then there is the matter of value added utilities like level creators, which would certainly be seperate projects in themselves.

      I would think having a proven GPL'd engine would actually help a game project in some ways. Then again, I never had to run one ;).

    62. Re:If only a few people like your game... by rifter · · Score: 1

      Apart from that, "capitalism" (often horribly misspelled on slashdot as "capitolism", I absolutely hate that mistake) is a economic doctrine (or philosophy, as you like). Not a form of government.
      I tend to like socialism more, but to everyone his favourite economic doctrine.

      You can blame the Americans. Not only have we completely mangled Liberal (since when should Liberals want tighter government control of everything under the sun?), Conservative (conservatives want radical change and do not conserve? how confusing!), and don't know left from right from whatever, for the last 100 years or so we have been pushing the idea that Communism is a kind of government and must be combated by the only real American government, capitalism. Of course this has led to the subversion of democracy in America and its replacement by the almighty dollar. Then again, we stole the word American from the Western hemisphere. Maybe the 19th century Japanese were right to call us red-haired barbarian hordes! :)

    63. Re:If only a few people like your game... by rifter · · Score: 1

      Sadly, the book cover you link to in your sig reminds me of goatse.cx ... damn I have been reading too much slashdot! :P

    64. Re:If only a few people like your game... by Ken+Erfourth · · Score: 1
      But at the same time, Flash has caused an explosion of amateur animator's work to be available online. A lot of it is awful, but some of it is good.
      Absolutely true. One site, www.orisinal.com, has some interesting and innovative games based on Flash. Notable games on the site are Bottom of the Sea, Pocket Full of Stars, and a game where you get to be a amateur UFO sleuth armed with a camcorder. Getting the best footage wins you money and a high score.

      Based on the high scores for these games, some people are practically living there. All of this is free and done be a one artist, Ferry Halim.

      Just like Open Source, true innovation results when lots of folks get a chance to do stuff based on their own creativity, without a lot of deadlines and marketing guidelines to stifle their ideas.
      --
      Fundamentalism is a crime against humanity
    65. Re:If only a few people like your game... by BlameFate · · Score: 1

      That's kind of the joke - "Building Accessible Websites" with that cover - I know I got tricked into accessing goatse.cx more than once ;)

      --

      --is not to be confused with user #672982 - Bame Flait

    66. Re:If only a few people like your game... by Mac+Degger · · Score: 1

      Actually, theer are quite a few mods out there which differ significantly from the game they use the engine from.

      Anyway, modable game engine do mean that many more people can work out their idea...and with more people trying, you'll automatically get more idea's worked out, and thus more original games.

      Anyway, if modable game engines aren't a key part in getting innovative gameplay, what is?

      --
      -- Waht? Tehr's a preveiw buottn?
    67. Re:If only a few people like your game... by Mac+Degger · · Score: 1

      "If the better the tools, the better the work, then the worse the tools, the worse the work. You can't have it both ways"

      Yeah...but the whole point is it /doesn't/ work that way. If your tools are good, your artists have an easier time of it, and they are more likely to make good work...but only if they are good artists. And if the tools are bad, it's harder to make good work, but it still will be done if you have quality artists.

      Case in point: Halflife and Quake. Halflife has dreadfull tools. Just ask anyone who has (had) to work with 'em. But there is no denying that Halflife and many of it's mods are great.

      Then look at Quake 3. Great toolset, and there's a whole host of shit games out which use the engine.

      "First off, game engines aren't tools"

      Where the hell do you get that from? A game engine is the tool you use to construct a game. Even if you want to call it a framework, what's the difference between a framework and a tool?

      As for the right tools...kinda. It help to have the correct tools, but in the abscence of that, a good artists can make do with whatever is around. Case in point; people can still make great stuff with MS Paint, even though it's no Photoshop. The latter makes it easier to make good stuff, but you have to be a good artist in the first place.

      As for your statement on dev teams, you use a strange definition. To me, a good dev team is one which can get a good game out on time, looking good enough. Anything else is a not so good to bad dev team. And bad dev teams with creative ideas just won't see their game come out.

      AQs for why no-one is coming out with new ideas, I recomend you look at my original post; it's because gamedev-ing is costly and time consuming. That means that publishers take sure bets...sequels and known game concepts. For originality, go have a look at the mods out there, the smaller publishers and the independants.

      I also recomend you have a look at places like www.polycount.com, gamasutra.com and gamedev.net. You might get some more insight into how games get made and what people are doing with the resources and tools they have.

      --
      -- Waht? Tehr's a preveiw buottn?
    68. Re:If only a few people like your game... by Computer! · · Score: 1

      Where the hell do you get that from?

      From writing my own (unpublished) mod in C++, using the HL engine as a framework. Whoops!

      A game engine is the tool you use to construct a game.

      No, it's not. The game engine is a set of libraries and routines used to draw graphics, make sounds, and keep "score", etc. Microsoft Visual C++ is a tool you can use to make games with.


      Even if you want to call it a framework, what's the difference between a framework and a tool?


      A framework is something in place that can be built upon. A tool is something you build with.

      That means that publishers take sure bets...sequels and known game concepts.

      Anything done well is costly and time-consuming. Making games easier to build is not going to make creative ideas flow automatically. It will just make already-existing creative ideas easier to implement. Case in point: there's about a million mods out there. Only a few of them have any real creativity. Making games easier to make doesn't improve the signal-to-noise ratio, it just improves the overall number of games.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    69. Re:If only a few people like your game... by Anonymous Coward · · Score: 0

      hmmm...

      when i take a look at the ps2 game isle i often get the feeling that yes, they have run out of ideas. it amazes me how many of them are essentially the same thing repackaged under a new name. what amazes me even more is that people don't seem to mind this...

    70. Re:If only a few people like your game... by Anonymous Coward · · Score: 0

      I hope they become stinking rich billionaires, because it would be rad.

      AAAAAAAhhhhhhhhhhhhh. Not wishing to be racist or anything, some of you americans are cool, but your country is the main place that i see comments like this originating.You people and your pursuit of Mammon. It's bottle-fed to some of you isn't it?

      Ahhhh, rant over

    71. Re:If only a few people like your game... by Mac+Degger · · Score: 1

      Welll, as a non-programmer, stuff like UT2k3 and NWN is what I use to build my mods. And the scripting languages built in are flexible enough for me to change the whole gameplay (POV, physics, nature of weaponry...hell, I can choose to not have weaponry in the mod!). So for me and loads more like me the game engine is both framework and tool. Thank god for scripting languages :)

      Thing is a game engine is more then just the gfx or what keeps score...it's also the fundamental core game mechanics which are available and changable. You can keep or rip out as much of that as you want, but in combination with modern scripting, you can pretty much make deep changes in gameplay.

      "Making games easier to make doesn't improve the signal-to-noise ratio, it just improves the overall number of games."

      But that's the whole thing I'm trying to say! A greater amount of games, with the same signal to noise ratio, means that in the end you do get more original games (assuming the definition of signal here is originality)!

      --
      -- Waht? Tehr's a preveiw buottn?
    72. Re:If only a few people like your game... by Computer! · · Score: 1

      Anyway, modable game engine do mean that many more people can work out their idea...and with more people trying, you'll automatically get more idea's worked out, and thus more original games.

      More developers != more creative ideas, neccessarily. Especially when they're all hacking away on the same two or three game engines. In fact, I posit that you'll have fewer truly original and creative games, because everybody's looking at the same code to begin their project. Everybody's using the same platform. The large amount of truly uncreative mods out there are testament to this.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    73. Re:If only a few people like your game... by Computer! · · Score: 1

      Anyway, if modable game engines aren't a key part in getting innovative gameplay, what is?

      I have no idea. I just think that moddable game engines are not it.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    74. Re:If only a few people like your game... by Computer! · · Score: 1

      A greater amount of games, with the same signal to noise ratio

      You're working on the assumption that the S/N ratio will stay the same. I say that everybody using the same game engines will restrict their creativity. The difference is that everybody is using the same game engines nowadays, and their creativity (at least according to the article) is restricted. Reality speaks to my point.

      --
      If you fall off a building, go real limp, because maybe you'll look like a dummy and people will be like hey, free dummy
    75. Re:If only a few people like your game... by Mac+Degger · · Score: 1

      I just can't see how that happens, though. Modern game engines hardly restrict you; you can turn UT2k3's engine into a chess game, or monopoly, an rts, an rpg, or any other crazy, wacky idea you can think of. Scripting and open sdk's have opened up the engine to a point where the engine is really irrelevant...

      Sure, if you want to make an rpg, using NWN would be the best bet...but the thing is that using quake can get you there too.

      Me, I see no reason to beleive the s/n ratio will change...it hasn't much (or at all) in the past: every so often an innovation occurs, and a new genre is born. Hell, look at books; only seven genre's, but still innovation occurs.

      As to the article...well, it's a rant, period. What do you expect? Guy want's to make a point, and forums like /. are there to set 'em straight (or make fools of ourselves :) ).

      And as to reality bearing out your point...I say look up a couple of mod-boards, the idea's which have been and are worked on and out, and all I can say is maybe you haven't looked at enough mods. 'Cause I'd say there's some great stuff out there, for all game engines.

      --
      -- Waht? Tehr's a preveiw buottn?
    76. Re:If only a few people like your game... by Mac+Degger · · Score: 1

      "I posit that you'll have fewer truly original and creative games, because everybody's looking at the same code to begin their project."

      I agree with you on that...but if you can draw that conclusion, you'll also have to allow that there must by definition (statistical treatment of the rising numbers) also be more innovative games. Even if it's just one more innovative, original game compared to 200 extra crap re-hashes.

      Not only that, but I've seen more innovation in the mod scene than from publishers in general, the last 3 or 4 years.

      --
      -- Waht? Tehr's a preveiw buottn?
  2. Amplitude? by ShallowThroat · · Score: 5, Informative

    Come on, lets not leave out Frequency and Amplitude, one of the most original, and best PS2 games.

    --
    The "Insert Quote Here" line is almost as predictable as inserting an actual quote.
    1. Re:Amplitude? by Tanjou · · Score: 0, Flamebait

      Let's also not forget that Frequency and Amplitude derived their concept directly from the Dreamcast game, Rez.

      --
      Stop making that big FACE!
    2. Re:Amplitude? by bbk · · Score: 1

      Fundamentally, Frequency and Amplitude are clones of Beatmania, one of Konami's Bemani games (like DDR), which was never relased in the US. Play Beatmania, and you'll realize that all Frequency is is a version of it with fewer buttons, much more advanced graphics, and track switching.

      I think that's where Frequency really succeeded was the licensed music, which blows the stuff in Beatmania (much of which is quite primitive), out of the water.

      Really not that original, if you play imports.

    3. Re:Amplitude? by Anonymous Coward · · Score: 0

      Freq/Amp are additive and original because you trigger the music, an instrument at a time, which feels like playing the song not the song playing you.

      You can also play your remixes and online, both firsts for a music-rhythm game.

  3. gta3? by Anonymous Coward · · Score: 0

    Grand theft auto seems like an innovative game to me... although it was follow up game to gta1 and two...

    1. Re:gta3? by Binestar · · Score: 1

      Grand theft auto seems like an innovative game to me... although it was follow up game to gta1 and two...

      Grand Theft Auto 1 was an innovative game.

      Grand Theft Auto 3 is a evolutionary game in that it built on the framework of the GTA franchize.

      (Hell of a good game though, I've got over 8 hours of play time in GTA Vice City and I'm only 23% though)

      --
      Do you Gentoo!?
    2. Re:gta3? by easychord · · Score: 2, Interesting

      It was one of the good ones, but its more evolutionary than revolutionary.

      You can trace it back to the 2d prequels and Syndicate by Bullfrog in the early nineties.

      I remember reading an interview by Peter Molyneux talking about Syndicate. He decided to give the player the option to kill civilians and steal cars, but decided that letting them waste Prams and dogs was in bad taste.

    3. Re:gta3? by Anonymous Coward · · Score: 0

      Oh, I remember that. That was going to be Higher Functions, and you were going to have no direct control over the agents, just the three bars and the rest acting as sims. Funny how that turned out!

  4. they are all generic now by The_Ronin · · Score: 0, Troll

    Quake clones, C&C clones, Everquest clones... there hasn't been an original game since Grim Fandango

    --

    I don't drink because I have to, I drink to stop the voices in my head!

    1. Re:they are all generic now by Ace+Rimmer · · Score: 1

      How do you mean C&C clones? What does it have so new and Dune 2 does not? ;-)

      --

      :wq

    2. Re:they are all generic now by Cromac · · Score: 1

      It goes back further than that. C&C is little more than The Ancient Art of War by Broderbund (1984) with better graphics.

    3. Re:they are all generic now by Anonymous Coward · · Score: 0

      That game is definitely one of the classics. It was one of the first games that I think truly had a huge amount of replayability. The follow-up Ancient Art of War at Sea was mediocre and air one I never even bothered with. The one thing that AAofW did that I can't think of any game that did since was put faces to the difficulty levels. You didn't play easy; you played Crazy Ivan. You didn't play hard; you played Sun Tzu.

    4. Re:they are all generic now by The_Ronin · · Score: 1

      true true...

      I miss games like that... The old DOS days were the heyday of good games... Day of the Tentacle, Willy Bemish (while linear was way cool) Sword of the Samurai (most favorite game of all time) the original Harpoon...

      somewhere around 1996, it all went downhill

      --

      I don't drink because I have to, I drink to stop the voices in my head!

    5. Re:they are all generic now by ComaVN · · Score: 0, Flamebait

      somewhere around 1996, it all went downhill

      That doesn't happen to be the year you turned 18, does it?

      Oh well, I guess even nostalgia isn't what it used to be.

      --
      Be wary of any facts that confirm your opinion.
  5. Dreamcast by aliens · · Score: 4, Interesting

    Done in by not enough money to push a continuous marketting campaign. It had the games, Soul Caliber, Tony Hawk, Worms, come to mind, as well as the chance for online gaming.

    I'll always love my dreamcast. The amount of extras that people made for this thing were immense. I have CD's with NES emulators and every NES game out there, as well as Sega's Master System. I believe there was even a VCD player.

    --
    -- taking over the world, we are.
    1. Re:Dreamcast by henbane · · Score: 3, Interesting

      Problem with DC was not a lack of advertising. It was a lack of proper advertising aimed at people who would want those games you mentioned. Dreamcast probably had some of the best launch titles around (in Ireland anyway) as well as cracking titles directly after launch.

      But Sega chose to let us watch people have headshaving racing and such and thrill us with a their logo instead of putting some of the stunning ingame footage on our tv screens.

      Very bad marketing. Sony can afford it because of the PlayStation ads when the original console was already heavily branded so PS2 was seen as something to follow this. Dreamcast meant nothing to nobody and Sega never let.

    2. Re:Dreamcast by Babbster · · Score: 5, Insightful

      Also done in by the fact that people weren't buying games for the system, instead doing things with NES emulators, Sega Master System emulators, VCD playing and game piracy.

    3. Re:Dreamcast by notque · · Score: 1

      Dreamcast was an amazing system, with a variety of titles that were inventive and original.

      Maraca controllers!

      --
      http://use.perl.org
    4. Re:Dreamcast by drinkypoo · · Score: 4, Informative
      There's two VCD players and two commercial mp3 players, plus a couple noncommercial ones.

      The Dreamcast was probably also done in by piracy. It was just too easy to play copied games, you didn't even need to mod your DC. At least on the Saturn you had to have a modchip. (Sega CD games have no copy protection, either, but not everyone had a CD burner then.)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Dreamcast by aliens · · Score: 4, Insightful

      True piracy was a concern, but originals always ran a bit better and smoother I thought.

      I don't count NES Emulators, etc against the system though, they were one of the reasons I got one.

      As far as I know though, being able to burn games came along after the Dreamcast had been on the market for sometime. They had a great lead over their competitors when compared pricewise.

      This thing was selling $100 and then $150 less than the PS2 and the xbox and you got great quality games, no one ever knew about it.

      --
      -- taking over the world, we are.
    6. Re:Dreamcast by frohike · · Score: 1

      Initialize Shameless Plug Engine 2.0...

      And if you want more, then grab our new game. :D We (Cryptic Allusion) just completed a new dance type game that integrates puzzle fighter style player-vs-player action and a "Typing of" mode. Indie all the way -- written using a free software/open source toolkit I maintain, and created entirely with Linux and free software tools. Even uses Ogg Vorbis!

      Feet of Fury

      Where Sega dropped the ball, there is a large community of homebrewers who are determined to pick it up and keep running the race. Dreamcasts are stupidly cheap now and really a quite decent little machine. And contrary to popular Slashdot opinion, there is more to do with them than run emulators and Linux! :)

    7. Re:Dreamcast by freeweed · · Score: 1

      Yes, because we all know just how badly piracy hurt the Playstation(s).

      --
      Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
    8. Re:Dreamcast by SurgeonGeneral · · Score: 1

      i find it hard to blame anything on piracy, but you have to keep in mid that stores and developers actually lose money on selling the systems with the intention of recouping it in the long with games. anyways, all systems and customizable like the dreamcast.. difference was, dreamcast came first, getting the attention of the modders while missing the hype of the 128 bit system craze.

      In my opinion, the combined marketing of the gamecube, xbox AND ps2 created a a real fascination with consoles that the dreamcast missed out on. The media was flooded with gaming advertising and information.. everyone cashed in, dreamcast cashed out.

      --
      -- "Man is born free, and everywhere he is in chains." Jean Jacques Rousseau
    9. Re:Dreamcast by Yosho · · Score: 2, Interesting

      Actually, there was a pirate version of Phantasy Star Online version 2 that loaded and ran faster than the official version; the folks who ripped it optimized the arrangement of the data on the disc so that the laser didn't have to move as much. It was really rather sad, especially since to most people it was useless -- you still had to have a valid serial key to play online.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    10. Re:Dreamcast by FatalTourist · · Score: 1

      I really doubt the tiny percentage of people who figured out how to burn games, or were able to find the pirated games, did the dreamcast in.

      --


      Escape Pod Films: Sketch Comedy and Web Series
  6. That's a bad thing? by Anonymous Coward · · Score: 0

    "when technical achievements are no longer the driving force."

    I don't give a rat's ass about technical achievments. I don't need to be buying new hardware every three god damned months.

    I want games that are a) entertaining and b) chock full of good gameplay.

    The PS2 has such games in droves.

    1. Re:That's a bad thing? by Anonymous Coward · · Score: 1, Insightful

      Bullshit it does. The PS2 has nothing but crappy remakes and sequels of games that weren't that good to begin with.

  7. I want a "MacGyver" game by Anonymous Coward · · Score: 4, Interesting

    Where you have to build bombs with sticks of chewing gum, and solve problems with your head rather than a gun.

    1. Re:I want a "MacGyver" game by WTFmonkey · · Score: 2, Interesting

      "Spy vs. Spy" for the old 8-bit NES was one of my favorites when I was a kid. It's along those lines.

    2. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      Sounds like the now mostly dead genre of "Adventure Games"

      Try playing Monkey Island or King's Quest for this type of thing.

    3. Re:I want a "MacGyver" game by viking099 · · Score: 5, Interesting

      What about the collection of "The Incredible Machine" games?
      In many of those games my solution rarely if ever matched the solutions that the level designers came up with.
      Not caring how the puzzle was solved allowed virtually unlimited creativity in those games.

    4. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      The other day I was thinking about what it would be like to be the prop maker for a show like MacGyver. I mean, look at all the fuss they went through for the matrix, with scans and motion capture studio. Make a MacGyver TV show and MacGyver's blabbin on about something "I remember when I was kid, playing with sticks and rocks, and I once made a slingshot using whatever was in my mothers junk drawyer." So you tell the prop guy "Oh, I need some sticks, rocks, and a slingshot." And I want the prop guy to me, what a fun job.

    5. Re:I want a "MacGyver" game by Oliver+Wendell+Jones · · Score: 5, Funny

      It will have to go down one of two paths, neither of which will sell:

      1) The materials and resulting bomb are completely unbelivable to anyone with a 5th grade education and people won't play it because it's 'too fake'.

      2) The materials and resulting bomb are completely realistic and the game developers will be arrested as terrorists under the Patriot Act and probably be executed.

      Come to think of it, I might buy a copy of option #2...

      --
      A computer once beat me at chess, but it was no match for me at kick boxing -- Emo Phillips
    6. Re:I want a "MacGyver" game by orangesquid · · Score: 1

      Speaking of which... where is the Linux clone of this?!?! I miss my TIM!!! :( :( :(

      --
      --TheOrangeSquid Is it any wonder things seem so awry? We swim in a sea of confusion and don't have to think to survive
    7. Re:I want a "MacGyver" game by bigjocker · · Score: 1

      I have had the belief for some time now that a genre that may surface in the future will be a mixture of 3D shooter and graphic adventure (ala Monkey Island and Grim Fandango, two of the greatests games ever).

      As we all know, the market will go wherever it get pushed to; but who are the ones pushing the market? I am a gamer, and if a great game surfaces I will certainly buy it, but that means nothing when you have 30 or 40 15-years-old playing Counter Strike in a 'net café.

      The market is being pushed in the more-FPS/more-gore/more-bullets direction and there's where the market will go (at least for now)

      --
      Life isn't like a box of chocolates. It's more like a jar of jalapenos. What you do today, might burn your ass tomorrow.
    8. Re:I want a "MacGyver" game by BigBir3d · · Score: 1

      Don't forget nuclear reactors being temporarily plugged with a chocolate bar :-D

    9. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 1, Interesting

      Strangely enough, Electronic Arts called me as part of a customer survey me in 1991, asking me what I thought of a MacGuyver game. It was easily the most exciting potential game on the list they read me.

      Anyone here have any inside info about whether this project actually went anywhere? I imagined it as Impossible Mission meets Metal Gear.

      Ah, I miss the Sega Genesis E.A. non-sports stable...

    10. Re:I want a "MacGyver" game by Senjutsu · · Score: 5, Interesting

      Sheep Raider for the playstation (one). You play Ralph Wolf, trying to steal the sheep from Sam Sheepdog's herd, just like in the old Looney Tunes cartoons.

      I know, it sounds like a stupid kid's game, but it's actually a thinking man's puzzle/stealth game(in the vein of MGS). I think the cognitive dissonance between its play style and subject/theme is the reason most people never gave this excellent game a shot.

    11. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 1, Funny

      Yeah, you shouldnt solve problems with guns. Thats so american.

      You should solve them with homemade bombs, like the fine and upstanding Palistinians.

    12. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      Speaking of which... where is the Linux clone of this?!?!

      There won't be a Linux clone of this, or most any other useful software. Ever. Mwuahaha. Fag.

    13. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      The market is being pushed in the more-FPS/more-gore/more-bullets direction and there's where the market will go (at least for now)

      That's a pretty ignorant statement, but I suspect you already knew that. There are plenty of challenging and fun new RPGs, adventure games, and games of nearly every genre. I think the reason the people on here don't know of any of them is maybe just because they're out of grade school, and so now just out of touch with what's available. Check out gamefaqs or some other good web sites for gamers.

    14. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      The game lives on however on P2P and trains american revolutionaries as well, which brings down the government and frees the software designers, if they have not been executed yet.

    15. Re:I want a "MacGyver" game by jd142 · · Score: 1

      Junkyard Wars: The Video Game. Learn basic physics as you compete against an opponent to build a monster machine. Just don't forget to test your engine before competition.

      Rough Science: The survivor challenge. Can you make a working record player out of just coconuts?

      This show is as good as junkyard wars, just no competition. Watch as real scientists pretend to be the Professor and make radios, clocks, or soap from materials found on the island. It's on Discovery Science Channel.

      Unfortunately, none of these games are real.

    16. Re:I want a "MacGyver" game by The+Night+Watchman · · Score: 1
      1) The materials and resulting bomb are completely unbelivable to anyone with a 5th grade education and people won't play it because it's 'too fake'.

      Not necessarily. Many of the things MacGyver did on the show were woefully unrealistic, but most people accepted them just fine. I seem to recall one episode where he used an umbrella as a grappling hook. Not even the most expensive umbrella would be able to support that much weight when used in that fashion. It can be similiar enough to reality to let the user feel okay about playing it, but it doesn't have to give exact bomb recipes or anything. And besides, it doesn't necessarily have to be about making bombs. MacGyver did plenty of things that didn't involve explosives, even though most of the interesting things he did ended up blowing up somehow...

      ---
      --
      "Every jumbled pile of person has a thinking part that wonders what the part that isn't thinking isn't thinking of"-TMBG
    17. Re:I want a "MacGyver" game by dasmegabyte · · Score: 1

      I had this game back when it was called "Bomb Squad" for the Intellivision Intellivoice. You had to disarm a bomb within a time limit using a variety of tools corresponding to a certain type of wire. It was like Simon meets Mastermind with a time limit, creepy music and a kick ass animation when the city blew up.

      The INTV was the most original system ever made. Because with so little to work with in terms of hardware and development kits, the Blue Sky team created dozens of fun, distinct games with infinite replayability.

      --
      Hey freaks: now you're ju
    18. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      The real scary thing is that Oliver's post is moded as "intersting" and not "funny" 'cause it's true!

    19. Re:I want a "MacGyver" game by praedor · · Score: 1

      Ah, and this sounds just like Return to Castle Wolfenstein, network play. You fight against the nazi or allied team and try to disarm their bomb to win the round within a time limit.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    20. Re:I want a "MacGyver" game by Lightwarrior · · Score: 1

      There's an immediate problem to this. The MacGyver character had all this information in his head - how to do the things he did. All he needed to do was find the required tools and parts.

      You, the player, enjoy no such luxury. Either the game must supply the information for you (in whatever format; a database of properties of objects that MacGyver knows, or the more straightforward 'tip' section), or you the gamer need to know how to get out of all those tricky situations (in which case it becomes much less interesting).

      Either way, its derivitive parts have been done before (or isn't fun); you're either on a pixel-hunt for what you need to continue (essentially find-the-red-keycard), or it turns into a revision of the good old side-scrolling twitchfests where you outrun alien bulls and avoid water with tentacles/poisonous slugs (or the more modern Abe's Oddessy).

      Out of curiosity, what's the difference between a chewing-gum bomb and a gun? They're both explosives designed to kill people with a relatively small amount of effort. I'd much prefer a decent interfacing for using a sword, instead of this right-swing/left-swing nonsense.

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    21. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      So you want a good Highlander where the point of the game is to be the only one?

    22. Re:I want a "MacGyver" game by dasmegabyte · · Score: 1

      Except it was, you know, 20 years earlier. And was awesome.

      --
      Hey freaks: now you're ju
    23. Re:I want a "MacGyver" game by horcy · · Score: 1

      well it makes sense. If you check the review on
      gamespot Where the reviewer gave it a 5.7 and the readers gave it a 8.1
      Sounds like something fishy is going on here.
      Thx for the tip Senjutsu :)

      --
      Check my site: http://pixel.pagina.nl
    24. Re:I want a "MacGyver" game by Lightwarrior · · Score: 1

      > So you want a good Highlander where the point of the game is to be the only one?

      Not really; I'm looking for someone to innovate the way we control things. Ranged weapons are fairly straightforward (point; aim; fire;), and beat-'em-ups have been done and redone, but no one has perfected a way of controlling melee weapons. They're done in pretty much the same way as a ranged weapons - aim, attack.

      That's dull and unrepresentative of how interesting and varied swordplay can be. It's just not a simple thing to do, and I think people are shying away from it because of that.

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    25. Re:I want a "MacGyver" game by Lazyhound · · Score: 1

      I have had the belief for some time now that a genre that may surface in the future will be a mixture of 3D shooter and graphic adventure (ala Monkey Island and Grim Fandango, two of the greatests games ever).

      Try D2 (Dreamcast).

    26. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      I think the Jedi Knight games have started to move in the direction of more realistic sword/lightsaber movement. JK2 was much improved from the original.

    27. Re:I want a "MacGyver" game by Lazyhound · · Score: 1

      but no one has perfected a way of controlling melee weapon

      There was a game released a few years ago that had what you are looking for. I think it was Die by the Sword.

    28. Re:I want a "MacGyver" game by Lightwarrior · · Score: 1

      JK2 did well with its multiple saber styles, I'll give it that. It was also very fun until *everyone* started using the backwards-sweep move all the time. Between that and flip-kicks / force push/pull, it rapidly became who could get off the first couple hits.

      Which raises the question: what do you need two hits with a lightsaber for? Especially if you're talking about that slow, hard sweep - you've taken him off at the knees or below.

      Not to mention that attack was unblockable - something like that just needs a good, solid parry (or hitting them anywhere in the vast target that is their exposed body).

      And we're still limited to attack-left, attack-right, offensive-attack, and defensive-attack - with three (to five+) styles to chose from, yes, but those are power attacks. With a jedi's mastery of the force (and of the ultra-deadly lightsaber), he has the potential to become the ultimate finess swordsman.

      I'd love to see an acrobatic jedi fencer (and be able to control him/her/it).
      -----

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    29. Re:I want a "MacGyver" game by Lightwarrior · · Score: 1

      Yes, it was Die by the Sword (and it had an expansion back). Despite its name, it had a variety of weapons available (and some very interesting gameplay).

      It gave it a good shot, but I found its controls awkward. It used the numpad for control - imagine a 3x3 grid superimposed on your screen, and the 1-9 keys controlling sword placement from lower-left to upper-right. Pressing 1, then 9 would result in your character attacking from lower-left to upper-right. Attacks were styled together in this fashion.

      Much more control than in any game to date, but it felt clumsy and sluggish. ...still, I'll pull it out again and see if my memory doesn't do it justice.
      -----

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    30. Re:I want a "MacGyver" game by jgerman · · Score: 1

      Yes, it was called Die By the Sword. I remember being impressed the first time I saw it. Then I bought it years later and realized the gameplay wasn't so hot. I can see why it wasn't popular, but it would have been nice to see it go through a couple of iterations of improvement.

      --
      I'm the big fish in the big pond bitch.
    31. Re:I want a "MacGyver" game by Jugalator · · Score: 1

      The problem is that people think guns are more cool than gums. :P

      --
      Beware: In C++, your friends can see your privates!
    32. Re:I want a "MacGyver" game by delus10n0 · · Score: 1

      "Conquests of Camelot", a Sierra game, did this years before Die by the Sword did. There was a section where you had to joust the black knight, and you chose the quadrant for your lance to strike as he was riding towards you (using the 1-9 keypad.)

      It's still one of my favorite games, I just wish I could get it working fully under XP. VDMSound works to a point (I get music working) but sound is a no-go. Isn't there a Sierra "emulator" of sorts for these classic adventure games?

      Or better yet, they should remake it.. leave it 2d/adventure based, but update the sound/music/graphics for newer PC's. That'd rock.

      --
      Not All Who Wander Are Lost
    33. Re:I want a "MacGyver" game by robson · · Score: 1

      Where you have to build bombs with sticks of chewing gum, and solve problems with your head rather than a gun.

      After reading some of the other replies, I don't think we're really getting your point. It's not that you want a game where the puzzle is to use these specific elements together in this specific way; it's that you want a world simulator.

      I'm a game designer, and that's what I've wanted since I was a child. My earliest memory of this was playing the top-down arcade racing game Turbo. All I could think was, "Yeah, that's the game I want! Except I want to be able to get off the highway, drive into a small town, get out of my car and talk to all the people."

      The fact is, we're just not there. We're not ready to make the world simulator. Not there technically, not there economically (the team size would be prohibitive), and not there in terms of the marketplace. We're inching closer, though, always. I loved Grand Theft Auto 3 for its openness. Deus Ex let you express yourself through your solutions to problems. The Sims gives you a sandbox in which you can form and sustain (fictitious) relationships. That's how big the problem is -- a game is considered successful if it accomplishes even a small part of what would be the world simulator.

      But we'll get there. I hope it's within my lifetime.

    34. Re:I want a "MacGyver" game by Natty+P · · Score: 0, Redundant

      You could also use the mouse to control your weapon arm and the keyboard to run around... However, this usually didn't result in spectacular looking swordplay. You had to move the mouse fast to get in a really hard hit, so you basically just went crazy sliding the mouse around the desk until the enemy got cut down by your crazy windmilling sword. This game also had some other really cool features. You could cut off parts of your enemies and pick them up. It didn't do as much damage as a sword, but it was sure fun to pummel an orc to death with it's own arm. Or watch enemies somehow stay balanced and able to fight after you cut off one of their legs. 'Tis only a flesh wound!

    35. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      TIM is 'useful software'? For a troll, you're pretty dim.

    36. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 1, Interesting

      what I would think would be cool is just to have a game that on the surface looks like a simple , say, racing game, where the real objective is not to actually race but to solve some other problem. But you the player need to figure that out and may be able to play the game many times before figuring out the puzzles.

    37. Re:I want a "MacGyver" game by theLOUDroom · · Score: 1

      You had to disarm a bomb within a time limit using a variety of tools corresponding to a certain type of wire.Holy damn.

      I am so sick of the "Cut the red wire....no the blue!" shit. As if there were some sort of international terrorist wire color code. It would be one thing if the bombs were military, where they might have seen schematics, but it's always a home-made bomb. There's no way for them to have any idea what to do based on wire color alone.

      I'm not ripping on you, but that shit really pisses me off. It's just lame. I would love to see a scene in a movie where the terrorist used the same color wire for everything.

      "Cut the black wire"
      "They're all black"
      "Oh shit!"
      [explosion]


      The Martix Reloaded had the first realist portrayal of hacking in a very long time. Maybe we'll see an end to all this wire color silliness, but I doubt it. [/rant]

      --
      Life is too short to proofread.
    38. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      Sheep raider.

      We play that down here in New Zealand.

    39. Re:I want a "MacGyver" game by Anonymous Coward · · Score: 0

      Mindrover. Maybe not junkyard wars, but you can build a robot with which to compete with others. You'll learn a bit of logic along the way as well.

    40. Re:I want a "MacGyver" game by gfody · · Score: 0

      chromatron

      http://silverspaceship.com

      --

      bite my glorious golden ass.
    41. Re:I want a "MacGyver" game by jcenters · · Score: 1

      What about Metal Gear Solid 2? Near the end of the game, your character gains a Ninja sword that you control with an analog stick, instead of just mashing buttons.

      I too have been looking for an accurate sword-control system for a while. Perhaps if instead of an "attack" button, you control the sword swing with a 2D or 3D mouse?

      If nothing else, it would at least make an interesting technical demo.

      --

      vi ~/.emacs

    42. Re:I want a "MacGyver" game by sbszine · · Score: 1

      Indeed.

      Check out my review and some other guy's great walkthrough.
      --

      Vino, gyno, and techno -Bruce Sterling

    43. Re:I want a "MacGyver" game by Simon+Garlick · · Score: 1

      I have had the belief for some time now that a genre that may surface in the future will be a mixture of 3D shooter and graphic adventure

      Metroid Prime on GameCube.

    44. Re:I want a "MacGyver" game by cyroth · · Score: 1

      how about another car racing game?

    45. Re:I want a "MacGyver" game by rifter · · Score: 1

      Don't forget nuclear reactors being temporarily plugged with a chocolate bar :-D

      I missed the infamous chocolate bar episode, but it was featured in an article where they interviewed the scientist resposible for all the "macgyver moments" on the show. Basically the writers would come up with a sticky situation (no pun intended) for MacGyver, and the scientist would come up with a novel approach to getting out of the situation ("Hey! can he have a chocolate bar in his pocket?").

      This episode was also an example of the exaggerations creative license allowed on the show. In the referenced story there was a way to plug the leak with chocolate based on a chemical reaction with the sugar in the bar, IIRC, but you would actually need more like 50 pounds of chocolate to do this. So, yes, everything in the show had a scientific basis, but no you could not necessarily do exactly what MacGyver did. Also the MacGyver character was a complete pacifist who did not believe in harming people, and anything he did which might be extrapolated into a harmful experiment (like a bomb) was deliberately crippled on the show. Part of that is the reason already discussed (not being seen as terrorists) but also it was meant not to be a vehicle for allowing people to do harmful things (like make bombs).

      I remember this show was one of my favorites and I did like to poke fun at some of the inaccuracies. I do however recall a quote by one of the main characters that MacGyver could fix a computer with a paper clip and duct tape. I am sure many of us here have actually done that, though usually one or both of those essential tools were not necessary.

      In junior high I started working on a text adventure of macgyver, but I eventually decided licensing would be an issue. I wonder if someone could make a macgyver game now, because it is something that was actually discussed at various times (in fact I seem to recall a recent stab at reviving the series) but never got off the ground. I thought macgyver was a very good show because it was fun to watch, had compelling likable characters, and encouraged science and peaceful conflict resolution.

    46. Re:I want a "MacGyver" game by IIRCAFAIKIANAL · · Score: 1

      It also used the mouse for control, which was a cool yet flawed idea. The main problem was you could swing your sword (or axe, or some orc's arm) by starting with the mouse in the upper left and pulling it down and to the right.

      But if your attack was blocked, your character's arm would go back to the upper left while your mouse would be at the lower right. You would either pick up the mouse and put it to the upper left or (as was often the case with me) you would swing the weapon in a follow through stroke, but since you weren't matched up with the game anymore, things would just go to shit.

      A force-feedback joystick may have made this more intuitive, but I used a mouse. I actually beat the bloody game eventually too, but it degenerated into me using very specific attacks over and over.

      The game itself wasn't that good either - very little variety in the enemies, environments, etc. The graphics were a bit crappy too.

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
    47. Re:I want a "MacGyver" game by ratfynk · · Score: 1
      I have a scenario for a cops and robbers game, kinda like Clue, the old stupid board game. Only
      you could be a good or a bad guy. If you are a good guy and you shoot someone then you have to fill out reports at a desk, to get back into the field. If you are a bad guy then you need to find where to take it on the lam when you do a job or kill a good guy, otherwise you might go to court then jail or even get executed, or maybe even be exhonerated. Cops would search for suspects and clues, bad guys would be suspects and always leave clues.


      I have never played first person shooters or lame crap like grand theft auto. However a real life like cops and robbers game I would love.

      --
      OH THE SHAME I fell off the wagon and use sigs again!
  8. I had this feeling... by Gortbusters.org · · Score: 1, Interesting

    Too many silmiarities between games... everquest and DAOC, doom/quake/wolfenstein/unreal tournament... Sim , Tycoon...

    There are of course better games overall, but I haven't had a good revolutionary game in a while. What good ones are out there?

    --
    --------
    Free your mind.
    1. Re:I had this feeling... by Brummund · · Score: 1

      However, some of the FPS games have evolved. Wolfenstein: Enemy Territory, with the introduction of the ability to gain experience points/skills, and a strong focus on different classes and teamwork/coop, is terrific fun. And it runs on Linux, too!

      Download here or read more about it

    2. Re:I had this feeling... by mmol_6453 · · Score: 2, Interesting

      Hmm. Liquid War comes to mind. I certainly like Heroes (even if it still vaguely resembles Tron.)

      --
      What's this Submit thingy do?
    3. Re:I had this feeling... by indead · · Score: 1

      Tony Hawk Pro Skater.

    4. Re:I had this feeling... by chaos4u · · Score: 1

      check out http://www.chroniclogic.com/

      for a game series called Pontifex and Pontifex II

      its really differnt..
      object is simple build a bridge over river and see if it holds together ...

      what makes it challenging is that you have a dollar figure that you must come under

      and you just cant throw a bridge together and expect it to hold ..

      small download i find it fun ...

      --
      Music the Paint dancefloor the canvas your body the brush
    5. Re:I had this feeling... by Skazka · · Score: 1

      DROD (Deadly Rooms of Death) is a fun puzzle-dungeon crawler with really unique gameplay that I've been enjoying for a long time.

  9. Poor game selection, or poor marketing? by User+956 · · Score: 1, Insightful

    Did innovative, rather than mainstream, games send the Dreamcast to an early grave rather than the PS2's more bland, yet conforming, lineup of titles?"

    Explain to me how Grand Theft Auto is "bland" and "conforming".

    Dreamcast had poor selection of games, and equally poor marketing. Sega's prior console went to an early grave too, don't forget.

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:Poor game selection, or poor marketing? by Anonymous Coward · · Score: 0

      Are you ignorant, stupid, or both?

      Dreamcast had a great selection of games, and it sold great.

      It didn't "go to an early grave" either - it came out long before the PS2 or X-box, and had a very good life cycle.

      Naturally game developers moved to the next generation of hardware when it came along. The dreamcast was the best console to come out since the Genesis.

    2. Re:Poor game selection, or poor marketing? by Anonymous Coward · · Score: 0

      it is bland and conforming because it is a copy of the original grand theft auto games that came out on the PC. you add the fancy graphics and you get the ps2 version, other than that its basically the same with just, finding the parcels, stunts and other anal pastimes thrown in. the police chases, the tank chases, the missions, the mob connections, stealing cars, its all been done in the two pc versions that came before the ps2 version. thus although the conent isnt conformist the game is definitely not original.

      GTA is older than you might think

  10. The originality is in how... by craenor · · Score: 4, Insightful

    You tell the story, not in the story itself. The works of Shakespeare have been re-imagined for hundreds of years now. Hollywood has been retelling the same stories for a century.

    The originality comes in your setting, your imagination and adding your own flavor to the game. While the rare original book, movie, tv show, play or story comes out...mostly they are all just different takes on a common theme.

    The Magnificent Seven and the Seven Samurai are the same movie, but both are considered classics.

    So, is there originality in new games? Yes, but maybe you are not looking for it in the right place...

    1. Re:The originality is in how... by Theaetetus · · Score: 1
      Can be in either... Many people are blasting Enter the Matrix for being a Max Payne copy (which really copied bullet-time from the Matrix movie itself, so it's come full circle). However, the strength of EtM comes in the story, not necessarily the engine.

      Plus, there are so many other reasons to flame about the game. ;)

      So, yes, originality is out there... and I'd say increased originality over what used to be - Pac-Man, Ms. Pac-Man, Pac-Man Jr., etc....

      -T

    2. Re:The originality is in how... by Anonymous Coward · · Score: 0

      This may also be true in plot-less games. I can imagine a taxonomy of games, where all games are and grouped. Eventually, all taxons will be represented, but that won't be the end of games. There will be refinements, cross-overs, just nothing truly original. Or perhaps our standards of originality will change. Perhaps they already have.

    3. Re:The originality is in how... by Anonymous Coward · · Score: 0

      The works of Shakespeare have been re-imagined for hundreds of years now.

      Even Shakespeare wasn't original. Many of his stories were simply retellings or rearrangements of tales that were common at the time.

    4. Re:The originality is in how... by unicron · · Score: 2, Interesting

      Every story EVER is based on 1 of 5 basic stories(the 5 man vs. something stories). Maybe games have/need a similar rule developed?

      --
      Finally, math books without any of that base 6 crap in them.
    5. Re:The originality is in how... by pyrrho · · Score: 2, Interesting

      I can't stand this. For years and years I can't stand this. I don't care what Joseph Campbell said or if I spelled his name correctly.

      Even if all stories can be -interpreted- and assigned one of 5 categories... that's about as fundamental as saying there are two kinds of matter in the univers and two kinds only, that which is part of the earth, and that which is beyond the earth. It's true, but not only pointless, it's misleading.

      So it is with the "five" stories and "every story is from the Bible" schoole of anti-creativity.

      --

      -pyrrho

    6. Re:The originality is in how... by unicron · · Score: 2, Interesting

      Can you give me a movie, book, television show, play, short story, etc. that just does NOT fit right into one of the 5? I believe in the 5 stories rule because I can't find fault in it.

      --
      Finally, math books without any of that base 6 crap in them.
    7. Re:The originality is in how... by ashitaka · · Score: 3, Funny

      The originality comes in your setting, your imagination and adding your own flavor ...

      Maybe Baz Luhrmann should be designing games?

      --
      If you don't want to repeat the past, stop living in it.
    8. Re:The originality is in how... by LMCBoy · · Score: 1

      Parent poster didn't say the "5 stories" rule was false, he said it was pointless...

      --
      Liberal (adj.): Free from bigotry; open to progress; tolerant of others.
    9. Re:The originality is in how... by Anonymous Coward · · Score: 0

      You can divide anything into any groups. For example, I can divide people involved in the Korean War into groups of boxer-wearers and brief-wearers. But that's an obviously stupid dichotomy. Likewise, just because every story you've ever heard can be categorized in terms of these five categories doesn't mean those five categories are important or meaningful.

    10. Re:The originality is in how... by jafuser · · Score: 1

      Didn't that Godel guy have something to say about this?

      --
      Please consider making an automatic monthly recurring donation to the EFF
    11. Re:The originality is in how... by Razor+Blades+are+Not · · Score: 1

      All stories really belong in one of two categories.. one's I've heard before, and ones I haven't.

      Or perhaps :
      good stories and bad stories.

      As someone else mentioned - the point is whether those 5 groups are meaningful in any way. I gather you two disagree on this fundamental point.

    12. Re:The originality is in how... by wfrp01 · · Score: 1

      Yes. Creativity is not a beautiful act of crystalline novelty. Creativity is an evolutionary process. Start somewhere, and revise, revise, revise. Which is why the whole "All I see is first person shooters" whining is such bullshit. I don't care what you see, it's better that what you saw last year. Which is better than what you saw the year before. The number of new games is legion, and their sophistication continues to increase. People try to mask this trend w/ gross generalizations like "all we see are first person shooters" etc. Fuck 'em. They are ignorant and who cares what they think. Video games are the premier art form of this era. Period. The bitchers and moaners are just feeling a bit disconnected. They should plug in, or shut up.

      --

      --Lawrence Lessig for Congress!
    13. Re:The originality is in how... by OneStepFromElysium · · Score: 1

      Yes, he should be. I'd also like to see what Terry Gilliam could come up with.

    14. Re:The originality is in how... by kubrick · · Score: 1

      You need to read Umberto Eco's Foucault's Pendulum. It illustrates at great length and in very amusing fashion the fact that if you set out to find anything, anything at all, you'll eventually convince yourself that you have found it.

      In other words, I could suggest a 3 stories rule or 10 stories rule that would work just as well; the magic happens in your mind, not in the original "insight". (One of the points of the book being that this fact (the mind creates (parts of) its own reality) is the basis for a lot of the occult and alchemical secrets in history...).

      --
      deus does not exist but if he does
  11. Stop Complaining by rwiedower · · Score: 5, Insightful

    I'm always wary about comments that seem to reflect the "why aren't things better?" mold of thought. Obviously, there are impediments to producing a novel game concept, but if someone came up with a really catchy idea, I think game execs would sign on.

    What if Miramax had told filmmaker Kevin Smith that no one would watch "Clerks" and suggested he develop a marketable teen sex comedy instead?

    This is a red herring. Clerks pushed boundaries in several directions. If game designers have not done so, perhaps it's simply because there aren't enough people out there pushing the envelope. Time and patience will result in more games. Complaining won't.

    1. Re:Stop Complaining by Allison+Geode · · Score: 1

      wasn't kevin smith's second big film a teen sex comedy?

    2. Re:Stop Complaining by rwiedower · · Score: 2, Funny

      Mallrats isn't a "teen sex comedy". In order to be a teen sex comedy it would've had to include a sexier star than Jason Lee and a sexier voice than Joey Lauren Adams. And, it couldn't have garnered an "R" rating. Teen sex comedies live in PG-13 land.

    3. Re:Stop Complaining by Anonymous Coward · · Score: 0

      On the DVD, they repeatedly refer to it as a "smart Porky's" or a "teen tittie flick".

    4. Re:Stop Complaining by Anonymous Coward · · Score: 0, Insightful

      Clerks was also a stupid, pointless, not clever movie that is only beloved by college drop-outs because it reflects their sad state of existance and loudly spoken belief that despite their depressing, directionless lives, they're smarter than everybody else and Randal lives the dreams of every fuckup who almost got a physics degree and now sells cigarettes: to have the balls to tell people off. That is the ONLY reason anybody likes it. The dialogue sucks, the cinematography sucks, the acting sucks, the plot sucks, and Smith has no good ideas or originality. Legions of drones will respond to me and tell me I'm wrong, because THEY aren't a college dropout and THEY thought it was hi-larious, ad nauseum. Don't bother. You're wrong. Clerks was funny the first time and banal after that and Smith hasn't done anything creative or innovative. His stupid preoccupation with making every movie about where he want to high school is all you need to point out to demonstrate that Smith is hung-up on his adolescence, a theme that struck a chord with other losers and happened to get rich off it. Good for him, though. At least he's making assloads of cash doing something he loves.

      Just look at his stupid backlash to posts like this one in "Jay and Silent Bob Strike Back" and his self-referntial "dick and fart jokes" theme in Chasing Amy. The guy knows he's got nothing, but he IS smart, and he knows that as long as he keeps spoon-feeding this drivel to the same comic book crowd that Ben Affleck mocks in Chasing Amy, he'll laugh all the way to the bank.

      So, there. Smith is a smart guy but he sucks at movies.

    5. Re:Stop Complaining by ukyoCE · · Score: 0, Offtopic

      And didn't Kevin Smith's films start sucking?

      I can't believe he went on to make Dogma and Jay and Silent Bob Strike Back. Those were freakin AWFUL.

    6. Re:Stop Complaining by Knara · · Score: 1

      How about trying to use context?

      View Askew had to phrase it that way in order to get even an inkling of the concept into the thick studio exec's heads.

      If you were paying attention to the interviews/voiceovers, you'd have known they use the term (again) tongue-in-cheek.

    7. Re:Stop Complaining by rwiedower · · Score: 1

      Right. Probably the same people who enjoyed Chasing Amy...a horrible movie, imnsho.

    8. Re:Stop Complaining by Alkaiser · · Score: 5, Insightful

      Wrong.

      "but if someone came up with a really catchy idea, I think game execs would sign on."

      I was working for a game review website a couple years back, and my boss said something during a "lack of originality" conversation that sticks with me to this day.

      "Nobody ever gets fired for making the same game."

      However, you DO get fired for making a stupid original game. *cough* Viewtiful Joe *cough* So what do people do? Make crappy remakes.

      Here's the other reason why no catchy ideas get made into games. The game industry is the biggest "incestuous" industry out there. By this I mean that if you have a job in the industy doing something, you getting fired, only means you work somewhere else doing the same job within 3 weeks.

      Look at the requirements for Game Designers. *ALL* of them require 3-5 titles shipped. Nobody cares that they sucked, they think the experience is more valuable than the talent. Every one who's ever picked up a controller thinks they can design the Next Big Thing(TM).

      The problem is that there are several people in design positions now who couldn't design the Next Big Thing(TM) unless it involved them taking a photocopier and someone else's design of The Next Big Thing(TM).

      Since they're in the industry now, they'll be there forever, or until they get tired of it. Where complaining about the lack of creativity MAY not get results, it's been fairly obvious these past few years that sitting there and doing nothing DEFINITELY won't get results.

      Everyone's trying to produce an average seller. Licenses sell titles to the uninformed, and game review websites are bought for the price of a few free games and banner ads. Truth is, there aren't enough people left in the industry who actually care about making a good game anymore.

      If you don't believe me, walk into a store and try and count the number of games that you wouldn't be personally embarrassed of. Ask any tester you know how many games they tested that tehy wouldn't play again to save their lives. The industry is stagnant...sitting on your ass and letting them try and figure that out isn't going to solve crap.

      --
      Netjak.com independent reviews of domestic & import video ga
    9. Re:Stop Complaining by rwiedower · · Score: 1

      But who's buying all these games? For your argument to work either most people are idiots who purchase really bad games, and you have the luck to not be one of them (in which case you're getting screwed by the majority of game purchasers) or you, in fact, are purchasing said games.

      If the only games that are being sold are bad, people will stop buying them. People are smarter than we give them credit for: if they hate a FPS game they won't buy another. If the problem is that games being produced don't do it for YOU, then that's a different issue.

      I myself have just as much fun firing up ATV Offroad Fury 2 and playing a game of tag with friends as I would with some detail oriented FPS game. So maybe the market is tailored to me?

    10. Re:Stop Complaining by AtaruMoroboshi · · Score: 1


      if you think Viewtiful Joe is a "stupid original game", I'm afraid it's not the game that is stupid.

      .

    11. Re:Stop Complaining by mkoby · · Score: 1

      Time for the drone to step up and explain to you that while you are correct in the fact that the cinematography and acting in Clerks sucked, the bit about the dialogue is way off base. Personally I think you're just pissed that Kevin Smith made a living doing what he loves to do and you're stuck at some job doing what you need to do to get buy. Chasing Amy PROVES the man can write. There's tons of emotion and great dialogue in that movie, not to mention, the life lesson in the movie is a great one.

      Also what people LIKE Kevin Smith are putting out is WAY better then the meaningless dribble that Hollywood is making a "killing" off of (2 Fast 2 Furious anyone?). Oh wait, I'm sorry you probably thought "Fast and the Furious" was a GOOD movie, I mean since you apparently have no taste and lack the ability to actually THINK. Oh yea, and "Triple X" was a piece of cinimatic greatness wasn't it? Please, the ratio of stuff being put out by Hollywood to stuff that is actually GOOD is like 50 to 1 or so. And I for one will be first in like to see Mr. Smith's new flick "Jersey Girl" because it's suppose to be kind of along the same lines as "Chasing Amy" which again, was actually a good movie. Personally I would like to know what you think is such a great movie that you feel the need to bash a person who actually has some thought and originality in him, as opposed to just going and making something everyone once him to make (ie another Jay and Bob movie), he's trying to grow and mature as a writer/director.

      So back off, you know in your post you don't prove your point in ANY manner. You just seem to bash. Why did the dialogue suck in Clerks? Why do you think that Kevin Smith lacks originality? Maybe instead of running your mouth you should back some of your statments up. Oh wait, that would require thought again, nevermind ...

    12. Re:Stop Complaining by Alkaiser · · Score: 1

      Did you see it at E3? It's slow, the art looked horrible, and it was one of the least fun things I saw on the show floor. Hell, it isn't even that original...it just looks different.

      Gay Metal Slug is basically how to sum that up.

      --
      Netjak.com independent reviews of domestic & import video ga
    13. Re:Stop Complaining by gughunter · · Score: 1
      View Askew had to phrase it that way in order to get even an inkling of the concept into the thick studio exec's heads.

      I enjoyed Mallrats, but it's hard to imagine that "the concept" was going to make anyone's brain explode. I guess I should listen to the commentary and find out what mysteries lie behind the veil...

    14. Re:Stop Complaining by Lazyhound · · Score: 1

      Oh wait, I'm sorry you probably thought "Fast and the Furious" was a GOOD movie, , etc.

      You're much more entertaining than Kevin Smith could ever hope to be.

    15. Re:Stop Complaining by daVinci1980 · · Score: 2, Insightful

      You vote with your dollars.

      --
      I currently have no clever signature witicism to add here.
    16. Re:Stop Complaining by Alkaiser · · Score: 2, Insightful

      "For your argument to work either most people are idiots who purchase really bad games, and you have the luck to not be one of them (in which case you're getting screwed by the majority of game purchasers) or you, in fact, are purchasing said games."

      Not quite. People don't make the mistake of buying really bad games all that often. People did not buy Daikatana in droves. (You'll notice, as evidence of my previous post, that John Romero is somehow still employed.) It's the really, really average game that sucks up the money and suckers the consumer.

      Consider Enter the Matrix...which sold 1 million copies in a weekend. The game isn't really all that bad. Maybe about a 60-65. (Gamerankings.com has the aggregate rating for the PC Version at 61.8%) The game WILL have a sequel now, though. There will also inevitably be 3 or 4 games that try and take advantage of some of the unique things the game did and do a "look and feel" copy. These games will generally suck.

      In addition, Enter the Matrix borrows heavily from games that have come before it. It's very reminiscent of Oni and Max Payne in terms of gameplay elements.

      On the other end of the spectrum you have StarScape. I'm sure they did fairly well, but nowhere near 1 million games sold. The game is getting pretty positive reviews.

      It doesn't have a license to borrow from, it's far more unique, having you try and battle alien ships to rebuild your crashed vessel. Kind of reminiscent of Star Control II a game whose likeness hasn't been seen since 1995.

      When the number crunchers go to decide what game their huge conglomerate is going to decide to publish, they're going to see that licensed games are selling well, and offer them a nice return on their investment. On the other hand, the original game gets nice reviews, but doesn't pay out quite so good.

      You are more likely to see a game based of off the TV show CHiPs before you will see a really original game.

      Even the limited innovation that game companies could do with their licenses, they choose not to. Take the Naruto games for example. The anime series is about a bunch of kids growing up, and harnesing their various different ninja abilities.

      Instead of dveloping an RPG, or even better, a Strategy RPG which would allow for the gamer to utilize all the different abilities of the show's characters, the made one game for the GBA which is basically Final Fight, and another for the GC which is every other fighting game you've ever seen. The percentage of movie/anime based games that aren't shooters or fighting games is somewhere in the tenths of a percentage.

      In general, a fun game is a fun game is a fun game. Whether it be racing, RPGs, or puzzle, a good game attracts players from everywhere.

      However, there are a HUGE amount of mediocre, boring games that really don't need to be made. There are also more hideous games than there are great ones. But most of them are just soundly average, and not worthy of $50.

      --
      Netjak.com independent reviews of domestic & import video ga
    17. Re:Stop Complaining by stwrtpj · · Score: 1
      Everyone's trying to produce an average seller. Licenses sell titles to the uninformed, and game review websites are bought for the price of a few free games and banner ads. Truth is, there aren't enough people left in the industry who actually care about making a good game anymore.

      There's another reason you didn't mention for what the game companies continue to put out crappy products.

      People buy them.

      Think about it. We may all complain and whine about sucky games with been-there done-that themes, but they would not be produced in the first place if no one bought them.

      Time to face the sad truth. The majority of the game-buying public wants the tried-and-true, the familiar, the bland. From the comments to this article, it appears that the /. crowd has a little more sophistication than the unwashed masses, but we're a minority. Only geeks, nerds, and intellectuals want new, creative games. The rest of the world wants more of same-old, same-old.

      --
      Karma: Frotzed (mostly due to the Frobozz Magic Karma Company)
    18. Re:Stop Complaining by Alkaiser · · Score: 1

      No, that was covered in the "Everyone's trying to produce an average seller. Licenses sell titles to the uninformed, and game review websites are bought for the price of a few free games and banner ads."

      People DO buy these games, but the game companies really DON'T care to try and work hard enough to produce a game that is fun, unique, and profitable.

      --
      Netjak.com independent reviews of domestic & import video ga
    19. Re:Stop Complaining by AtaruMoroboshi · · Score: 1

      I've actually played it, as the demo just came out, and it's great, the art looks great, and it's not really like Metal Slug at all, considering that Metal Slug involves shooting stuff and Viewtiful Joe is a beat 'em up.

    20. Re:Stop Complaining by Anonymous Coward · · Score: 0

      Perhaps you should read all of the previews and e3 reviews that have been written about viewtiful joe. *EVERY* one of them goes on and on about how its a groundbreaking game, and one of the best games at E3.

    21. Re:Stop Complaining by Sparr0 · · Score: 2, Interesting

      I am behind this poster 100%. I say this as an avid gamer who attends large LAN parties on a monthly basis and spend half my time trying to convince people to play something other than Battlefield 1942, Counter-Strike, or UT2003. Getting people to play off-mainstream games is a MAJOR chore, even when the games in question blow the popular alternatives away (compare IGI2 or Global Ops to Counter-Strike). Then of course once I have a dozen people playing something awesome (Earth Special Forces, a DBZ mod for half-life, for instance) every wandering bystander sees it and goes "dude, that looks awesome! where can i get it?". And then I am like "dude, I have been begging you to play this game for days".

    22. Re:Stop Complaining by Alkaiser · · Score: 1

      See, your whole thing is that you like the art. I don't. I also thought the concept had been done enough already...(Kung-Fu Chaos, Jackie Chan's Stuntmaster, Seigi no Mikata, Rising Zan, Rent-A-Hero, etc.) and the voice acting sucks.

      It's not like Metal Slug in the sense that you don't have a gun, but the side scrolling, and the bombs and enemies dropping from the sky make it more Metal Slug than Double Dragon.

      --
      Netjak.com independent reviews of domestic & import video ga
    23. Re:Stop Complaining by Anonymous Coward · · Score: 0

      Daikatana anyone?

    24. Re:Stop Complaining by AtaruMoroboshi · · Score: 1


      You really sound like a stick in the mud. The voice acting and art in Viewtiful Joe are perfect, they fit the kitschy style very well; I find voice acting in most video games atrocious, but I actually like it here. Henshin a Go Go, baby.

      Also, the art is appealing to me, yes, but the game mechanics are solid. I've played through the demo a few more times now, and finally achieving rank V on V-combo, defense, and time was really satisfying. Strategizing to build the V-Combo as high as possible reminds me strongly of Bangai-O!, where getting 999 simultanious explosions was the real point of the game. I'm probably going to play this over and over until I can ace all of it without thinking. It's just that appealing to me.

      The game I find Viewtiful Joe is most like is Stryder 2 for the PSX. It's also 2.5 D, it's also a beat em up, and it's also from Capcom. I'm a Metal Slug/Gunstar Heroes/Contra fiend, and I wouldn't compare Viewtiful Joe to any of them. Nor would I compare it directly to River City Ransom, Double Dragon, or Final Fight, so perhaps "beat 'em up" isn't strictly accurate, but the game does revolve around beating up the bad guys for high score rather than shooting anyone.

      I will concede that if you don't like the hyper-stylized art of Viewtiful Joe, you probably won't like the game, but that's your loss, considering it's tremendous fun.

    25. Re:Stop Complaining by rtechie · · Score: 1

      "Nobody ever gets fired for making the same game."

      No, the company just folds. How many companies ran into trouble because a derivitive RTS or FPS game flopped?

      Now the reality is that direct SEQUELS tend to do fairly well (Quake, for example) because they play off the success of the original. Just like in movies. However, you can only milk a series for so long.

      The industry is stagnant...sitting on your ass and letting them try and figure that out isn't going to solve crap.

      All available evidence leads me to believe that the games industry is evolving to mirror the movie industry in many respects (shock!). There will be lots of derivitive games by the big players (action movies, romantic comedies, etc.), some very innovative and interesting games made by small studios (indie and "art house" film), and a very few "big" games that also break genre conventions and are truly innovative. (The Matrix, etc.)

      And it is the latter games that will really make the big money, as they ALWAYS have. Quake was huge because it was the first true 3D RTS, The Sims was huge because it changed the nature of "god games" and virtual pets, GTA3 was huge because of it's openness, etc. The reality is that derivitive games ARE "average", not blockbusters. To get a blockbuster game if you don't have a successful series or license to work off of you HAVE to innovate. And these "innovative blockbusters" ARE inevitable because you can't milk a series forever (though Carmack is certainly trying).

    26. Re:Stop Complaining by Alkaiser · · Score: 1

      That's the thing about "kitsch", or "cheese factor". One person's going to like it, and someone else is going to hate it...for the exact same reason.

      --
      Netjak.com independent reviews of domestic & import video ga
  12. Re:Text of article by Anonymous Coward · · Score: 0

    *cough* karma whore *cough*

  13. PS/PS2 suck, Sega rules by Anonymous Coward · · Score: 0

    "Did innovative, rather than mainstream, games send the Dreamcast to an early grave rather than the PS2's more bland, yet conforming, lineup of titles?"

    Yes, same with the Saturn VS PS.

    PS had a lot more games than the Saturn, but only a bare few that didn't totally suck. Most were PC ports, because the PS was easier to port from the PC than the Saturn was.

    Everyone I know with a Dreamcast is incredibly happy with it, and most of my friends who didn't already have one, bought one after the prices came down. Meanwhile everyone I know with an X-Box or PS2 are complaining about the utter lack of good games.

    Silly enough, the Gamecube has most of the good games this generation. Probably has something to do with the broader target audience as opposed to Xbox and PS2's target of "testosterone pumped adolescent males".

    1. Re:PS/PS2 suck, Sega rules by Anonymous Coward · · Score: 0

      I'd like to repeat something you said, because it is absolutely true, obvious, and completely unrecognized by people whom I'd otherwise describe as intelligent. Here goes.

      ``
      Silly enough, the Gamecube has most of the good games this generation. Probably has something to do with the broader target audience as opposed to Xbox and PS2's target of "testosterone pumped adolescent males".
      ''

  14. There's always originality. by JKConsult · · Score: 5, Insightful
    You just have to look for it. I'm not going to post a long list of original games, for a few reasons. One: the list will be nit-picked incessantly, and that's not really the piont, and Two: What I consider original, you may not. The point is that just like buying a car, or watching a movie, or choosing a book, you just have to separate the wheat from the chaff. Is there less originality in games now than there was X number of years ago? Yes. It's a fact of any developing system. Stephen Jay Gould says (paraphrase) that "As a system matures, it becomes harder to stand out."

    The longer we go, the more things that will be done, the more games will have been done before. It's like the Southpark episode where Butters tries to come up with a scheme for chaos. "Simpsons did it!" The conclusion: Of course the Simpsons did it. They've been around forever. And as Chef points out, the Simpsons stole some of their stuff from others before them. It's not necessarily about doing new things. It's about applying your (hopefully good and sensible) take on those "tired" ways of doing things to put them into new light.

    1. Re:There's always originality. by Anonymous Coward · · Score: 0

      "What I consider original, you may not."

      What a strange statement. It's like saying "What I consider hydrogen, you may not." Or "What I consider a kilogram, you may not." If a man just started playing games today he might think that every game in the store is original. He would also be absurdly wrong.

    2. Re:There's always originality. by JKConsult · · Score: 1

      That's got to be the most asinine thing I've ever read. "Original" is a subjective adjective. "Hydrogen" and "kilogram" are objective, completely measurable, and standardized. Care to try again with your analogies?

  15. News? by DogIsMyCoprocessor · · Score: 5, Insightful
    In every field of human endeavor the work done is 99% derivative, and it has always been that way. Look at writing, music, film, science, hell, look at software in general. The truly original works stand out, so we tend to think they are more common than they actually are.

    Derivative isn't bad. There are games that are derivative, but a hell of a lot of fun (Civ 2, for example). Games that are derivative crap would have been crap even if they were the first in their fields.

    --

    "And this is my boy, Sherman. Speak, Sherman." "Hello." "Good boy."

    1. Re:News? by notque · · Score: 1

      Every human endeavor until a new number set comes out.

      Relgion, computers, etc.

      Isn't that a huge reason why several of us are in computers. The concept of creating something that has never been created before. A new tool, a new outlook on an issue.

      I use computers every day, and bask in solving problems I have never seen before with only the tools, and previous knowledge I have gained.

      Maybe it's just me. I think the only reason I ever got into breaking into systems for fun was to have a set problem in front of me, and do my best to use any tools in my power to defeat it.

      Just a game. Something new, where maybe, just maybe, I have come across something that is completely original. Something I would never be able to do in poetry, art, music, etc.

      --
      http://use.perl.org
  16. How about... by TenDimensions · · Score: 1

    More games like GTA Vice City, but more straight up Pr0n?

    I suppose there's always maiming kittens and puppies for sport...

  17. Answers to your questions from a game developer by ryants · · Score: 5, Interesting
    In a world where 85% of games are solved with a gun, where are the original and innovative ideas?
    Still sitting on the shelves of your local EB, not being purchased.
    What happens when every game follows a tried and true formula?
    Publishers make money for little risk.
    Where do the new ideas go if we can't have games like Viewtiful Joe, Shenmue, and Jet Grind Radio?
    Not sure I understand that question.
    Did innovative, rather than mainstream, games send the Dreamcast to an early grave rather than the PS2's more bland, yet conforming, lineup of titles?
    Possibly, although I personally think Sony just plain did a better sell job in the mainstream media for the PS2 over the Dreamcast.

    For anyone who laments "Why do companies continue to pump out this sludge?", the answer is pretty simple: because consumers continue to buy.

    <speculation> Perhaps in these times of economic recession, people are more likely to go with the "sure thing" (guns, explosions, sequels, etc) with their entertainment dollar than with "riskier" purchases.</speculation>

    --

    Ryan T. Sammartino
    "Ancora imparo"

    1. Re:Answers to your questions from a game developer by rwiedower · · Score: 2

      That last bit hits the nail on the head. Perhaps if things were a lush as they "used to be", people would be more excited to run out and purchase a cool new game that costs $50-$60. I know that in my current financial situation, spending that much money for a game seems like a financial no-no.

      Of course, by not purchasing games, I'm rewarding the companies that stick with "the sure bet" over those that innovate. Clearly, what's needed is a better economy or companies with enough cash to be risky.

    2. Re:Answers to your questions from a game developer by Anonymous Coward · · Score: 0

      Good thing you put your middle initial in your sig. I just thought you were a self-impressed jackass until I saw that.

    3. Re:Answers to your questions from a game developer by wilgamesh · · Score: 2

      I think a parallel can be drawn with the movie industry. I read and hear about complaints about how movies aren't original any more, and movies are so formulaic, filled mostly with violence and sex. Indeed, most movies are sequels, spinoffs, rehashes of old ideas. Same goes for television shows. I once read an article that mused, "If we learned about human culture from watching television shows, we would think that everyone was either a cop or a doctor." But that, as you say, is simply because of the economics of mass media: low risk + workable formula == profit.

      But it doesn't have to be as bleak as the original post made it sound. There are always new, independent films (which span a gamut of quality) which are nothing like mainstream summer blockbuster sludge. So even if the market for independent films is small, there'll be a supply of small independent films to fill that hunger.

      I think the game industry is similar in that it is also deluged with big blockbuster type, non-innovative games, but one can find little weirdo innovative games now and then in this sludge. So we are not lost.

    4. Re:Answers to your questions from a game developer by praedor · · Score: 1

      MOST stories, even "innovative" stories are simply rehashes of age-old stories from Oedipus and other ancient Greek stories, to sagas, etc. The same story with different casts of good guys (us) and bad guys (them). Hell, the bible and quran and torah are the same. Same old stories told again and again with different characters. There is no such thing as a truly new story...until and unless an alien culture arrives with their stories. But then, we probably would have trouble relating to them or even understanding them anyway.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    5. Re:Answers to your questions from a game developer by fatgraham · · Score: 1

      Where do the new ideas go if we can't have games like Viewtiful Joe, Shenmue, and Jet Grind Radio?
      Not sure I understand that question.

      The answer to this is...

      They go to big developers, which usually dont sell. Or somehow a small developer gets a deal for it. which then usually dont sell and the small company goes bust.

  18. The Best Example... by BigNumber · · Score: 1

    The best example of game originality on the Dreamcast was Seaman. I don't even know how to describe it. It was basically a simfish with a verbal interface. Yeah, I know that doesn't make any sense. I doubt you'll ever see anything like it again either.

    1. Re:The Best Example... by TheGrimace · · Score: 1

      What about N.U.D.E@ for XBox? Apparently it is supposed to be similar to Seaman , but much more visually appealing. Doesn't sound very interesting to me though. Innovative yes, but I'm not going to shell out my hard earned cash for it unless it is fun and enjoyable to play.

    2. Re:The Best Example... by secolactico · · Score: 2, Funny

      What about N.U.D.E@ for XBox?

      That has got to be the most misleading link I've ever followed.

      Shame on me for clicking it even tho *I knew* it was not what I expected to be.

      Great, gotta open a new window to get a quick skin fix.

      --
      No sig
  19. Aargon by Doctor+Beavis · · Score: 2, Interesting

    There certainly are a lot of "me-too" games out there, but one that I found recently that held my attention for quite a while was Aargon Deluxe (can be found here). It's a puzzle game involving lasers and optics. Definitely a neat concept. I don't know if it's available for other platforms (I have OS X), but it's worth a look, IMHO. I haven't ever seen anything like it.

    1. Re:Aargon by theonetruekeebler · · Score: 2, Interesting

      Try The Incredible Machine some time. You get to build Rube Goldberg devices.

      --
      This is not my sandwich.
    2. Re:Aargon by Anonymous Coward · · Score: 0

      This game is remake of Deflector, available on C64, Amstrad, Spectrum, Amiga, Atari ST, PC, whatever...

    3. Re:Aargon by Anonymous Coward · · Score: 0
  20. Games are like movies by Anonymous Coward · · Score: 0

    So what I understand from all this is that video games are a whole lot like movies. Most of the truly groundbreaking and creative movies fall by the wayside while the vast majority of the succesful movies are rehashes of some other movie, or are simply formulaic.

    That's a problem, though. Game companies need to find a middle ground between making innovative games and making money, and they usually move so far towards the making money side that little innovation gets done.

  21. Software stores by aridhol · · Score: 1
    Most games are sold through stores. Many stores have their software neatly categorized. You want a flight sim? It's over there. First-person shooter? RPG? All in their distinct sections. They don't have a location for the new games, so it'll be tucked into a corner somewhere and won't sell. Or they may put it in a different category, where nobody (possibly including store staff) can find it.

    Once you get it in the store, you need people to buy it. People "know" what they like. They don't want someone else to tell them what they want. They "know" that only game-type X is fun.

    --
    I can't say that I don't give a fuck. I've just run out of fuck to give.
    1. Re:Software stores by HopeUnknown · · Score: 1
      I agree that new and "genre breaking" software rarely sells as much as it's tried and true competitors, but I don't believe it is for the reason you've cited. I worked at several retail stores in my youth, and they sorted software by alphabetical order (Software ETC.) or by "Here's an open spot! Throw it there!" (that would be Target, bless their hearts.)

      One of the biggest reasons a game sells well is marketing: You wanna know why the latest and greatest shooter was such a blockbuster? It had an ad in every magazine, and a display in every store window.

  22. Nintendo serves a lot of originality. by TheZalm · · Score: 1

    Nintendo is good at original games. Look at games like Wario Ware for the GBA. Its about 200 mini-games thrown at you in rapid succession - completely random games from shaking hands with a Collie to a pretty lady sniffing snot back into her nose. No game even comes close, it's in a genre of it's own. And if you want a game thats not all about guns - look at Nintendo. A plumber washing gook off of an island and fighting weird squishy enemies - thats original. A first person adventure game (Metroid Prime) also pretty unique.

    1. Re:Nintendo serves a lot of originality. by jgerman · · Score: 1

      Ah but that game sucks. It's mildy entertaining for ten minutes or so, but unfortunately falls short of being a good game. Useful for playing on the can though.

      --
      I'm the big fish in the big pond bitch.
    2. Re:Nintendo serves a lot of originality. by Chundra · · Score: 1

      It's not just Nintendo. There are quite a few excellent, innovative, completely different games being produced. (Guru Roji Champ comes to mind, after spending all day yesterday playing it). I've seen more on the GBA than any other 'recent' platform, probably because the ROMs are small and easily found on usenet or elsewhere. Unfortunately the vast majority of those are never released in the US, so ROMs are pretty much the only way to check them out.

      Speaking of which...does anyone know a decent importer with a *large* selection of Japanese gba games?

    3. Re:Nintendo serves a lot of originality. by Vampyre_Dark · · Score: 1
      Nintendo used to be original, and they used to be the innovators.

      Now they always seem to be behind the times. No matter how much they say they don't cater to kids, that is what they are doing. I used to love playing the Mario Brothers games, and the rest of the games with the Nintendo mascots. But they've changed. They are now dumbed down, and all the characters have to yell out "woohoo" "yipeee" "weeeeeeee" in an overly annoying high pitched voice over and over. How the mighty have fallen.

      I read an interview with Miyamoto a few months ago, and he talked about how he wanted to change his kiddy image and try something new and innovative.... and this year he comes to E3 with PAC-MAN!? HE'S JOKING RIGHT?

      A plumber washing gook off of an island and fighting weird squishy enemies - thats original.
      Mario turned racist and took over japan? :O Damn Miyamoto, what have you been smoking?
    4. Re:Nintendo serves a lot of originality. by Troed · · Score: 1

      Maybe you should read this about that Pac-Man ..

      (if you haven't got IGN Insider - here's a teaser: "But then I actually played Pac-Man and was left thinking: I went to the E3 this year where Miyamoto re-invented multi-player gaming. Where did everyone else go?")

    5. Re:Nintendo serves a lot of originality. by Vampyre_Dark · · Score: 1

      I read about what the Pac-Man game does. "Pac-Man" plays on a gba looking like the classic game, and the 3 ghosts play on the gamecube in 3d not being able to see the whole maze.
      Seems expensive, and useless in single player?

      To play you need:

      1 Gamecube
      1 GameBoy Advance (nice way to offload some GBA SPs)

      3 Gamecube Controllers
      1 Cable to plug the GBA into the controller slot
      1 Disc/Cartridge set.

      What happens when you have no one to play with?

    6. Re:Nintendo serves a lot of originality. by Troed · · Score: 1

      CS seems expensive, you need a network of computers. What happens when you have no one to play with?

      Think outside of the box. Pac-man will probably never become a game - but it's a VERY interesting concept done with a 20 year old game as showcase.

  23. Quantity by stratjakt · · Score: 5, Insightful

    The Dreamcast didnt die because gamers dont like innovative games. Some chalk it up to its easy no-mod-needed piracy, though I doubt even that had much of an effect, being prohibitave to the mainstream non-techie gamer.

    The Dreamcast died because Sega chalked up a laundry list of abandoned systems (32x, SegaCD, Saturn), and customers didnt want anything to do with it. Fool me once, shame on you, fool me twice, shame on me.

    I bought a Dreamcast on release day (9-9-99), and was an idiot for doing so. Sega wasnt in any position to back up another console, and to weather the financial drought before it turned profitable. EA's refusal to create titles for it didnt help either.

    It was dead before it hit store shelves. And 85% of its library was indeed mainstream boring crap.

    Everyone rants about the unoriginality in gameplay. But what do we hype up and get all excited over? Doom 3. Yay now we run around and shoot prettier monsters.

    Fun innovative games do come out, and will continue to. And the bulk of the shelves will always be mainstream type stuff.

    Thats the way it always has been - just look at the line up for your favorite nostalgia system (c64, NES, atari, genesis). For every standout there were 100 crapfests.

    Nothing new here. Just nerd elitism. Sometimes those mainstream trigger finger games are just plain fun.

    --
    I don't need no instructions to know how to rock!!!!
    1. Re:Quantity by Mac+Degger · · Score: 0, Flamebait

      Actually, after E3 there's just three games I'm lusting over; Halflife 2, Homeworld 2 and HALO 2.

      Three sequels, yes, but oh-so tasty in gfx and gameplay. Doom 3 is just YAFPS (Yet Another FPS)for me, another engine showcase with little game.

      --
      -- Waht? Tehr's a preveiw buottn?
    2. Re:Quantity by El_Ge_Ex · · Score: 1

      Meet Quality :)

      I would say it's a draw right now between Quanity and Quality. After all, the other game were hyped up about is Half-Life 2. :)

    3. Re:Quantity by Politburo · · Score: 1

      Fool me once, shame on you, fool me twice, shame on me

      I think you got this one wrong.. last time I heard it, it went like this: "Fool me once.. shame on... shame on you. Fool me.. can't get fooled again."

      Get it right or pay the price.

    4. Re:Quantity by Ntense007 · · Score: 1

      "can't get fooled again" hahahha...nice slam on George W.

    5. Re:Quantity by Anonymous Coward · · Score: 0

      No... what really killed the DC was Sony's barrage of PS2 hype that scared away the developers and later system purchasers. ...and it was all hype, starting ages before the PS2 shipped (not to mention the lag between PS2 release and availability...)

  24. Watch dot.hack by default+luser · · Score: 1

    In the future, people will make their own characters, and play their own game.

    --

    Man is the animal that laughs.
    And occasionally whores for Karma.

    1. Re:Watch dot.hack by Theaetetus · · Score: 1
      Blah. That's just Everquest with better graphics... and fully-immersive interfaces... and... well, it's still just the same. ;)

      -T

    2. Re:Watch dot.hack by notque · · Score: 1

      Better Graphics?

      Were we playing the same game?

      I personally didn't like .hack at all. I thought the concept was screwy and fun, but the gameplay itself was not very good, as well as every level being a version of the previous one.

      The monsters being slightly better versions of previous monsters (granted with a different colour)

      It all seemed destined for me to be unimpressed by trying to recreate an online experience, and being entirely unable to duplicate it. The smiley faces from people running by was funny. The message board was kind of neat. But after the concept wore on, I realized I was playing a dull game with really bland levels.

      --
      http://use.perl.org
    3. Re:Watch dot.hack by Valdrax · · Score: 1

      To back what the other poster said about it being just like EverQuest, I'd like to point out that all of the characters in .hack are using standard character templates with few exceptions. If you watch both anime series and play the games, you'll notice that a lot of characters look the same except for color choices and tattoo patterns -- exactly like most modern MMORPGs.

      The exceptions are characters with retired character models or other specially rewarded character models, hackers and AIs who don't follow the rules of the game, and special NPCs played by company employees. Every one else is using the same model as someone else. Most NPCs all look the same. Heck, if you watch the TV series long enough, you'll see Subaru confront another player who uses the same Heavy Axe character model.

      Here's a short list...
      Tsukasa (.hack//SIGN) == Elk (.hack games)
      Mimiru (.hack//SIGN) == Blackrose (.hack games) == Rena (.hack//DUSK)
      Bear (.hack//SIGN) == Orca (.hack games)
      Subaru (.hack//SIGN) == Kachikan (.hack//SIGN) ~= Ryoko Terashima (.hack games)
      Crim (.hack//SIGN) ~= Nuke Usagimaru (.hack games)
      A-20 (.hack//SIGN) == Natsume (.hack games)
      Mistral (.hack games) == Mirelle (.hack//DUSK)
      Kite (.hack games) == Shuugo (.hack//DUSK)

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    4. Re:Watch dot.hack by Theaetetus · · Score: 1
      .hack was originally an anime series... In it, the users had fully-immersive interfaces whereby they could become their character and play in a fully-realized life-size 3-D world as if they were really there.

      The story was about one person who entered in to the game, and then had his body die in real life, thus 'trapping' him inside the game.

      The .hack video game you speak of is just a video game. Grandparent poster was referring to the future being the anime series.

      -T

    5. Re:Watch dot.hack by Greyfox · · Score: 2, Insightful
      MMORPGs are gaining in popularity. While having a framework is nice, I think that unless the company either provides content or allows the user to build on the game, the framework gets boring for most players pretty quickly. You need to provide a challenge for your players, and it's pretty easy to lapse back into the hack-and-slash model in doing so.

      The .hack games would be more interesting if there were non-linear sidequests that you could uncover (Either that or there ARE non-linear sidequests you can uncover and I just suck at finding them :-) I much prefer Grand Theft Auto due to its greater wealth of side quests and the player's ability to ignore or follow them as he sees fit.

      To some extent, MUDs also fill this vision of people making their own games, but I think they also need good story tellers to create the quests and puzzles for others to follow.

      To get back closer to the topic, a while back I played a game called "Inherit the Earth" which followed the old isometric wander-around-and-find-stuff model. It came across as a kid's game and was fairly simple to beat, but the most interesting thing about it was that there were no violent actions you could take. It was all about solving puzzles and had a fairly engaging story line. It was also a commerical flop.

      In several games I've played recently, there have been fight scenes that seemed out of place. Surly the designers of the game could have come up with a better way for me to prove my strength-of-spirit or whatever. Perhaps they could even have given me several choices, with the outcome of the game depending not only at my success in my chosen path but also on the path I picked. But perhaps I'm expecting too much from the industry...

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  25. Re-hashing? by Anonymous Coward · · Score: 0

    Not re-hashing. Sticking with (and if you're clever, building on) the established formula for success. We see it with music, movies, novels, every other kind of software, and pretty much everything else. Why not games?

  26. It's even worse than they say.... by deanj · · Score: 3, Insightful

    Games now are any of: 1) jump around to collect coins/stars/whatever 2) pretend to kick box/karate/judo something in an arena 3) FPS 4) hack and slash.

    BORING

    The good thing about Atari in the day was one of the basic requirements: A new game had to look like nothing else that had come before it.

    If only more companies would do that today...

    1. Re:It's even worse than they say.... by Theaetetus · · Score: 4, Funny
      The good thing about Atari in the day was one of the basic requirements: A new game had to look like nothing else that had come before it.

      Yeah! I loved that! Like that battletank game with 99 games built into it... There was:

      1. 2 tanks
      2. 2 tanks with walls
      3. 2 tanks with bunkers
      4. 2 tanks with walls and bunkers
      5. 2 tanks with bouncing bullets
      6. 2 tanks with walls and bouncing bullets
      7. 2 tanks with bunkers and bouncing bullets
      etc.

      (I know what you mean, though) ;)

      -T

    2. Re:It's even worse than they say.... by no+reason+to+be+here · · Score: 2, Funny

      The good thing about Atari in the day was one of the basic requirements: A new game had to look like nothing else that had come before it.

      Yeah, just like Ms. Pac-Man...
      uh, nevermind.

    3. Re:It's even worse than they say.... by anonymous+loser · · Score: 2, Insightful
      A new game had to look like nothing else that had come before it.

      Talk about rose-colored glasses. Initially every game was different because there was only one company making games. Once 3rd-party developers started making games, there were about a million clones of all the popular games. Or perhaps you don't remember "Gobbler," "Chomper," etc.

    4. Re:It's even worse than they say.... by mgkimsal2 · · Score: 1

      However, COMBAT was just *one* cartridge. COMBAT didn't look like YAR'S REVENGE, or PACMAN, or ADVENTURE, or BATTLEZONE, or STARCOMMAND, or DEMON ATTACK, or PITFALL, or... (you get the picture).

      Yes, it was 'easier' in some ways in those days, but you couldn't have had Pitfall! 1, 2, 3 and 4, with the only major different being different types of monsters.

    5. Re:It's even worse than they say.... by Anonymous Coward · · Score: 0

      At least 50% of the library for the Atari 2600 are vertical shooter Space Invader clones.

      In fact it got so ridiclous that it was considered great new gameplay to have your spaceship shoot flying hotdogs and hamburgers instead of aliens. Or to have your 'guy' be a member of the band Journey instead of a spaceship.

    6. Re:It's even worse than they say.... by bill_mcgonigle · · Score: 1

      6. 2 tanks with walls and bouncing bullets

      That's the bomb right there. Of course, that's just what my friends and I liked to play - somebody else probably hated bouncing bullets, which is what made the game so brilliant.

      Today games are built by 'designers' who know the best way to overproduce any concept, and to heck with giving the player any choice in how the game works.

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
    7. Re:It's even worse than they say.... by operagost · · Score: 1

      If you're talking about combat, it had biplanes vs. biplanes, biplanes vs. bombers, and jets vs. jets too. Not bad for an old game that fit in a few KB.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    8. Re:It's even worse than they say.... by Johnny5000 · · Score: 1



      she had a pink bow.

      --
      The libertarian solution to the failures of capitalism is to apply more capitalism til the failures are fixed.
    9. Re:It's even worse than they say.... by Kwil · · Score: 1

      I'm the one who hated the damned bouncing bullets. Why? Because of that stupid sweet spot the right tank had just below the bunker. If you were good, you could get to it and line up the shot in about 2 seconds. A second later you were rewarded with his tank going boom, because the shot nicely covered the entire area behind the right tank's bumper.

      No, the best one was the triple bi-plane formation with the curving bullets. Now *that* was awesome.

      --

      That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

    10. Re:It's even worse than they say.... by Kwil · · Score: 1

      Err.. behind the *left* tank's bumper.

      Being ambidextrous is a pain sometimes.

      --

      That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

    11. Re:It's even worse than they say.... by drinkypoo · · Score: 1

      You are talking about COMBAT, P/N CX2601 (the console was CX2600.) This is the first game cart released for the Atari Video Computer System, later known as the Atari 2600 (after its part number.)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  27. Games are not original by nenolod · · Score: 1

    Games are not original. They are all variations on the same games. There are hundreds of Breakout clones, thousands of doom clones (and even a TTY version), and... and... Quake... holy crap. Anyway. Games are not original, and havent been since ~1980 or so. Why is it this way? Because it's easy to make a shooter. Oooh. Just hack up Quake and you're good to go.

    No talent required. Take a look at CounterStrike. Ha! Quake 1+Halflife. Impressive. NOT. Or maybe Warcraft. THAT was original. Now we have Warcraft 2, Warcraft III, Starcraft, Diablo, Diablo II, Brood War, FreeCraft and thousands of other derivitives. Impressive. Again, nope. It's the same idea, objectives as always. DESTROY THE ENEMY. Who cares? Civ. Civ1. Civ2. Civ3. FreeCiv. And hundreds of others.

    1. Re:Games are not original by ComputerSlicer23 · · Score: 1
      If your trying to imply that Diablo and Diablo II are in the same class as War/Star/Free Craft, the reason you don't think there are any new originals is that, you see everything that involves being in front of a keyboard as the same as nearly as I can tell.

      Those two sets of games involve completely different things. Yes you run both of them from a birds eye view, and you kill the enemy, and most of them came from Blizzard. The Diablo games come from Blizzard North, which is a completely different set of guys then who did the Craft games for Blizzard.

      Geez, I mean Wing Commander had objectives, and you had to destroy the enemy (most of the time at least), but nobody I've ever met would say, "Geez, WarCraft III, that's just a knock off of that old DOS game Wing Commander".

      Kirby

    2. Re:Games are not original by Anonymous Coward · · Score: 0

      ...Crystal Castle was pretty cool, as was Marble Madness. That these two games haven't been redone...

    3. Re:Games are not original by Anonymous Coward · · Score: 1, Informative

      "maybe Warcraft. THAT was original."

      As original as a clone of Dune 2 could be. ;)

    4. Re:Games are not original by buffer-overflowed · · Score: 1

      Diablo is a direct descendant of Nethack (or Hack), which is in itself derived from Rogue, which is a descendant of adventure.

      You could also say diablo is a 3rd person Dungeon Hack (a D&D self-generating game which is obviously based off of Hack). First person interface, IIRC was first seen in either an Ultima, or this weird Wizard game.

      Mario (the original), I think, was truly original, I don't remember a side-scroller before it of it's nature.

      Adventure also spawned (provided the inspiration for) Sierra games (per a past games.slashdot article which had an interview with Ken Williams), which created the adventure gaming genre. This then bled over into a crossover with the FPS genre (pioneered as we know it I think with either Wolfenstein or this older ID game involving wizards and fireballs) into the groundbraking Half-Life.

      Pshhaw, everything originated on mainframes, and to mainframes (yea, get that kind of power out of a windows or linux server buddy) it will eventually return.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    5. Re:Games are not original by ComputerSlicer23 · · Score: 1
      Oh, I'm not saying that Diablo was in any way original. I'm merely pointing out that if he's grouping "Games that have objectives, where you have to kill all of the enemy" into a single large group. Then, RTS's, flight fighter based games, Mech style games, and FPS's aren't original, they are merely a conglomeration of games with no originality. WarCraft III, is very different from Descent, which is very different from MechWarrior, which is very different from Quake.

      Sure, Diablo is a highly advanced version of "Zelda", or NetHack, or any number of other games. It's just not the same as WarCraft III. The original poster put them all in a single line, and said they all fall into the "Objectives and Kill the enemy" category. I'm merely saying, that there is a ton of originality to be found inside the "Objectives and Kill the enemy" category.

      Kirby

    6. Re:Games are not original by buffer-overflowed · · Score: 1

      I knew what you meant, I was just being a sarcastic prick. :-)

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
  28. Look to yourself by f97tosc · · Score: 5, Interesting

    I think a big part of this is that we may never have as much fun with games as we did when we started way back then.

    We can then start looking at the games and argue that they are not as original as they used to.

    But then again, my younger brother seems to be amazed and thrilled by all new computer games.

    Tor

    1. Re:Look to yourself by cybermace5 · · Score: 3, Informative

      A very, VERY good point!

      Remember, many of us are getting older and "have seen it all." Being jaded is an understandable reaction.

      But remember: to a kid, everything is fresh and new. I think that's what people miss most about childhood.

      Your grandkids are going to be just as thrilled with UT 2035, as you were with the original Castle Wolfenstein.

      --
      ...
    2. Re:Look to yourself by Anonymous Coward · · Score: 0

      The original castle wolfenstein was a boring piece of shit in monochrome on an Apple ][.

      Perhaps you mean Wolf3D, or RtCW?

  29. Star Wars Galaxies by BubbaTheBarbarian · · Score: 1

    STG is supposed to have a merchant class, the first of it's ind for MMOG. This sounds to those that want to solve issues without a gun or overwhleming force like in EQ), however if the time spent to level up this kind of player is appritiatively longer then a violence based character, then only folk who will have merchants will be the guilds (who will then run up prices).

    So the question of if there will be non-violent solutions to problems in a game rests on the soulders of the game develpoer. Make the solutions innovative and good enough (look at Myst)and you WILL have sales.

    "I am more powerful, even then you!!"
    Darth Tyranus, Registered Evil Overlord #2202831

    1. Re:Star Wars Galaxies by Anonymous Coward · · Score: 0

      Ragnorok Online already have merchant class.

    2. Re:Star Wars Galaxies by pocopoco · · Score: 1

      >>STG is supposed to have a merchant class, the first of it's [k]ind for MMOG

      I've been in several MUDs with trader/merchant classes. I've even seen graphical MMOGs that go far more in depth with artists/sculpturs/firework makers/farmers, on and on. Something new and original is a lot tougher than you think. ^^

  30. Thr analogy will hold by ihatewinXP · · Score: 1

    Games make as much or more as most blockbuster movies these days...And honestly how much "art" creeps through onto screens these days? Sadly there is almost no room for an "indie game" scene on the console front because of restrictive hardwar and licenses and an uphill battle against the ginats on the PC side.

    ViewtifulJoe and Shenmue and even MetalSlug 3 are proof that the 2-D platform hasnt really been explored to their fullest, and with open engines like Quake 3-D you can still develop on the cheap... But marketing, well who cares if its great if no one ever hears of it.

    --
    ---- The real Slashdot is still here. You just have to browse at -1 to read the comments.
    1. Re:Thr analogy will hold by AtaruMoroboshi · · Score: 1


      um, shenmue and viewtiful joe are 3-D rendered.

      Shenmue isn't even cell shaded.

      Metal Slug 3, however, is the greatest 2-d side scroller EVER!

  31. why i have a gamecube by Darth+Maul · · Score: 2, Insightful

    I own a gamecube because I enjoy creative, challenging games. I see most PS2 and XBox games using technical merits to sell (more polygons! looks better!) rather than gameplay.

    On the gamecube, you get a game like Pikmin. That is a really cool game, and certainly well done. Metroid Prime is a great example of something that really hasn't been done before (first-person adventure, not FPS). I think Nintendo has always been about quality over quantity.

    To me, having to get the latest fighting game is just wasting money (more complex death moves!). Or getting the new NFL 2003 or whatever just because it has the new stats. I guess that's entertainment for some. But it's not what I look for. Even though I'm supposedly in the target PS2 and XBox demographic, I just don't find those games interesting.

    --
    --- witty signature
    1. Re:why i have a gamecube by Theaetetus · · Score: 2, Informative
      Metroid Prime is a great example of something that really hasn't been done before (first-person adventure, not FPS

      Metroid Prime is new for other reasons... However, FPAs (non-shooting) include the Journeyman Project, Myst (including the one that was free-walk rather than jump from view to view), System Shock (which had a little shooting, like Metroid Prime, but was primarily more puzzle solving), etc.

      First Person Adventure games have been around for a while.

      -T

    2. Re:why i have a gamecube by Mac+Degger · · Score: 1

      "Metroid Prime is a great example of something that really hasn't been done before (first-person adventure, not FPS)."

      Actually, you might want to have a look at Ultima Underworld...and it was released before Wolfenstein 3D too.

      --
      -- Waht? Tehr's a preveiw buottn?
    3. Re:why i have a gamecube by kcswanko · · Score: 1

      I agree, the XBOX seems to have all their major exclusive games say "On XBOX/PX" Their are so many Gamecube only quality titles. 1 quality game is worth 3 bad XBOX/PS2 games. I think now that SEGA does not make their own hardware , Nintendo is the only conzole willing to be creative.

    4. Re:why i have a gamecube by insomaniac · · Score: 1

      First of all, I love my cube, I bought it because of exactly this reason. When I ask people what game I should play on the X-Box, the only answer I get is 'Halo'. Well I played halo now and to me it just seems as YAFPS. (Yet another FPS)

      So now I bought a cube with metroid prime and I'm loving the thing. MP rules so much, just the exploring and the platform action it retained makes it so much better than a plain old shooter.

      Further more I got super smash bros. melee which must be the most fun fighting game I've ever played. Simple to play, hard to master and very good gameplay.

      And now I got Super Monkey Ball 2 (from SEGA) which is probably one of the most addictive games I have ever played.

      I used to get bored with a game far before I came close to finishing it but these games just keep me playing even when I finished the game.

      I can't seem to find anything like that on the X-Box or the PS2, all the games on that side of the fence feel like I've played them before.

      --
      The way to corrupt a youth is to teach him to hold in higher value them who think alike than those who think differently
  32. What else is new? by EReidJ · · Score: 4, Insightful
    We have this problem in every entertainment industry. He talks about it as if it's something unique to video games. Look at the one industry he tries to compare it to, movies:

    > What if Miramax had told filmmaker Kevin Smith
    > that no one would watch "Clerks" and suggested
    > he develop a marketable teen sex comedy instead?

    They did, it was the unwatchable "Mallrats."

    > Or if Artisan had told the creators of "The
    > Blair Witch Project" to drop the film in favor
    > of directing a Friday the 13th sequel?

    Well, they were pressured to make the even-more-unwatchable "Blair Witch II". Innovation comes in first-generation movies and games, poor sequels are just to be expected.

    1. Re:What else is new? by Knara · · Score: 1

      Oh please, Mallrats is more watchable that 99% of the "good" stuff out there today. Even Smith's self-disparaging remarks about Mallrats are tongue-in-cheek.

      It wouldn't surprise me in the least to find people who dislike Mallrats involved in circle jerks about overrated "edgey/original" trash like "Oz" and "Sex in the City".

      You probably think CSI and Boomtown are witty, well-written shows, don't you.

    2. Re:What else is new? by Anonymous Coward · · Score: 0

      unwatchable "Mallrats."

      How can you refer to any movie featuring both Joey Lauren Adams and Claire Forlani as "unwatchable"?

    3. Re:What else is new? by Anonymous Coward · · Score: 0

      Dude, you are fighting a very pathetic cultural war of shit versus crap. Try coming up for air.

    4. Re:What else is new? by Politburo · · Score: 1

      You've mixed up some terms. It's possible for a show to be "edgy" and not original. It's possible for a show to be "well-written" and not original, etc. You may think CSI isn't well written, but 20 million people each week disagree with you (I personally have never seen it). To assume that something that is good or popular is automatically not well-written is the sort of elitist bullshit that gives geeks a bad name.

      Newsflash: Nothing is original. Not your precious Mallrats, or even Clerks! *gasp*

    5. Re:What else is new? by Anonymous Coward · · Score: 0

      "poor sequels are just to be expected"

      hey! I hope you're not talking about the Matrix Reloaded mate!

  33. In the snow! Uphill! Both ways! by Otter · · Score: 3, Insightful
    Where do the new ideas go if we can't have games like Viewtiful Joe, Shenmue, and Jet Grind Radio?

    Oddly enough, I could swear people were making the same complaint in the '80s and early and mid '90s, and the games mentioned still came out. There will always be novelty and it will always stand out against the background of knockoff blackjack / deer hunting / FPS games.

    Incidentally, I tried, really tried, to give Shenmue a chance, and it's certailnly beautifully executed, but waiting all day for it to get dark so I could look for sailors again ("Sailors? Not here. I'd try looking in bars.") just wore me out. Of course, I still play Doom because Quake is just too sluggish, so...

    1. Re:In the snow! Uphill! Both ways! by tuffy · · Score: 1
      Incidentally, I tried, really tried, to give Shenmue a chance, and it's certailnly beautifully executed, but waiting all day for it to get dark so I could look for sailors again ("Sailors? Not here. I'd try looking in bars.") just wore me out.

      Shenmue is a perfect example of a title that's innovative, but not necessarily a lot of fun. It plays more like "Virtua Japanese Guy" and, in spite of a beautiful environment with tons of interactivity, it seriously lacks any sort of action, rewards or difficult puzzles beyond "find item X, somewhere".

      We all crave innovative titles, but it's better to play a fun-but-rehashed game than an innovative-but-tedious one.

      --

      Ita erat quando hic adveni.

    2. Re:In the snow! Uphill! Both ways! by ronfar · · Score: 1
      I think Yu Suzuki took these criticisms to heart with the sequel. Whereas the fist one had a lot of pointless wandering and talking to people, the sequel had a lot more fighting and high stakes gambling and was more fun. Even the boring job that you would get so you could blow all your money playing dice was more fun than the forklift job in the original, and if you didn't like it you could get a job working at a lucky hit stand.

      I didn't even finish the original, but I couldn't stop playing the sequel until I did. I played both on my Dreamcast (of course!) so I don't know how the X-Box version stacks up.

      My taste is not like everyone, but try renting it... maybe you'll like it.

      --
      All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  34. what about myst? by aggieben · · Score: 2, Informative

    I always thought the Myst trilogy was pretty creative, although it wasn't the first puzzle game.

    --
    Don't become a regular here, you will become retarded. -- Yoda the Retard
    1. Re:what about myst? by Mikey-San · · Score: 2, Informative

      If you liked Myst, and want to go a little old-school, check out Shadowgate, Uninvited, and Deja Vu, all for the king of consoles, the NES.

      Awesomest games ever.

      --
      Mikey-San
      Karma: +Eleventy billion (mostly affected by watching Celebrity Jeopardy)
    2. Re:what about myst? by theonetruekeebler · · Score: 1
      Myst is a fine example of how originality doesn't necessarily make a game important. An original execution of an unoriginal concept is very significant. Shakespeare's Romeo and Juliet is a rewrite of a fairly well-known story. Hell, Star Wars is so unoriginal you can find all its archetypes in Joseph Campbell's works on myths and heroes.

      Myst is just another puzzle game, but it is so beautiful to look at and wander through that I can't imagine another game I'd want to play long after I'd memorized the solution.

      --
      This is not my sandwich.
    3. Re:what about myst? by AvengerXP · · Score: 1

      Best thing I've ever done, USE, SWORD, SELF. I never imagined they'd let me do that. Oh the joy I've had laughing for hours at my own stupidity. Ah the good old days.

      --
      Trolls dont like to be Flamebait, because they burn so well. Protect our Troll heritage!
    4. Re:what about myst? by rifter · · Score: 1

      Hell, Star Wars is so unoriginal you can find all its archetypes in Joseph Campbell's works on myths and heroes.

      But this was by design. Star Wars was meant to incorporate the basic elements of myth Joseph Campbell wrote about. George Lucas was an avid student of Campbell's work.

  35. Author is a twit by DNS-and-BIND · · Score: 0, Redundant

    Why does he feel the need to credit a specific individual with the coining of the phrase "Counter-Strike on steroids"?? Jeez, anyone could come up with that. There's enough namedropping in the article as it is. The reader will also notice this piece is shot through with jargon about established games. In addition, the author merely uses his bully pulpit to complain and offers no solutions, a cardinal no-no in my book. If you complain, offer an alternative, or else it's just bitching so you can hear yourself. All we get from this is he likes to watch independent films. Big deal.

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    1. Re:Author is a twit by sqlrob · · Score: 1

      Why does he feel the need to credit a specific individual with the coining of the phrase "Counter-Strike on steroids"??

      Because that individual was the founder of the site.

    2. Re:Author is a twit by DNS-and-BIND · · Score: 1

      Who cares? It's pointless namedropping. The phrase could be reinvented by anyone at any time. "CS on steroids" my ass.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  36. Anyone know... by n1cad · · Score: 0

    Where I can get a dreamcast for cheap? gamestop wants like $50 and I don't trust ebay =\

    1. Re:Anyone know... by JayAndSilentBob · · Score: 1

      Try your friendly local pawnbroker. I've gotten 2 for $30 each, including 2 controllers and 2 mem cards each.

      --


      Love,
      Jay and Silent Bob
  37. Games Lack Creativity by Anonymous Coward · · Score: 0

    Modern games do lack creativity, that's why I like emulators. Before graphics were the rage, you had great games like metroid, legend of zelda, dragon warrior, etc. Now there are great graphics but no originality. I did enjoy Counter-Strike's realism, that was originality from the standpoint that it was a game without the extreme cartoonish nature. Fast paced first person shooter games just don't appeal to me anymore on the PC, and I have not purchased an entertainment system since the Nintendo. I don't think I ever will, especially since you can get a cheap laptop or build a cheap PC and play all of the older, really good games without ever having to upgrade again.

  38. Let's not forget OddWorld by aborchers · · Score: 1

    A beautiful and refreshing series, until they sold out to the Xbox exclu$ive. I heard that Munch's Oddysee sucked, though.

    I have to note that selling as an exclusive is not in itself bad, but given Oddworld's philosophical leaning, it was just too much to see them go to the Glukkon...

    --
    Trouble making decisions? Just flip for it.
  39. IMHO... by Universal+Nerd · · Score: 0

    Warning: I didn't read the article.
    Warning 2: I normally read the articles before belching a comment.

    No. There is no more creativity for one reason. The Almighty Buck.

    No one makes anything now a days that won't make money at least to pay off production. This isn't wrong, but it does stagnate the market.

    I can't remember the last truly innovative game I played except Black and White - not because of the genre but because of the user interface. Other than that I'd have to go back to Age of Empires (the first one) for real-time strategy and Quake for the last game true revolution I can think of - Full 3D FPS (Doom and Wolfenstein were not full 3D mind you, but they were also innovative) - I was own3d in Quake until I figured out how to play with a mouse and keyboard.

    God knows what the future may bring, I just hope someone creates a new idea soon, I'm runnin' out of games!!!!!

    --
    Ash nazg durbatuluk, ash nazg gimbatul Ash nazg thrakatuluk agh burzum-ishi krimpatul
    1. Re:IMHO... by Anonymous Coward · · Score: 0

      Actually, Descent was the 1st FPS, if you count not running on the ground as an FPS. Worked great over the internet too, long before QuakeWorld ever came onto the scene.

  40. As long as they clone and enhance... by Munk · · Score: 1

    I'm ok with it. Look at Halo. I don't know anybody that doesn't like it. Sure it was a first person shooter, but they enhanced the experience with vehicles and some AI marines.

    1. Re:As long as they clone and enhance... by Malc · · Score: 1

      I don't know what the fuss was with Halo. A friend and I completed it in under a week. What's left is yet another multiplayer FPS. Dull. The game has no longevity.

    2. Re:As long as they clone and enhance... by Anonymous Coward · · Score: 0

      I agree, the game was painfully short. And toward the end every room looked the same - sure, that's realistic, but it'd be more fun to've sent you around to different locations and left a different team to do the "mopping up" so you didn't need to run through it again.

      On the other hand, i still think it was a cool game. The cutscenes were nicely done, the story was put together really well... And being able to jump into cars was definitely a neat thing - it works so much better in Halo than in BF1942. It was a good game, but it was a small game. But then you have to remember - most console games are small games. I don't think i've ever met a console game i couldn't complete in a week, and they're all designed that way for the rental industry.

  41. �PeaceWorld� by Anonymous Coward · · Score: 0

    The game where the only goal you have is to make peace over the world !

    If you loose, your planet will be soo destroyed ...

    But beware, the ArmLobbies and the OilTrusts are fighting agains you !

    One of the problem is that MassMedia FUD prevents you to have a clear view of your current situation ...

    Anyway, should be a great game ;)

    -SLK

  42. Need innovation? by Washizu · · Score: 1

    Try my college Assembly game project -

    Nuclear Beach Party!

    --
    OddManIn: A Game of guns and game theory.
  43. Re:I blame the bloodthirsty media by Jerf · · Score: 4, Funny

    Good grief, I never thought I'd see someone work the poor quality of video games into The Conspiracy.

    Is there anything that isn't the direct result of whoever it is with the 260 IQ (because it would take nothing less to run The Conspiracy) running The Conspiracy?

    No, wait, this post must be part of The Conspiracy, too, trying to throw you off the track! Keep digging and you'll find the truth! (Or is this a double-cross attempt by The Conspiracy? All I can tell you is no matter what you decide, The Conspiracy will render your body down for the oil it contains as soon as it gets around to you.)

  44. If you want innovative gaming, try Keewie! ;) by Anonymous Coward · · Score: 0

    Forum: http://www.languish.org/forums/index.php?s=9b6377b f9a31bbd17315ba2548ae61bd&act=SF&f=6
    Sourceforge site: https://sourceforge.net/projects/keewie/

  45. 3 words... by Ransak · · Score: 3, Interesting
    Dance Dance Revolution. This is telling proof that a game need not conform to make waves (and be profitable).

    I think the writers of this article took into consideration only the games they personally play, and possibly what their paticular culture plays, without looking at some of the other large gaming cultures (Japan, Korea, etc.).

    --
    "Powers. I have them."
    1. Re:3 words... by DNS-and-BIND · · Score: 1

      Huh? Original? They had the same thing in the 1970s, it was called, "Simon. Quite popular. No wonder DDR was a hit, sequels are usually quite successful.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:3 words... by athakur999 · · Score: 1

      About the only thing Simon and DDR have in common is they both have flashing lights. Simon challenges your memory. DDR challenges your coordination.

      --
      "People that quote themselves in their signatures bother me" - athakur999
    3. Re:3 words... by DNS-and-BIND · · Score: 1

      Wrong on both counts...lemme guess, you never played Simon

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    4. Re:3 words... by athakur999 · · Score: 2, Informative

      Unless, I'm mistaken, in Simon you're presented with a series of flashing buttons, and then have to replicate the pattern from memory.

      In DDR, you see a pattern of arrows on the screen and move your feet to hit the correct pad on the floor (while trying not to look like a putz). Hardcore players may memorize the arrow pattern to improve their game, but it's not a requirement for playing. Otherwise, you only have to remember an arrow long enough to stomp your foot in the right place, and then you can forget it.

      --
      "People that quote themselves in their signatures bother me" - athakur999
  46. Lots of areas left to be explored... by Bonker · · Score: 3, Interesting

    And most of them are a result of the target audience that you're designing the game for.

    Look at The Sims, for example, one of the first games to be massively popular with females 12-34. It can be, for all intents and purposes, a virtual doll house where your dolls interact on their own. One of the reasons the Sims Online has had difficulties is that most of the customizability that made the game so popular has been stripped out of the game in favor of anti-cheating and multi-player capabilities.

    There is very little to do with violence in The Sims and a lot to do with role-playing, dress-up, and relationship management. I once heard a female cooworker describing how much better the game would be if the dolls could be made to be more customizable or if you could change clothes, jewelry or hair in-game.

    For that matter, look at relationship and dating sims, which are very popular in Asia. These games range from tame and cutsey to pornographic. While it may be pretty lame and pathetic to interact with a virtual girl instead of a real one, that doesn't change the fact that these games are *very* popular and simply haven't been widely unleashed on NA audiences yet.

    Another kind of game that is gaining more wide-spread acceptance in N.A. are the various profession sims or management sims. Most of these are builders, like the popular 'Roller-Coaster Tycoon' variants. Some are more detailed. I can't remember the title off-hand (Was it '911 Paramedic'), but there was a game recently in which the player took the role of a medical professional and had to make decisions on what kind of treatment a patient needed.

    The different genres are out there, they just have to be explored more fully.

    --
    The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    1. Re:Lots of areas left to be explored... by DNS-and-BIND · · Score: 1
      Yes, the relationship games are far beyond pathetic. I couldn't believe it the first time I played one. I for one would be alarmed if they became popular in the West...men already have a hard enough time with women without being taught self-defeating techniques in video games.

      The emergency medicine game you were thinking about is called "Microsurgeon. There's nothing new under the sun.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:Lots of areas left to be explored... by Anonymous Coward · · Score: 1, Informative

      Just another metion for a proffesion-sim game that's apparently hugely popular in Japan, but virtually unheard of in North America:

      Harvest Moon 2
      You're a farmer, you need to raise chickens/cows/weed the garden etc etc

      Very very fun game

    3. Re:Lots of areas left to be explored... by Ubiqtorate42 · · Score: 1

      Did you mean Theme Hospital? It was a very well-done "professional sim."

  47. my game idea by Anonymous Coward · · Score: 0

    Take the old "Boot Hill" pen-and-paper Role Playing Game (RPG), the upcoming Quake2 graphics/physics engine, and the scripting language from Neverwinter Nights, and combine them.
    Now you have indoor/outdoor "Old American West" style shootem-up/RPG/quest game...and you can run your own server/module. This game has it all! Bar brawls, poker games, stagecoach robberies, train heists, cattle rustling, horse thieving, canyon ambush from up on the mesa ahead, gold rushing, woohoooo....load up that six-shooter and that rifle, grab that shotgun and a sturdy horse...and ride off in the virtual sunset...YeeeHAH....

    Now, I'll need some money...this game will of course be free to download...mmm.....free......

    1. Re:my game idea by rifter · · Score: 1

      I was thinking this would be fun as well. The only really good wild west game I can rememeber was SunsetRiders, which was just a sidescrolling platform shootemup. I was recently wondering what would happen if you made an open-ended GTA3/VC type game in this genre. Or make it multiplayer. I think it would be fun to play.

      How original is it? Probably not very. But how many wild west rpgs or open-ended games have you seen?

  48. Wolfenstein ruined it all. by rastakid · · Score: 2, Insightful

    I think one of the things that 'ruined' the gaming industry like this, is the fact that in the days of wayback there wasn't such thing like a First Person Shooter. I remember playing all Keen episodes, Cosmo, Dune, Monkey Island (great games!), Duke Nukem 1 and 2, etc. Then suddenly there was Wolfenstein.. I remember me and my friends copying it to 1.44MB disks and passing them around like madness, only playing it when our parents weren't at home.. Ah.. memories.. anyway, I think that the invention of the 3D shooters, changed the world's look at game. After so many years looking at the playing character from the side (platform gaming), you could suddenly see the game through the eyes of the playing character, like you were there! In my opinion, most 3D shooters look the same, it's basicly the same concept over and over again, with slightly engine and quality enhances here and there.. Before there was something like the Doom and Quake era, the game developers just *had* to be creative, if they wanted to sell anything. Nowadays, shooters are a winning formula, and why change a running system?

    1. Re:Wolfenstein ruined it all. by Anonymous Coward · · Score: 0

      i think you miss the point, games like movies shouldnt be about technology or how the story is told but the story itself. i like fps becuase of the way the story is told, nolf 1 and 2, jedi knigt, grand theft auto, moh:aa, elite force. technology is going to come to a standstill like they have in movies, and then its going to be about art direction, scripts and stories. which is a good thing, dont blame shooters though because the most repetitive games are RPGs.

    2. Re:Wolfenstein ruined it all. by Noren · · Score: 1
      Castle Wolfenstein was a really excellent game, it was the first game I played on a home computer. It had a lot of really neat features that were innovative in the year it was produced (1983) but it was not a 3D shooter- it had an overhead view, like Robotron 2084. The plot was good- you could fool some guards with a uniform but not the dreaded SS, you had limited ammo, and there were grenades... Oh, and it was published on a 5 1/4" floppy. (holding all of 143K per side, I think.) And yes, we passed them around bypassing the copy protection and played them when our parents weren't home then too, though we had a legit copy of that particular game(and, in 1984, the sequel Beyond Castle Wolfenstein.)

      It predated "all Keen episodes, Cosmo, Dune, Monkey Island (great games!), Duke Nukem 1 and 2, etc.". There were first-person games then, too, like Wizardry and Akalabeth. They just weren't as nice looking and weren't shooters.

      You're thinking of Wolfenstein 3D, the third Wolfenstein game.

    3. Re:Wolfenstein ruined it all. by kubrick · · Score: 1

      Before there was something like the Doom and Quake era, the game developers just *had* to be creative, if they wanted to sell anything. ... or they had to license the right movie for the Commodore 64 game. There was a lot of crap 'back in the day' as well, and just as many people prepared to plonk down their hard-earned money for it.

      --
      deus does not exist but if he does
    4. Re:Wolfenstein ruined it all. by Anonymous Coward · · Score: 0

      no one playing EverQuest would agree with that

  49. what about... by Anonymous Coward · · Score: 0

    Rocket Jockey! that was an original game, it was lots of fun, and you got your fill of sports, racing, and violence all in one shot! Not to mention that it was completely original, and also one of the first cool 3d games out there.

    1. Re:what about... by Anonymous Coward · · Score: 1, Interesting
      I will second the statement. Rocket Jockey was a very original game.


      It had a simple and intuitive gameplay that was used in a most formidable manner. Though, the idea was much better than the execution. The installation required that you install it's direct3d version, even if your version was later.


      The game engine chugged along even with a TNT2 card (which was [pretty darn good for that game). The graphics were very rough, even for it's time. You could barely make anything out, it looked like a slow PS1 game.


      Aside from all that, the gameplay was so simple and so captivating that I was obsessed with the game (it helped that they incorporated the use of TWO grappling hooks). The simple gameplay and variation in grapple use was what really got to me. The ability to yank a competitor off his bike, swing him as far away from it as possible was maniacally creative. It was not the only abilty or option, you were able to link the two grapples (which would only fire towards their respective sides) to make one long link. This ability could be used to leash other players to the turning poles or to make clotheslines, that could knock off unsuspecting victims.


      These abilities change the dynamics of the game without compromising the gameplay. Gameplay which was obviously the selling point of the game. A game that is unrivaled in the minute manipulation of gameplay dynamics, yet failed miserably in the insatiable world of hype.

  50. uplink by Triv · · Score: 1

    Anyone played uplink? It's just been ported to the mac by the good old guys at Ambrosia Software. You're an elite hacker, paid by the job to break into computer networks around the world. I can't really describe what the interface is like, but it's definitely refreshing in the world of fist person shooters.

    Triv

    1. Re:uplink by Anonymous Coward · · Score: 0

      Ah, you mean the last of the bedroom coders.

      Great game, also notable as being from a tiny, tiny little (one-man?) software house, not a huge design team, and yet I bought it in HMV (respect for getting it in there).

      I'm stuck on the lans. They ain't easy.

      By the way, the savegames are xored. Try finding your money amount (search for your account number) and changing it... hell, it's within the spirit of the game ;)

    2. Re:uplink by tmhsiao · · Score: 1

      I first found Uplink about two years ago, and it was the first time I'd been obsessed with playing a computer game since Star Control II. Despite the simple interface (or perhaps because of it), the game was extremely involving--you learned your way around systems and security. I have a few reservations about Uplink though--once you've learned how to hack well, and you've earned enough credits for some really good equipment, the game becomes rather repetitive, and the storyline isn't especially compelling enough to warrant more than two replays.

      I look forward to Introversion's future work.

      --
      "My God...It's full of ads!" -Fry, about the Internet, Futurama
    3. Re:uplink by M.C.+Hampster · · Score: 1

      I first found Uplink about two years ago, and it was the first time I'd been obsessed with playing a computer game since Star Control II.

      Ah, Star Control II. One of the three games I've actually played all the way through.

      --
      Forget the whales - save the babies.
    4. Re:uplink by Anonymous Coward · · Score: 0

      Just finished the demo version...its pretty spiffy. Can't say it was to incredibly difficult, just point the cracker program to the login field and sit and watch it go way too slow :P On the other hand, that one big mission just before the end of the demo got my heart beating pretty quick as I finish the mission and safely log out right at the last possible moment. The game may be simple, but those "riding on the ragged edge of disaster and getting away with it" moments get the juices flowing and I absolutely love it. I would just hope that the "hacking" gets a little more complicated later on (I did see some "console" options in various admin controls...)

  51. A generation grew up playing computer games by Anonymous Coward · · Score: 1, Interesting

    And now they are making the computer games. It stands to reason they lack imagination because they were too busy playing the results of someone elses creativity to develop any of their own. So they re-hash all the old ideas.

    1. Re:A generation grew up playing computer games by Anonymous Coward · · Score: 0

      Moreover, they didn't spend the time reading. How much of the 80s gaming scene was influenced by sci-fi and fantasy?

    2. Re:A generation grew up playing computer games by McManiac668 · · Score: 1

      And the human race re-invents art that is not video games with each generation?

      You only read "original" stories/plays/novels, that haven't been influenced by what's come before?

      You don't listen to music that influenced by, has samples from, or is a remake or cover of songs and sounds from the past?

      I think that a generation that grew up playing computer games simply has a broader, stronger base upon which to grow.

      Creative endeavors are not conceived or executed, or for that matter, played, read, or listened to, in a vacuum.

      TRM

  52. yeah, right by maxpublic · · Score: 3, Funny

    Some games that did rather well despite the lack of violence:

    - Thief and Thief 2
    - The Longest Journey
    - Syberia
    - Myst
    - just about any Sim game

    While 85% of the games out there might feature violence, I sincerely doubt that 85% of the *purchases* are of violence-oriented games.

    Of course, if you're a college kid whose life revolves around Counterstrike and who uses terms like 'd00d!' then your perception of the matter is probably seriously warped by your personal experience.

    Max

    --
    My god carries a hammer. Your god died nailed to a tree. Any questions?
    1. Re:yeah, right by Anonymous Coward · · Score: 0

      Dude, I was snipering Hammers left, right and center in Thief. It was very violent.

    2. Re:yeah, right by Natty+P · · Score: 0, Redundant

      Obviously, you weren't playing on expert level... You could only sneak around them, or sneak up behind them and whack 'em unconcious with the blackjack. If even one person died, you lost and had to restart the level. This was kind of annoying when the death wasn't necessarily your fault, like when a guard misses you with an arrow and it hits and kills another guard, or when you blackjack someone on a bridge and they fall unconcious into the river and drown.
      Thief 3 is coming out pretty soon... I'll have to take a look at that...

    3. Re:yeah, right by Musashi+Miyamoto · · Score: 1

      While 85% of the games out there might feature violence, I sincerely doubt that 85% of the *purchases* are of violence-oriented games.

      I disagree. When you count the huge number of super-hit violent games out there, they outsell and greatly out-number nonviolent games.

      Doom and Doom 2
      Quake 1-3 and the games based off of it.
      Half-life
      Matrix
      CounterStrike
      Grand Theft Auto
      Halo

      And another large number of semi-violent or less graphic games:
      Madden football
      Spiderman
      Warcraft 1-3
      Everquest

      In particular, when you take into account the large number of Games that are purchased for game systems like Playstation and Xbox. Non-violent games rarely translate well to the console market.

      The non-violent games tend to be limited to a handful of extremely popular titles:

      The Sim series
      Civilization 1,2,3 etc
      Myst
      Some Racing games, but the newest ones have turned violent also.

      Not many more than that were big hits. Syberia and the others you mentioned might be great games, but not huge sellers.

  53. This has been a topic of debate for awhile by notque · · Score: 1

    Everyone waxes on about how wonderful the days of nintendo were, if only for the pure plethora of gaming selections.

    Monster League Football, A game in which players die on the field, you can bribe the ref once per half, and the half time show consisted of both players mutually attempting to blow up the band.

    The more graphically intense videogame systems get, the fewer original titles we seem to have.

    I miss videogames having incredibly outlandish charcters, or concepts. Bubble Bobble was a wonderful game that held my attention.

    Now aside from Civilization, All the games are FPS, RPG, or a style of Warcraft gameplay.

    I end up playing Battle Tetris more than the majority of action games I own. I still have yet to complete more than a few levels of Neverwinter Nights, Warcraft 3, or Desert Ops.

    And I want a remake of River City Ransom.

    (Mildly off topic, what was the videogame with 5 charcters, a Husband, Mother, Daughter, Son, and Dog. The Dog was invincible, but had a poor jump. You went through levels, purchasing items to make it to other levels. Brilliant game I played for months to beat. What was this game called?)

    --
    http://use.perl.org
    1. Re:This has been a topic of debate for awhile by Anonymous Coward · · Score: 0

      River City Ransom remake coming to Gameboy Advance

    2. Re:This has been a topic of debate for awhile by Anonymous Coward · · Score: 0

      That game was called "Legacy of the Wizard", for the NES. Oh, the hours I spent with that game...

    3. Re:This has been a topic of debate for awhile by Anonymous Coward · · Score: 0

      Legacy of the Wizard

    4. Re:This has been a topic of debate for awhile by notque · · Score: 1

      I loved that game so much. I haven't played another game (aside from a multiplayer game) for so long.

      The only game I would sit for hours on end and try to figure out puzzles. How many levels were in that game? It took months!

      And then, what do we get for our months of hard work?

      All the charcters waving?!

      @#@%$@!%!%

      I was an irate kid all right!

      --
      http://use.perl.org
    5. Re:This has been a topic of debate for awhile by Anonymous Coward · · Score: 0

      The game you're asking about would probably be Legacy of the Wizard for NES. I loved that game as a kid. Just finally got myself a new copy about a month ago.

    6. Re:This has been a topic of debate for awhile by tayjo · · Score: 1

      The Game you are thinking of is legacy of the wizard for the NES

      --
      With your neck on my shoulders we could wreck civilization!
    7. Re:This has been a topic of debate for awhile by rifter · · Score: 1

      And I want a remake of River City Ransom.

      I might settle for that. What I hate is that there are 5000+ fighting games out there, and not one that comes close to Double Dragon. Hell, the martial arts adventure (ala Double Dragon and River City Ransom) essentially died off when it was replaced by tournament fighting games, which made people sick of fighting games.

      Someone somewhere should make a new martial arts adventure!

    8. Re:This has been a topic of debate for awhile by notque · · Score: 1

      But the thing that made River City Ransom was the fighting elements, the elements of RPGS, and Soccer goodness!

      --
      http://use.perl.org
    9. Re:This has been a topic of debate for awhile by rifter · · Score: 1

      But the thing that made River City Ransom was the fighting elements, the elements of RPGS, and Soccer goodness!

      Hmm, it sounds like I missed out on something really good. I never got to really play River City Ransom (and honestly the nes emulators never seemed to deal with the martial arts games properly... especially when you consider the NES controller was half the fun of these games...) though I do remember trying it briefly. I never saw any soccer; that sounds interesting.

      Double Dragon III for NES tried to add some RPG elements (indeed, I briefly tried making a paper and dice adaptation of it. I was a bored tennager.) But River City Ransom definitely went far further in this department. I found the martial arts in the Double Dragon series (especially the arcade) made far more sense and were better varied than pretty much anything else. I think fighting games today have more moves, but the execution involves a lot of wild circles and button mashing, whereas the Double Dragon moves all had a logical progression. (All punching moves use the punch button, all kicking used the kick button, etc.

      River City Ransom's moves were comparable to the double dragon port to the nes in complexity and ease of use IIRC though they used a slightly different model (also IIRC, as this one did not make it into my collection :( ).

    10. Re:This has been a topic of debate for awhile by notque · · Score: 1

      Hmm, it sounds like I missed out on something really good. I never got to really play River City Ransom (and honestly the nes emulators never seemed to deal with the martial arts games properly... especially when you consider the NES controller was half the fun of these games...) though I do remember trying it briefly. I never saw any soccer.

      The soccer part was a joke really. The charcters in river city ransom were used in two other games. (The blocky look of the charcters, and the way they interact.) One was a soccer game, the other a vollyball game, and I had them on a 1 cart set. Being a kid ruled.

      River City Ransom had a great side scrolling, 2 player, upgrade your charcter in different ways than your friend, both of you stealing each others coins, picking people up and using them as projectiles....

      You could buy a smile!

      In the game there was a McDonalds rip off, and the big board of purchases had, "Smiles Free"

      If you clicked on it, the counter woman blushed...

      I really rest my case to the superiority of this game!

      Double Dragon was the bomb. I spent more money than a kid should dream of having at that age, on 1 in the co-op. Attacking those large black men on convier belts. Geesh!

      Double Dragon used intresting puzzles (how to get from point a to point b with lots of enemies in between.

      And the Helecopters!

      --
      http://use.perl.org
  54. Contact the old masters. by Faust7 · · Score: 3, Interesting

    What happens when every game follows a tried and true formula? Where do the new ideas go

    I, for one, would recommend getting in touch with designers and programmers from the computer gaming giants of the '80s: Broderbund, Sirius, Atarisoft, Spectravision, First Star, HES, Epyx, subLOGIC, Spinnaker, MECC, Synapse... those guys put out some of the most original, on-crack, and wildly entertaining games possible.

    Anyone remember Sammy Lightfoot? Crisis Mountain? Boulder Dash? Frenzy? GATO? Paipec? That was a true era of creativity. Imagine if that were applied now.

    1. Re:Contact the old masters. by praedor · · Score: 1

      All crap. Leisuresuit Larry. THAT was a game.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    2. Re:Contact the old masters. by drinkypoo · · Score: 1
      You and everyone else are neglecting to notice that in those days, less games had been done, and the technology to make games like that had just become available.

      Consider Karateka for the Apple ][, when that came out, it was brand spanking new, but it's not like it's not an obvious game to make. The technology was only barely available in the Apple ][ days to do that kind of thing on a home computer.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:Contact the old masters. by PateraSilk · · Score: 1

      Whoa. Crisis Mountain. On a green-screen Apple II with those crappy Apple joysticks. Takes me back.

      --
      Danke tres mucho, tovarishch.
  55. Console publishing economics by grahamwest · · Score: 2, Interesting

    Games generally require conflict of some sort to provide a play experience because they rely on a story at least on some superficial level. There are exceptions (Tetris would be a big example) but by and large you need a protagonist and an antagonist. It's very easy to portray this relationship through violence. There's also some amount of visceral thrill in the simulated killing of other people.

    This problem, as with the me-too syndrome, is an instance of a general case of problem. Videogames are expensive to make and from a business point of view are a very risky investment. Lots of games get made and only a few of them are profitable but those few wildly so.

    There are several possible solutions to this problem. They are all difficult to bring to bear and it's not clear to me which (if any) of them will happen and how much effect they'll have.

    One solution is to lower the cost of development for games - this is hard, despite the growth of middleware and tools, because games are complex products and the perceived demands of gamers is ever-growing. There's also the arms race of technology.

    Another solution is to spread the money around so that the market is not so feast-or-famine. This is hard because retailers don't like to see margins lowered and companies generally operate on the philosophy that they'll have the "killer" game that will take in all the money. If everyone expects to get the lion's share no-one wants to lower their prices and thus their potential profits. It's a prisoners' dilemma.

    Yet another solution is to reduce the amount of games that get made. Ultimately this is the most likely to happen yet it's the one I personally like least. Niche-market games will get killed first, followed by me-too genre games and eventually you'll have a desperate struggle between 2 or 3 publishers with a small range of mass-market but uninspiring games. The same retail profit gathered for less development dollars is a business win, however.

    The last solution is to expand the retail market. Make games that appeal to more people, and increase the total amount of money coming into the sector. The more individual consumers you have, the more diverse their tastes and so theoretically you spread your development risk further.

    I like the last solution best of all, of course, because it results in a broad base of games and plenty of creativity. The economics of business make it a tough sell to upper management at publishers.

    One interesting thing that may change the market a lot is the will of the hardware manufacturers. Sony, Microsoft and Nintendo have a huge ability to shape the market because they have to approve all product concepts before they get too far in development - you could make the whole game without talking to them but it would suck to find out you'd wasted $5 million when they turn round and refuse the game - so they can shape the lineup of games. What their actions will ultimately be, I cannot say.

    --
    Graham
    1. Re:Console publishing economics by Anonymous Coward · · Score: 0

      Do the gaming world a favor and invest in independant game development. Take in a game designer, programmer and/or artist as your persoanl inspiration, pay for them to live and work, and enjoy the fruits of thier labour!

      It comes down to money people. If we don't have independant investors, then we have to go to the banks. And if the bank doesn't bankroll us, then... it's goodbye game.

      You can't buy what's not made. Games can't be made without money. If you really want to help, get you and 100,000 of your friends together and each spend 50 bucks. Get game proposals and pick the best one and *invest in it*.

      Maybe you'll get a copy for free ;)

  56. I have to agree by BigBir3d · · Score: 4, Interesting
    He had me until this paragraph:
    But success doesn't have to come at the expense of originality. The film industry has proven that point. In one hand we have Hollywood blockbusters that can rake in $100 million in a matter of days. In the other hand we have a robust independent film community that allows moviemakers to create smaller masterworks of imagination. Many of these films manage to find an audience due to the efforts of distributors like Lions Gate Entertainment - who gradually push their movies toward profitability. What if Miramax had told filmmaker Kevin Smith that no one would watch "Clerks" and suggested he develop a marketable teen sex comedy instead? Or if Artisan had told the creators of "The Blair Witch Project" to drop the film in favor of directing a Friday the 13th sequel?

    Clerks and BWP are 2 horrible examples. IIRC, both were made, and then pitched to the studios. There was no real risk to the studios, other than advertising, which was kept to a minimum. BWP was the first, and still best probably, at using the internet community as its major word of mouth platform. A true independent film (IMO) is something made for a few thousand dollars (maybe 50 max), that might make it into the college campus theater scene, makes a few buck more than it cost, and everyone moves onto the next. Not everything is going to be BWP or Desperado.

    Video games are now big business. They are becoming the same as the music, TV, and the movie industries. Big budget, bland, built to the lowest common denominator.
    1. Re:I have to agree by anonymous+loser · · Score: 1
      Not everything is going to be BWP or Desperado.

      You mean El Mariachi, right? Desperado definitely had studio backing, and wasn't exactly cutting edge IMHO.

    2. Re:I have to agree by geekoid · · Score: 1

      but there is no reason a game can't be made and then pitched to the distributors
      Hell, if its revolotionary and people like it, you could distribute online. Wolfenstien and doom are great examples of word of mouth advertising. both we're pretty revolutionary it what they brought to the PC.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    3. Re:I have to agree by BigBir3d · · Score: 1

      Right. A little brain fade there... sorry.

    4. Re:I have to agree by Dread_ed · · Score: 1

      Don't forget Pi.

      $60K American and a totally awesome flick. It ranks with me as one of my favorites for the cinematography and the far out combination of computer science, economics, and mystical numerology.

      --
      When the only tool you have is a claw hammer every problem starts to look like the back of someone's skull.
  57. I Want Adventure Games Back by dduardo · · Score: 1

    What happened to the wit and just plan fun of old adventure games. Space quest, Kings quest, Freddy Farkas, Lesuire Suit Larry, Monkey Island, etc, etc. I want them all back. Dammit Sierra come out with some good adventure games. While the majority of you are playing quake, i'm over at Adventure Game Studios downloading the lastest homemade VGA games.

  58. Not Just In Gaming... by isa-kuruption · · Score: 5, Funny
    Look at Hollywood... there is a lack of originality there too. Look at the movies coming (or have already have) out this summer:
    • Matrix 2
    • X-Men 2
    • Hulk (comic book)?
    • Freddy vs Jason (god!)
    • Dumb and Dumberer
    • Rugrats Go Wild (tv cartoon)
    • Charlie's Angels (sequel to a movie after a tv show... as if that wasn't enough)
    • Bad Boys 2
    • Tomb Raider 2
    • Legally Blond 2
    • Jeeps Creepers 2
    • Spy Kids 3-D (aka Spy Kids 2)
    • Terminator 3
    Note: These are just the hideously obvious ones
    OMG IT'S THE SUMMER OF THE SEQUELS.... RUN... RUN FAR, FAR AWAY... SAVE YOURSELVES!!!
    1. Re:Not Just In Gaming... by Obiwan+Kenobi · · Score: 1

      Spy Kids 3-D (aka Spy Kids 2)

      Just as a note, Spy Kids 2 was its own (very fine) film, and Spy Kids 3-D is supposed to be the last in the series.

    2. Re:Not Just In Gaming... by American+AC+in+Paris · · Score: 5, Funny
      You forgot 2 Fast 2 Furious.

      An entire movie about people who make their cars faster through blacklight technology, strategic decal placement, random kanji, and oversized spoilers. I heard they even tried to give it a plot.

      "We need this job done, and there's only one man who can do it."
      "Uhh...the guy who just sank $40k into his Hyundai Accent?"
      "Precisely."

      --

      Obliteracy: Words with explosions

    3. Re:Not Just In Gaming... by Malc · · Score: 1

      How can you say that those are just the hideously obvious ones? You missed out the most offensive of them all: The Italian Job. Give me the classic 1969 version with Michael Caine any day! That movie was made before I was even born - good luck to the uninspired re-make at being considered a classic 30 years later.

    4. Re:Not Just In Gaming... by Anonymous Coward · · Score: 0

      Yeah... when is RoboCop 7 coming out, anyways?

      I'm waiting with baited breath.

    5. Re:Not Just In Gaming... by madcow_ucsb · · Score: 1

      2 Fast 2 Furious - Also known as Fastlane: The Movie

      Yeah. I'll be first in line for that one. Jason vs. Freddie, on the other hand, could be hilarious :)

    6. Re:Not Just In Gaming... by bill_mcgonigle · · Score: 1

      You're begging the question.

      You can't present all the sequels coming out this summer as the list of movies coming out this summer, then claim they're all sequels. Looks to me about half of them really are.

      There probably aren't many non-comedy direct-to-film stories that get made. Most of them come from literature. 30 years ago, there weren't many remakes because they were just being made the first time (usually films adapted from literature). It's probably a cyclical thing - in the 30's they'll be remaking the new movies from today.

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
    7. Re:Not Just In Gaming... by Anonymous Coward · · Score: 0
      AKA "bread & circus";
      When the economy is faltering and the powers that be are running wild with the domestic and foreign policies, inoffensive and easily digestible tripe becomes a Good Thing. Harmless escapism and happy endings all the way.

      Yay! Enjoy Coca-cola. Smile and be happy.

    8. Re:Not Just In Gaming... by duffbeer · · Score: 1

      All right fool, you best step off unless you want Lucy Liu to go all "efficiency expert" on your a**.

      er, on second thought...

      --
      "This wound is beyond my ability to heal. We need Elvis medicine!"
    9. Re:Not Just In Gaming... by benzapp · · Score: 1

      Jeeps Creepers 2

      My God.

      Jeepers Creepers was one of the worst movies I have ever seen. I can't believe they would make a sequel.

      --
      I don't read or respond to AC posts
    10. Re:Not Just In Gaming... by _newwave_ · · Score: 2, Funny

      It's original name was "Faster and Furiouser"

    11. Re:Not Just In Gaming... by StarFace · · Score: 1
      You forgot these:

      • Russian Ark (A long film done in one take.)
      • Spider (The best analysis of schizophrenia I have seen.)
      • The Man on the Train
      • Talk to Her
      • Rabbit-proof Fence
      • Chicago (Yes, it was originally theatre, but adaptation is more than one would think, and they did it right, here.)
      • The Quiet American
      • Igby Goes Down
      • Love Liza
      • He Loves Me, He Loves Me Not
      • Adaptation (Very cunning, much better than Being John Malkovich.)
      • Phone Booth (an interesting concept well done.)
      • Sweet Sixteen (It is better than it sounds.)

      I am sure there are more, but these are just some that I have seen recently that displayed a fresh way to tell a story, and in some cases, fresh stories as well. You have just have to look beyond your bland massive CinemaPlex a little bit. It is like only shopping for clothes at the Gap. There is a lot more of interest out there; look for it and stop whining about the one outlet that only markets bland product.

      --
      V
    12. Re:Not Just In Gaming... by addie · · Score: 1

      Just a brief correction. Spy Kids 2 was released August of 2002, Spy Kids 3D is in fact Spy Kids 3. Though sequels can be faulted for a lack of originality, this series is a great bunch of movies for preteens. Wacky, great acting, non-predictable, and good pacing.

      Relevant Link

    13. Re:Not Just In Gaming... by Anonymous Coward · · Score: 0

      Titles just keep getting Dumb and Dumberer

    14. Re:Not Just In Gaming... by TheAntiCrust · · Score: 1

      Well... some of them are coming up with original ways to say sequel...

    15. Re:Not Just In Gaming... by KingJoshi · · Score: 1

      Not meant toward the parent, but I hate it when people complain about sequels. Sometimes sequels makes sense (LOTR Trilogy) and sometimes people want to see them (Matrix, X-Men). As others have said, you can have derivative work and still be original. Sometimes, derivative work can be better (and not just in some tweaks and roster updates as they used to do for sports games).

      The problem isn't a sequel. It's the human mindset to be safe (as businesses do the "sure bet" of following some formula, and consumers do the "sure bet" of following hype by friends and media). Consumers don't buy/play an orginal game because it's sound weird though the gameplay might be great. They don't buy games that don't get as much press.

      I loved Civ2 (never played Civ) and I really looked forward to Civ3. They added some cool things (culture), but I was mostly disappointed. It's a good game, but followed the "sure bet" mindset unfortunately. Then they came out with an expansion pack and now another one for the fall. But that's just because they know it'll sell. There's probably a game that tackles this same subject (play as a civ to conquer the world) but in a different way that I haven't heard about. Now, should I spend $50 on that new game which I might not like or $50 on a possible Civ4 which I believe would be at least better than Civ3?

      --
      In times like these, it is helpful to remember that there have always been times like these. - Paul Harvey
    16. Re:Not Just In Gaming... by forgotmypassword · · Score: 2, Interesting

      And before that it was called "Point Break"

      Anyone else notice that these were the exact same movie.

      A young, handsome, rule-breaking cop gets an undercover assignment
      to learn about a close-nit group of ultra-cool-rebel thieves that surf/race
      The undercover cop falls in love with the younger sister of criminal
      In the end the undercover cop lets the criminal leader surf/drive into the horizon

    17. Re:Not Just In Gaming... by linzeal · · Score: 1
      Jeeps Creepers 2

      Is this like an off-road camping video, filmed from inside a rollicking uber-SUV with good old boys hooting and hollering?

      Because I live in a small town in northern california and I have seen two movies made by people I actually met, one was a 15 minute docu on the Freshwater Treesitters (10 miles away) for a video production class and the other was an off-road series from a guy's camping expeditions. One was made by a 20 year old "hippy" eco-nut student who lives off SSI/Welfare/Student Loans and smokes pot all day. The other is made by a 25 year-old returning student who drinks copious amounts of coffee and cigarettes and works part time installing "4x4" accessories at a local tire shop on weekends.

      At various points in both movies I was unexpectadly laughing. In the documentary the interviewer asks 2-3 questions of which the best by far is, "How many trees are kids sitting on up here?", to which the glassy eyed classic dirty hippy says, "5, we used to have 23 but kids left and they cut them down." For a brief moment behind them in broad daylight we see 3-4 people passing a glass pipe around, and than alarmingly the camera is suddenly pointing shakingly up a huge tree where people are making "tribal" sounds at each other, this continues for 5 minutes or so. Imagine nothing but unintelligable yelps, screams, and coyote calls punctuated with the sound of the wind rushing across the surface of the mic making weird dysphonic shrill noises.

      Various english inquries can be heard eventually ; about someone having a vial, if someone's mother had called back, and heard behind the interviewer (someone else is with him asking questions), "Yeah I can't wait to go to a protest and be in a riot." The docu ends almost at this point. The kid got an A- for his project, he wants to do documentaries around the country for "Rainbow Gatherings". Perhaps his incoherent style of film making is proper to synthesize the various cognitive deficiencies broguht about by the typical excess of drugs I have heard and seen circulating in my brief contact with this new hippy culture.

      The other guy goes to school undecided and knows adobe premiere far better than me and he just got it like 3-4 months ago. Digitizing all his tapes took 2 days and he has now consolidated them to 3 DVDs which he has sent to the people who went out there with him, and sent censored versions of all of them to his parents.

      One of these is trying to be different really really hard and failing. He gets about 2-3 chicks a month with the movie I think, he does not listen to anyone else talk about his movie. This is a town of 10k he will run out of flesh quick methinks.

      The other is doing what he knows and people are encouraging him by commenting to him honestly and making sometimes a friend in the process. I've never been camping, this guy is going to take me on one of his jaunts around the woods this summer.

      Here is the point, you can make anything that can be done in media appealing to a point where people actually go out to find more about whatever intrigues them about the piece. Witness the increase in various wiccan books when teenager wiccan movies are cued up in lineup. We need more scientists and such to make engaging media of all kinds if we are to expect the bar to be raised beyond sex and violence.

    18. Re:Not Just In Gaming... by tealover · · Score: 1
      Exactly. Support your small theatres. You'll find that they're showing some awesome movies. In NYC, I enjoy the
      • Film Forum
      • Angelika
      • Den of Cin
      • Pioneer Theatre
      • Landmark Sunshine Cinema
      • The Screening Room
      etc.

      All you have to do is look around and you'll find the good out there.

      --
      -- You see, there would be these conclusions that you could jump to
    19. Re:Not Just In Gaming... by Pingular · · Score: 0

      So what if they're sequels? Some of them are/are going to be very good films.

      --

      When anger rises, think of the consequences.
      Confucius (551 BC - 479 BC)
    20. Re:Not Just In Gaming... by UltimateZer0 · · Score: 1

      Poor guy. . . cruising around in a front wheel drive car with a spoiler that big. . . he must think he's cool. What a sad story. . .

      --

      --- I'm going to get a score of -1 for this post because the mods are fuckers.

  59. Re:Vote this down, stupid karma whore by Anonymous Coward · · Score: 1, Funny

    Are you telling the stupid karma whores to vote this down?

  60. Early grave in the US, not Japan by mao+che+minh · · Score: 1
    Early grave in the US, not Japan. The Saturn remained popular in Japan for a few years after it's US demise. Poor marketing was only part of the problem. Sega's US team greatly under estimated the growing popularity of RPGs and action titles that were largely "Japanese only", and hence failed to port their best titles early. Along came the Play Station which filled that niche (especially RPGs). Sega America just couldn't compete.

    As a side note, The Saturn did 2D graphics extremely well, and 2D games are still big in Japan. This is part of the reason why it remained popular in Japan during the whole "3D revolution".

    1. Re:Early grave in the US, not Japan by stratjakt · · Score: 1

      PSX had an extremely shaky start. AFAIK it was an arcade perfect MK3 and Tekken that put wind in its sails.

      The PSX, Jaguar, Saturn and 3DO all came out at nearly the same time with comparable specs. N64 (known as UltraNintendo at the time) loomed on the horizon threatening to dominate the scene as the SNES did.

      It mainly boiled down to who had the deepest pockets to weather the storm. People want creative games like Tempest 2000 or Nights into Dreams, but they dont want to sink 3-500 bucks into a console that wont be supported.

      (Saturns failure in the US can be traced back to its launch fiasco. In order to beat Sony to the punch, they released it six months ahead of schedule. Yay! But the big boys,Toys R Us, etc, refused to carry it until its original release day at its original release price. On top of that, there were only three games in existence, as everyone else was laboring towards the original release date. So it sold at shops like EB for 900 bucks with a selection of three titles. It never burned away that stigma.)

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:Early grave in the US, not Japan by Anonymous Coward · · Score: 0

      $900! I don't think so! I bought one the month they were released for the full retail of $399...

  61. Honestly.. by Grip3n · · Score: 1

    Lets be a little honest with ourselves...the market for video games is dominated by males between the ages 17 - 24. We're not looking for Barbie: Dress House II, guys like us are after the rush, the fun, the quickies.

    The truth is there _is_ innovation in these games, and quite a bit since, yes, they are limited to looking down the barrell of a gun. Look at Half-Life 2 with realistic facial algorims, amazing AI, incredible physics and voice acting. The original Half-Life made over $400 million in sales, so obviously something is working.

    --
    To make a pun demonstrates the highest understanding of a language
    1. Re:Honestly.. by Jack+Comics · · Score: 2, Funny

      While men age 17-24 may not be interested in Barbie: Dress House II, I'm quite sure most would be interested in Britney Spears: Undress House II. That would be a game that didn't involve any violence, unless of course Justin Timberlake makes his way into the game as Britney's peeping-tom stalker or something.

      --
      "We are all in the gutter, but some of us are looking at the stars." - Oscar Wilde
    2. Re:Honestly.. by d3kk · · Score: 1

      But in the end, Half-Life 2 is just going to be another updated fps. Sure, the improved AI might be cool, but that's not really innovation. Improved physics isn't innovating either, it's simply more updates on something that's been done a shitload of times already over the years. Same with voice acting and new faces. In the end the game is just running around with a gun shooting things, just like many other games we've already seen.

    3. Re:Honestly.. by Fjord · · Score: 1

      Or maybe the market for games is this demographic because of the games that are offered. For example, "the Sims" appealed to a wider demographic (notably females) and is the number one selling PC game of all time.

      --
      -no broken link
  62. Innovation is never a daily thing by Cr3d3nd0 · · Score: 1

    Sounds like the writer is just pissed he hasn't seen a lot of innovation in the most hyped games. True there are a lot of sequels and rehashes but that's true of any art form (art form in the literal definintion not asthetic) We all complain about the massive number of movie sequels books sequels (Harry Potter anyone?) but we tend to forget that innovation requires time, after all the addage "nothing new under the sun" is the rule more than a guidline. In games we get two types of innovation engine innovations (The new engines on Doom III and Half-Life are a real step to a truely interactive immersive world) and then we get gameplay inovation, which is much harder. After all gameplay doesn't require better graphics and we've had a long time to come up with new ideas. However I would say that there have been some very interesting gameplay innovations of late, what with planetside, which takes the MMO concept in a dirrection away from the lvl grind of an RPG to real world concept. Then we have GTA which while not new was a MAJOR change in the way we play games. So no not every new game coming out is highly innovative, they do use concepts we know to be fun.

    IN SUMMARY

    Quit Whining and be patient :-)

    --
    This is not a sig
    1. Re:Innovation is never a daily thing by JebusIsLord · · Score: 1

      PlanetSide is quite awsome. I'm not sure of its lasting power, exactly, but man... i've been playing it nonstop all week.

      And it is very original.

      --
      Jeremy
    2. Re:Innovation is never a daily thing by JJahn · · Score: 1

      *cough* Tribes 2 *cough*

    3. Re:Innovation is never a daily thing by JebusIsLord · · Score: 0, Troll

      oh come on, have you played them both? sure it's inspired by tribes, but Tribes is hardly a persistent online world.

      --
      Jeremy
    4. Re:Innovation is never a daily thing by Anonymous Coward · · Score: 0

      I can't believe i got moddded a troll for pointing out that PlanetSide is massively multiplayer in a persistent world. Hope you get what's coming to you in metamod, asshole!

    5. Re:Innovation is never a daily thing by Anonymous Coward · · Score: 0

      *cough* Shadowbane rip-off *cough*

  63. Viewtiful Joe? by funkmastermike · · Score: 1

    Anyone else remember Comix Zone?

    not extraordinarily original imo

  64. Re:I blame the bloodthirsty media by Anonymous Coward · · Score: 0

    This would be too easy to rip apart as the 'typical geek' is also apparantly a 'typical hand fed moron of the media himself' type. If you are going to troll, you should at least think by yourself instead of listening to your media and the other /. idiots who parade about like a herd of sheep all bleeting out 'áZr synonomous tripe. Get a brain and get a life.

  65. Panzer Dragoon Saga by Sharadin · · Score: 0

    Most people probably have not played this game, much less even heard of it...but it has got to be one of the most innovative games of all time. Not only that, it's thr greatest RPG of all time, in my opinion.

    It's sad that Sega was the first one to buckle under the strain...yes, their marketing division is a bunch of retards, but their development division is light years ahead of any of the competition.

    If Sega were smart, they would release Panzer Dragoon Saga II, Shining Force IV, and Phantasy Star V (not the online ones). That's their best franchises, and they would be really stupid to ignore them.

    1. Re:Panzer Dragoon Saga by Anonymous Coward · · Score: 0

      Skies of Arcadia!

  66. where are the original and innovative ideas? by www.microsoft.com · · Score: 0

    In Japan

  67. I would be inclined to agree... by AtaruMoroboshi · · Score: 4, Insightful

    It seems to me that a lot of the games I find myself most into get attacked for being different.

    One easy example is in fact a very popular game, but one that has endured some of the stupidest arguments in the history of video games: The Legend of Zelda: The Wind-Waker.

    It's cell shaded; it frequently looks like a hand drawn cartoon. It recaptures the art direction of the classic SNES era Zelda game, seamlessly into a 3-d environment.

    And it was attacked without mercy for being "kiddie".

    Just yesterday I was at a Gamestop, playing through the demo of Viewtiful Joe. If you don't know, it's a 2.5-D beat 'em up, similar to Capcom's Strider 2 (for the playstation 1), except with bright colors and a unique take on the cell shading trend. It really stands out among the endless stream of tactical, deadly-serious games that are flooding the market.

    And while one of the staff was really into it, the other guy working there couldn't accept that there was a helicopter flying around inside of a large cathedral, and that as Joe, I was jumping high into the air and punching said helicoptor in slow-mo to blow it up. As if the idea that a game could possibly be amusing and light-hearted was alien to him.

    Viewtiful Joe is definitely my most looked forward to game of this year; I payed $10 for a Gamecube demo disc, solely for the 15 minute demo, which is really a ridiculous sum. It was worth it. I've played through this demo 5 or 6 times already and if the rest of the game lives up to this potential, it will likely be the best game of the year. (Like last year's Ikaruga).

    I am a die hard Dreamcast enthusiast, and yes, most of the best games on the DC are unusual and edgy. Typing of the Dead, Rez, Samba De Amigo, Sega Bass Fishing, Bangai-O!, Shenmue, Chu Chu Rocket, Space Channel 5. Really, who knew a fishing game could actually be FUN.

    In fact, the DC also hurt in the market for catering to old school gamers as well. Classic gaming styles such as 2-D fighters and top down, vertical scrolling shooters (like Mars Matrix, Giga Wing 2, and Ikaruga) just aren't as popular as they once were.

    Perhaps Sega would have done better to cater to current trends instead of trying to invent their own, but I'll take innovative and intuitive gameplay over the trends of the week any day.

    Special mention to the development teams at Sega, Treasure, Capcom, and Nintendo for making awesome, innovative games, at least now and then.

    .

    1. Re:I would be inclined to agree... by Anonymous Coward · · Score: 0

      You and I must have something in common. Viewtiful Joe was on my list of must-play games, and boy was I blown away by the demo disk... I've played through it 4 times now. I can't wait for it to hit the store shelves!

      And as for Dreamcast... You forgot Ooga-Booga! ;) I still have 60 Dreamcast games and I'll never let them go. Hands down, it was the enthusiast's system... Terribly underappreciated. From the fabulous Skies of Arcadia, to the mind-blowing Test Drive LeMans and Shenmue 2... Sure... Those games got ports to other platforms later on. But even then, nobody cared enough to buy them. Pretty sad if you ask me.

      Hopefully, there will be enough of us traditional gamers out there to prevent to onslaught of rehashes and shitty sports titles from dominating the hobby.

    2. Re:I would be inclined to agree... by Pingular · · Score: 0

      Really, who knew a fishing game could actually be FUN.
      Does anyone know fishing games can be fun now?

      --

      When anger rises, think of the consequences.
      Confucius (551 BC - 479 BC)
    3. Re:I would be inclined to agree... by Doc+Holliday · · Score: 1

      i agree with you 100%

      i'm so happy that there are still other people in this world who think exactly like i do.

      there are definietly not enough good old-school games these days. one doom-clone after another, i'm getting really tired of them.

      the day i discovered Ikaruga on the dreamcast, it was like heaven.

      dreamcast rocks !

      and my pc i use mainly to play old arcade games using MAME and my X-Arcade. mars matrix, giga wing... so many great games. and even if you've already finished them 100x, you can't resist playing them over and over again.

      the game industry is almost like the movie industry. nothing but huge special effects, but no story, no atmosphere, no fun, nothing! they're all after the money.

      just take the old star wars movies, compared to today's movies the special effects are crappy. But the effects of the new movies rock, but suddenly the story's gone... :(
      so i guess that most of the people agree with me that the old ones are the best.

      and it's really sad to see that it's almost the same in the gaming industry today.
      of course there are some exceptions, but they're very rare.

      and to finish i can only quote AtaruMoroboshi
      "Special mention to the development teams at Sega, Treasure, Capcom, and Nintendo for making awesome, innovative games, at least now and then."!

  68. Maybe ... by Quixotic+Raindrop · · Score: 1

    ... it's not that game creators (and movie scriptwriters, and tv scriptwriters, and etc. ad nauseaum) are not being creative.

    Maybe it's that the vast majority of games must sell to subsidize the creative-ish games ( [ movies | tv shows | ... } ).

    If people didn't want to buy that crap, then it wouldn't sell. The source of blame for the state of affairs in game content lies solely with the buyer. Game companies won't write games that cannot be profitable.

    --
    Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. (Einstein)
  69. ICO by b0tman · · Score: 3, Insightful

    Personally, I thought Ico for the PS2 was a great game that didn't resort to inane violence or scantily clad women to get attention.

    I don't think it was the most original game made, but fairly innovative in that you have to drag the girl around with you all the time, and try and figure out ways to get her places. Had to use my brain there for a bit. Fun stuff. :)

    1. Re:ICO by Anonymous Coward · · Score: 0

      Lemmings. Need I say more?

    2. Re:ICO by hibiki_r · · Score: 2, Interesting

      ICO was a rasonably original game, with innovative aesthetics. However, it sold pretty badly. That's where the problem lies: if the game moves away from the norm, it will not sell well.

      I can think of very few original games that have sold well lately. Ico, Eternal Darkness, even Metroid, have not sold half as well as they deserved based on quality alone.Gaming is somewhat mainstream now, and in an industry with ever increasing costs like the software industry, you cannot have originality, great technology or blockbuster sales. Most big publishers sacrifice originality. The ones that sacrifice sales wil not be big for long.

  70. "Good life cycle", my ass. by User+956 · · Score: 1

    It didn't "go to an early grave" either - it came out long before the PS2 or X-box, and had a very good life cycle.

    It was released in 1999, and discontinued in 2001. If that's not an early grave, I don't know what is.

    (For comparison, the Playstation 2 was also released in 1999. Just in case you were wondering, you can still buy them.)

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:"Good life cycle", my ass. by stratjakt · · Score: 1

      You can qualify with its start at late 1999 (9-9-99 was release date) and early 2001 (Announcement was in feb, last console produced in april). Thats a whopping year and a half life cycle.

      The list of games still in production that never came out is exhaustive. Half Life is a notable one (I remember seeing the Prima "Half Life for Dreamcast" walkthrough books at EB - because the game was to come out that month, and never did).

      I wanted DC to be a success, I loved some of the games for it. But it was a dismal failure. It had a library that only slightly topped 3D0 and Jaguar in terms of quantity.

      Realize, though that hardcore sega fans still refuse to accept it, they act as though some killer kickass game will be released for it any day now.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:"Good life cycle", my ass. by Anonymous Coward · · Score: 0

      yeah right, playstation 2 was released in 1999 my ass. It was "released" christmas of 1999 with a huge (intentional?) lack of production. If you got a PS2 in 1999 it probably cost $600+. It wasn't really released until second quarter 2000.

      So it's been here for 3 years. right, so amazing. The Dreamcast continued to sell well for 3 years, and is still selling. Why would anyone buy a 300$ PS2 that can't even get online, when a Dreamcast an 10 great games can be had for 100$? The dreamcast ethernet adapter, for instance, is in such high demand that it's price has gotten ridiculous.

      The only reason the PS2 is still around is because nothing new has come out. The X-box came out, but that has even pitifully fewer good games than the PS2. It's only real competition is the gamecube, and with Nintendo flailing about they aren't about to release a new console before they're forced to.

      This is why people are buying old systems and old games for cheaper. The new systems and new games are really nothing new, nothing original, and way too expensive.

    3. Re:"Good life cycle", my ass. by AtaruMoroboshi · · Score: 1

      "It had a library that only slightly topped 3D0 and Jaguar in terms of quantity."

      Way to exagerate.

      I've got 80 Dreamcast games, and I'd say almost all of them are at the least good, with many, many great games in there.

      I know people who have 3D0's and Jaguars, those systems don't have anything even remotely near this number of solid games.

      Oh, and King Of Fighters 2002 is coming out in Japan for the Dreamcast in a month; if you like SNK's 2-d Fighters, it's a good game. ^_^

      .

    4. Re:"Good life cycle", my ass. by Anonymous Coward · · Score: 0

      You can download the Dreamcast HalfLife ISO from the usual places. It runs, and looks pretty good. Seems releasable.

      The Dreamcast really was a good platform with some good games. I attribute it's failure to branding. Both Sega's poor brand image WRT hardware, and Sony's great image and the way everyone believed the hype about the PS2 before it was released.

      Of course the PS2 hardware turned out to be underpowered and graphically cheesy, but it's hype fulfilled the prophecy of a huge game library.

    5. Re:"Good life cycle", my ass. by tuffy · · Score: 1
      (For comparison, the Playstation 2 was also released in 1999. Just in case you were wondering, you can still buy them.)

      The Playstation 2 wasn't released in 1999. The Dreamcast had a year's head start and broke sales records when it was launched (probably because of titles like Crazy Taxi and Soul Calibur). But, consumers are fickle and Sega didn't have the cash to compete with Sony's juggernaut.

      --

      Ita erat quando hic adveni.

    6. Re:"Good life cycle", my ass. by indead · · Score: 1

      It had a library that only slightly topped 3D0 and Jaguar in terms of quantity. DC quality games off the top of my head : Shenmue, Tony Hawk 1,2 and I believe 3, Marvel vs Capcom 2 (the DC version is somehow better than the recent PS2 version, even!), Soul Caliber, Crazy Taxi, Resident Evil : Code Veronica, etc... Jaguar quality games off the top of my head : Aliens vs Predator, Tempest 2000 3DO quality games off the top of my head : Maybe Wing Commander IV or that "Night Traps" game? Seriously, the DC had a nice library.

    7. Re:"Good life cycle", my ass. by rifter · · Score: 1

      I've got 80 Dreamcast games, and I'd say almost all of them are at the least good, with many, many great games in there.

      Well, part of the problem here may have been the stores, which only seemed to carry 8. Hell, I can't even name that many titles for the DreamCast. I remember Crazy Taxi was plugged to hell and back (and the impression was given that it was the only decent unique title). It shocks me that new titles are coming out when Sega proclaimed Dreamcast was dead years ago (and then people promptly bought them for $50 and put BSD on them, a proper OS for something dying (dead) ;) )

      Nintendo has the same problem. As far as I can tell the Game Cube seems to have Luigi's Mansion, Zelda, Metroid Prime, and not much else. The difference here is that is probably enough to sell a GameCube (I remember buying an N64 just for Shadow of the Empire, and my PSX was originally simply to play FFVII).

      Consoles are sold when you have titles that are compelling enough to buy your console and do not exist on other consoles. I personally prefer games to be ported to as many platforms as possible, but like most people I am happy when it comes to a platform I maintain. The other aspect of this is whether ports for your console are as good as other ports or better. I am still annoyed that BMX XXX was censored on all but Xbox, which kind of defeats its whole purpose. Oh well.

  71. Original games I've tried by charon_on_acheron · · Score: 1

    Neverhood, played it very little, but my stepson finished it.

    Fork in the Tale, (with voice talents of Rob Schnieder), hilarious, don't think I finished it, but the boy did.

    Thief, great spin on the FPS market, never finished it either.

    Risk, computer version of the board game, played the hell out of that in the mid 90s, goal, take Australia first, then Siam.

    But, I don't play on the computer much either. The other games I've played routinely are Warcraft II, Heroes of Might and Magic II, and Daggerfall. I've played Doom, Descent, Quake, Delta Force, and others like them, but they get boring too quickly to really stay with them.

  72. Quality! by mattACK · · Score: 1
    I bought a Dreamcast on release day (9-9-99), and was an idiot for doing so.

    I also bought a Dreamcast on 9999, and I must say this: if it had been a welded shut box with only Soul Calibur in in and had cost twice as much, I still would have bought it AND gotten my money's worth.

    I played this game just this last weekend on my buddy's bad ass TV hooked up through the DC VGA connector and it looked incredible. That game alone was worth the cost of admission, to say nothing of Samba de Amigo and Skies of Arcadia, etc.

    The Dreamcast died because EA insisted it would and little else. Sega's anti-gaijin management policy didn't help things either. The games were NOT the problem.

    --


    "My God, this must be a truly remarkable corn chip, to be so widely and confidently touted."
  73. The originality is in the details by Anonymous Coward · · Score: 0

    Just because the one sentence concept sounds similar and there are similar mechanics doesn't make them copies. Is there no creativity in the auto industry because all cars have four wheels, an engine, and a steering wheel?

    There's only so many different ways to design a video game that work well and only so many types of story lines that fit into a game. The real creativity is in all the details and not the concept.

  74. Ok, help me out by MrDog · · Score: 1

    I'm trying to remember a cool game I played on my Atari ST --- called something like The Sentinel or Sentry or something like that. Basically you started in a fractal landscape and had to stay out of the LOS of a robot and build a tower higher than the height of the robot. Anyone remember anything like that? Great, innovative gameplay and story. Pretty addictive, too, if memory serves. I still marvel at what that ST machine could do.

    1. Re:Ok, help me out by Anonymous Coward · · Score: 0

      "Sentinel".

      Originally written for the 8-bits; I had it on the c64. I think it may have been the first version; I'm not sure. It came back a few times; you cite an ST port, I think there was an Amiga and PC version around the same time, and I have a copy of 'Sentinel Returns' for my Playstation. Which I found for ten bucks.

      I was disappointed in SR - they gave the Sentinel a sex-change operation! All the documentation I saw for the older versions consistently referred to the Sentinel as a "she".

    2. Re:Ok, help me out by Virtex · · Score: 1

      The game was called Sentry. I remember playing it on my C-64 back in the days. If you're interested, there's a modernized port of it at http://eicart.free.fr/sentry/ for Windows. As a Linux user, I'm curious if I could get it running under Wine or WineX. I'll have to try that after when I get home tonight.

      --
      For every post, there is an equal and opposite re-post.
    3. Re:Ok, help me out by Virtex · · Score: 1

      I stand corrected. The game was indeed called "The Sentinel". There's a brief mention of it at http://www.gamefaqs.com/computer/amiga/data/25081. html, including a couple screen shots.

      --
      For every post, there is an equal and opposite re-post.
  75. WarioWare by Anonymous Coward · · Score: 1, Insightful

    Funny, this article comes up right after the weekend I get WarioWare and am floored by it's insane blending of micro games into a cohesive whole. If this game isn't original, I would like someone to tell me what it's based on.

    And yes, I know that the individual games themselves are not original.

  76. There's plenty of innovation out there. by American+AC+in+Paris · · Score: 1
    Seriously. MMORPGs, GTA3, Garage Games (a cheap, modern, commercial-grade heavy-duty 3D + networking engine for indie developers), the mod/TC scene (still quite recent in the history of video games,) integrated media games like .hack (not the best job, but a novel way of making a game, nonetheless,) impressive advances in underlying code (example: load times in Jak and Daxter,) cel shading (Sly Cooper, Wind Waker) -- There's a great deal of innovation out there. There's only so much laurel-sitting you can do in the gaming industry--unless you can continue to build off previous successes, you'll pretty quickly slip into obscurity/irrelevance/mockery until you prove yourself again.

    Add to that a strong hobbyist community, an increasingly useful toolset, and you've got an environment where lots of different people and groups can innovate. You don't need to be a megacorp to make a fun or innovative game--innovation can be as simple as Tetris.

    Just because the gaming industry is becoming more and more corporate doesn't mean that there's no space for a) innovation or b) indie shops/hobbyists. What more people need to realize is that you can make a Simple, fun game (shameless self-plug*) on your own time, so long as you're willing to accept your limitations. Just because you can't go toe-to-toe with EA or Rockstar doesn't mean that you can't make games or innovate...

    * Disclaimer: Nothing about above game is particularly innovative, except, perhaps, the garden gnomes.

    --

    Obliteracy: Words with explosions

  77. Look at the movie industry in the 70's... by Anonymous Coward · · Score: 0

    There's are strong parallels between the movie industry in the 70's and the computer gaming industry. Up until the 70's, movies were a fairly small niche of the entertainment industry, with an "old guard" of studios cranking out Western after Western, and Broadway musical after musical. Then a lot of raw young talent (Warren Beatty, William Friedkin, Francis Coppola, Martin Scorcese, Lucas, Spielberg, etc.) came in and turned the industry on its ear by making some really new and dynamic films on shoestring budgets. The public responded by going to these movies in droves -- i.e. Taxi Driver, Star Wars. So movies went from being a niche industry to a massive money-making operation.

    I remember a great anecdote from around the time that Dennis Hopper's "Easy Rider" came out. The studio cleared like 15 million on the film (unheard of at that time), and one of the film guys came in, threw the receipts on the desk, and said, "This is great, but get ready to pack up. Once they see how much money we're making out here, they're going to take over." Larger corporations took over the film industry, and by nature, these companies are risk-averse, especially with the rapidly growing budgets (and grosses) of films. Producer Michael Phillips said something to the effect that studios were gambling with hundreds of millions of dollars to make movies without any rational framework with which to make decisions. How do you know if it's going to be a good (read: money-making) movie?? So he said that without any framework, they turned to precedent (i.e. sequels, Rocky 1-5) or analogy (i.e. "monster movie" or "sci-fi") in order to make movies. So the largely turn-the-crank movies you see in theaters these days are DESIGNED to not be too different -- it's too much money to risk.

    As computer games are becoming more and more of a successful industry, you are seeing the same effect of companies taking over and attempting to minimize the risk in developing a new product. Precedent ("Counter-Strike on steroids") and analogy (Half-Life 2, Doom III).

  78. DDR! by notque · · Score: 1

    DDR has to be the most addicting game I have ever played. It is also the only game since I was a kid that I would make a trip to the arcade to sit and play for hours on end. Daily.

    Once you start, and gain a vendetta against the game to improve, it drives you to succeed. Other games just don't fill the same void.

    As I get older, only multiplayer games are any fun. The concept of losing to a friend is the only real drive to succeed. I could care less about obtaining a virtual goal.

    --
    http://use.perl.org
  79. From the article by TenDimensions · · Score: 1

    What if Miramax had told filmmaker Kevin Smith that no one would watch "Clerks" and suggested he develop a marketable teen sex comedy instead?

    You mean like Mall Rats?

  80. Presentation, quality, innovative features key. by Maul · · Score: 1

    There are lots of FPS games nowadays, but there is a world of difference between your bargain basement FPS and Quake 3. Namely quality. Games like Half Life added strong story elements (though some would argue that Marathon did it first) to the genre.

    Golden Sun and Golden Sun: The Lost Age for GBA are 2D RPGs, and seemingly a throwback from the 16-Bit Era. However, they have a good story, are very fun, and have innovative battle features that I've never seen before.

    And of course there is Neverwinter Nights. The "Official Campaign" wasn't comparable in story to Baldur's Gate, but the real action is in the toolset and multiplayer. While it isn't the first game to offer a toolset, it is one of the first with an easy toolset and has truckloads of support from both Bioware and the community. Bioware has released extra creatures since release, and people have used the HAK pack support to add the things Bioware didn't have time to put in. The community has made some great mods that remind you of REAL D&D.

    --

    "You spoony bard!" -Tellah

  81. Creativity is RISK by FearUncertaintyDoubt · · Score: 1

    It's the same reason that the music industry is full of bland, artificial, manufactured "Party Posse" garbage.

    It's the same reason that the same romantic comedy script has been being remade over and over for decades.

    And don't even get me started on the me-too nature of TV. Can you say "let's beat reality TV until the horse is nothing but a squishy pile of bad ratings"?

    Music, films, games are all industries. Creative output is a side effect of making money -- but only if it cannot be avoided. Creativity involves risk, so the risk-minimizing side of business tends to minimize creativity. To use a baseball analogy, it's the simple fact of doing something that hasn't been tried before may strike out miserably (or hit a grand slam), while rehashing some commercially sucessful crap will probably get you a base hit.

    Look at the games industry in Japan. They've got all kinds of quirky, really abstract, sometimes incomprehensible games. Why? Do they value the art-form of games so much? More likely, just because that stuff will sell.

    I think the games industry is more responsive to fans then the music industry, which is more geared toward trying to dictate tastes rather than respond to them (of course, that approach works quite effectively with stupid teenage girls). And I think that the game industry does not suffer the cartel-like control of the RIAA, so it is easier for the independent artists to get play.

    The film industry recognizes the need for being innovative and creative, but I think it has the problem that movies are hellishly expensive to make, so it is difficult to movie executives to do too many fresh and creative things.

  82. Re:Text of article by Anonymous Coward · · Score: 2, Informative
    on the other hand we have a robust independent film community that allows moviemakers to create smaller masterworks of imagination. Many of these films manage to find an audience due to the efforts of distributors like Lions Gate Entertainment - who gradually push their movies toward profitability. What if Miramax had told filmmaker Kevin Smith that no one would watch "Clerks" and suggested he develop a marketable teen sex comedy instead?


    The original GTA has a bit in common with Clerks if you want to compare video games to movies. Both were done on a small budget and pushed the envelope. Also, is it just me or did Kevin Smith shoot clerks before he was with Mirimax, much like GTA 1 was done without a publisher iirc?

    but the game stands as proof that there's room for new ideas.


    There is always room for new ideas. The problem is, a lot of new ideas are bad ones. For every new idea that might be the next Street Fighter, GTA, Everquest, Ultima, Quake 2 there are plenty of poor games.

    What it all comes down to, is most people play games for fun. Appealing to what is fun for most people is how to sell a game. To me, it's not fun to go online and role play a troll and chop wood for 90 hours a week or whatever it is you do in everquest (I got bored pretty quickly with it). I enjoy games where I can play with other people and out think them. Where I like a game of chess, a game of counter strike is much more fun since I get to solve my problems in a way I can't in real life without reprocussions. (ie, VIOLENCE)

    The games that appeal to people as "fun" are the ones that will always be successful.
  83. It's all about the marketing by zutroy · · Score: 2, Insightful

    There are thousands of game releases every year. Some are amazingly cool, but most of them are rehashed old themes or just plain crap. How do we know which ones to buy?

    Simple...marketing. Which games get the TV display at Electronics Boutique? Which ones have cardboard cutout displays?

    Most people can't afford to buy any game they want. They have to rely on others to tell them which games are genuinely good. Occasionally a game will get by on its own merits, but most of the time, it succeeds based on a costly marketing campaign. Just like music and movies.

    And this marketing costs money, too, so companies decide to market the games that they are relatively sure will benefit the most from it. They don't bet on the little guys with no track record, they bet on the tried-and-true formulas. So, in the end, even an incredibly smart, interesting new title will sit on the shelves because it wasn't marketed well.

  84. the state of creativity in art never changes by anonymous+loser · · Score: 1
    I have heard this same argument over and over again. There is pop culture, and there is the cutting edge, where innovation happens. This is true for all forms of art, not just games. The thing that suprises me most is this:
    Where do the new ideas go if we can't have games like Viewtiful Joe, Shenmue, and Jet Grind Radio?


    Is it just me, or did you just name 3 examples that directly contradict the statement you are trying to make? There are still plenty of innovative games out there, but like most innovative art, they are on the fringes, and are incorporated into pop culture in big gulps as society tries to reach beyond its borders. Just like Nirvana helped spur the grunge phenomenon in music (and like the New Wave movement 10 years earlier), we have the DOOM spurring on the FPS movement, the Command & Conquer inspiring the RTS explosion, and GTA3 inspiring an as-yet-to-be-named phenomenon.

    1. Re:the state of creativity in art never changes by Catnapster · · Score: 1
      and GTA3 inspiring an as-yet-to-be-named phenomenon.
      The Felony Simulation phenomenon.
      --
      The world can be wrong today for once.
  85. Games are still innovative by pokka · · Score: 1

    I think that many people (mostly those who are not gaming enthusiasts) see a first person shooter and think that it's exactly like any other FPS that has ever existed, when in fact each successful title has innovations not seen in other games.

    It would be crazy to say that every Zelda game is a rehash of the last. Each release not only takes full advantage of the newly available technology, but adds new, innovative concepts not found in the previous games. These innovations (not the new technology) keep the games fresh and fun to play.

    The writer of the linked article seems disappointed that more companies are moving toward first-person shooter games in hopes that they can sell more games. He quotes Ragnar Tornquist, who says that "the era of point-and-click adventures is over." Of course the era of point-and-click is over; when game developers can shed a crummy, nonintuitive interface and use new technology to make a more realistic environment, I'd call that progress. There is no reason to think that The longest journey would have been less fun if you could walk up to an item and pick it up instead of simply clicking on it.

    The article basically claims that the move to a universal 3D engine will be the nail in the coffin for originality. Instead, I think it will promote originality; if developers work together to build an engine which lets players have complete control over their environment, then their ability to innovate within this environment will be limitless.

  86. Sequels Rock IV by DeadBugs · · Score: 1

    "What happens when every game follows a tried and true formula?"

    We get games we like. The most anticipated game of the year is Doom3. Why? Because we like those kinds of games. Innovative does always not equal good or fun. The main reason these innovative games are not selling is... well... they suck.

    Tried and True formulas get that way because we play the game, we like the game, and now we want more of the same. Not to mention that when a new inovative game is fun and sells well then of course there will be several sequels. Nothing wrong with that. You don't always need to reinvent the wheel.

    --
    http://www.kubuntu.org/
  87. Monkey Island by Anonymous Coward · · Score: 0

    I still almost cry when I think of Monkey Island and Monkey Island 2. Those were the best games I have ever played. Very original, and you had to think a lot. And they were funny too. :)

  88. Small game companies do get the shaft by Cipster · · Score: 1

    The main problem is that the target audience for games is generally the same: young males
    As a whole that audience is not very sophisticated and is likely to demand very few innovative or interesting elements in their games.
    By the time they get older and start demanding more interesting games they generally fall out of the core audience and there will be another kid that turned 13 and will gladly fork over 50 bucks for yet another FPS or another Civ clone or another RPG light.
    Too bad smaller companies like http://www.sportsmogul.com that make interesting games without the pretty pictures or marketing muscle do not get more attention.

  89. Much left? Don't know. Some left? Probably by Andy+Dodd · · Score: 1

    I've recently started playing EVE Online (http://www.eve-online.com/) - It has a lot of "old concepts", but it is ahead of every other massively multiplayer game in its complexity - I don't think I've ever seen any other game with an economy designed to be a player driven free market.

    It's lots of fun, and it's also a challenge for the mind. Far more interesting than the FPS o' the day. (Not that there's anything bad about them, I've played my share of Q3. :)

    --
    retrorocket.o not found, launch anyway?
  90. Sure, there's originality! by moosesocks · · Score: 2, Insightful

    There are plenty of original games out there. Most of them simply don't do well, and those which do are copied and cliched into oblivion. Take for example:

    Uplink: Every Slashdotter's dream game. Very innovative idea, properly executed, as well.
    Escape Velocity Series: While the series is not exactly new, it is still an excellent idea. Completely open-ended, and quite fun. Windows port coming soon.
    Wulfram II: Multiplayer only. Free. Interesting combination of strategy and FPS. The graphics are a bit dated, although community-funded development work has begun on a new graphics engine. Addicting as hell.
    Black and White: Never played, but very innovative from what I've heard.
    The Longest Journey: While it's very similar to the LucasArts adventure games, this game plays like a novel. That being said, if all novels copied each other, we would have stopped writing them thousands of years ago. Recycled concept, AMAZING plot.
    Planescape: Torment: At first glance, this appears to be nothing more than a hackneyed D&D game/Diablo clone. Upon playing it, you begin to unravel a superb plot. Very little hack and slash.
    Dance Dance Revolution: Never played it, but it's popular as hell (you don't get much more original than THIS)
    Morrowind and GTA were both somewhat revolutionary in that they were completely open-ended, and created two of the most original games in two of the most hackneyed generes.
    Frozen Bubble/Snood/etc. More proof that such simplistic games can still become wildly popular. Revitalized a dying genere.

    --
    -- If you try to fail and succeed, which have you done? - Uli's moose
    1. Re:Sure, there's originality! by Cipster · · Score: 2, Informative

      Black and White was an extremely innovative game but it had one huge flaw: it was boring as heck to play. Also it might have been too ambitious for it's own good. The AI left a lot to be desired. Planescape Torment was indeed a great game and I was very happy to find it for $10 in the bargain bin at the local computer store.

    2. Re:Sure, there's originality! by zsmooth · · Score: 1

      While I don't agree that BnW is boring as heck, your point is valid (especially if you choose to play as a good god - way too much micromanagement required). PM has recognized the flaws and BW2 will most likely be amazing. There's a pretty cool video floating around of PM demonstrating some of the new gameplay elements and the screenshots of the new landscape engine are breathtaking.

    3. Re:Sure, there's originality! by Lazyhound · · Score: 1

      Morrowind was much less open-ended than Daggerfall.

    4. Re:Sure, there's originality! by shadowcabbit · · Score: 1

      Uh, you do realize that Snood was a clone of Taito's Puzzle Bobble (aka Bust-A-Move in the US)?

      --
      "Why Subscribe?" Good question...
    5. Re:Sure, there's originality! by John,+the+HERO · · Score: 1

      I agree with Torment, particularly: it is, hands down, the deepest game I have ever played.

      --
      ACs, Trolls, Flamebaits, and Offtopics at +6 moderation.
  91. Art is not technical by castlec · · Score: 0

    The major problem with the lack of originality in games is that it's an artform that has yet to move away from its technical base. It takes a musician many years to master an instrument so that the music can just "flow". It's a technical base that we as humans fully understand and once mastered can be ignored. When we have gotten the technology to a point where any pot-head artist can make a game(no offense to pot-heads), just like pot-heads can write very pleasing music(no offense to musicians), then the art will truly take off.

    --
    When I tell an object to delete this, am I killing it or telling it to kill me?
  92. MOD PARENT UP by Anonymous Coward · · Score: 0

    wtf is this bad moderation? How is the parent "troll" or "flaimbait"? it's a damn insightful comment, if you ask me.

  93. Thief by J-Piddy · · Score: 1

    The last original game I played was Thief and Thief 2. Those games stood the genre of the "first person shooter" on its head. All of the other games in that category, including great ones like Deus Ex, have been variations on a theme.

    When I was playing Thief a lot, it got to the point where I would instinctively look for surreptious entrances to buildings. And when you live in NYC like I do, you begin to notice a LOT more about architecture. At least when it comes to security!

  94. Re:Vote this down, stupid karma whore by Anonymous Coward · · Score: 0

    Nono, that would be the meta-karma whores

  95. The Impossible Dream by Anonymous Coward · · Score: 0

    If originality were king, Nintendo would be top of the heap right now. People dont want Pikmin, Animal Crossing, or Cubivore. They want Quake3, Halo, and Metroid Prime.

    1. Re:The Impossible Dream by Mondoz · · Score: 1

      I don't agree...

      I used to be into the FPS games way back for Quake I & II, but lost interest after seeing sequels that added eye candy, but added nothing to the actual game...
      Pikmin is the most original game I've played in a long time, and I look forward to seeing the second one...

      --
      /sig
  96. We would all die by Schezar · · Score: 1

    I remember a Dilbert cartoon from long ago.

    Girl: "Where's dilbert?"
    Dogbert: "He's been in the holodeck since January."

    Imagine an immersive, virtual reality world that felt real. How many people would choose it over their own pathetc lives?

    --
    GeekNights!
    Late Night Radio for Geeks!
    1. Re:We would all die by Catnapster · · Score: 1
      Imagine an immersive, virtual reality world that felt real. How many people would choose it over their own pathetc lives?
      Well, Cypher, for one.
      --
      The world can be wrong today for once.
  97. the sims? by Flunitrazepam · · Score: 1

    I think the Sims proved that demographics are the key when deciding what game to make. They made a game for non-gamers, and it shattered sales records.

    Why are most games shoot-em-ups? Because most gamers grew up on doom, wolf, and quake.

    However obviously there is a huge majority of people around the world that are not being targeted until someone comes out WITH a simple, novel idea that they are able relate to without having spent their high school or college nights locked in front of a monitor or console.

    --
    1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
  98. it was a lot easier back then by asv108 · · Score: 2, Insightful
    The good thing about Atari in the day was one of the basic requirements: A new game had to look like nothing else that had come before it.

    That was a hell of a lot easier to do back then for a variety of reasons.

    • The industry was just emerging
    • There were plenty of obvious ideas that had yet to be tried
    • It was very easy to create a world class game with a very small dev team
    • A lone game developer could sell his own creation very easily to a company like Sierra
    1. Re:it was a lot easier back then by DNS-and-BIND · · Score: 2, Insightful

      Just so you know, the "obvious" ideas are only obvious in retrospect.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:it was a lot easier back then by Anonymous Coward · · Score: 0

      you have no idea what you're talking about.

  99. It is our own fault by Tighe_L · · Score: 1

    The reason that we have all these unoriginal games is becuase we don't buy the ones are truly original.

    Many of use are fanboys (including myself, I refuse to buy an Xbox), which gets in the way of buying that game that is truly original. My co-worker really likes Wario Ware Inc. but will not buy it becasue it is what he calles a "Kiddie Game".

    It the hype maches too, I EB employee almost talked me into buying Matrix Reloaded: Enter the Matrix , but fortunately I went home and read a review!

    phew!

    Speaking of which the largest ET for the Atari 2600 like games is the Playstation 1-2. You are taking a serious risk buying a game for the PS with out renting it first. I have boughten some real stinkers for the PS, based on reviews.

    There are a few companies I trust when it comes to games, and here is my short list:

    • Capcom
    • Sega
    • Nintendo
    • SNK
    • Natsume
    • Retro Studios
    • Factor Five
    • Konami

    These are companies I know I can trust, but there are others that make good games.

  100. Again? by Tenebrious1 · · Score: 1

    Don't we cover this once every three months?

    The Longest Journey 2 just reported here yesterday too... probably no guns there. The original TLJ was a fresh break from your typical FPS.

    Syberia came out a while back- decent game play, too easy for veterans, crashed on most FMV sequences, but interesting story. At least small shops are trying to put out different games.

    It's just FPS and PvP sells, sells really big; can't blame stores for putting big selling games in prime shelf locations. Those of us who want *different*, *innovative* games are used to looking around on the bottom shelf and in the back corners for them.

    --
    -- If god wanted me to have a sig, he'd have given me a sense of humor.
  101. Restrictive copyrights are the problem. by Thinkit3 · · Score: 1

    Why can't they just release the games possibly with source code for free and accept tips from people who like it?

    --
    -Libertarian secular transhumanist
    1. Re:Restrictive copyrights are the problem. by Anonymous Coward · · Score: 0

      Ah yes, another of you morons who thinks open source is the solution to everything.

      Now don't get me wrong, open source is great... but you're asking companies, who are selling games, to give them away.

      This is roughly equivalent to Microsoft giving away Office and Windows. Do you know why Microsoft can throw away any amount of money on the XBox? It's because Office and Windows fill their coffers. But if they were to give away their main source of revenue... that's just dumb.
      And no, restrictive copyrights aren't the problem here. They have nothing to do with lack of originality in video games. This isn't a copyright problem; this is a risk problem. Companies are understandably afraid of the risk that comes with innovation and therefore go with unoriginal, formulaic, safe games.

    2. Re:Restrictive copyrights are the problem. by Thinkit3 · · Score: 1

      It's not open source really, it's about the gift economy.

      --
      -Libertarian secular transhumanist
  102. Games and Films are getting similar by Obiwan+Kenobi · · Score: 4, Interesting

    And have been for about 5 years now.

    Think about it: Atari (or Infogrames, whatever) paid over $20 million to make and over $60 million just for the LICENSE to create Enter The Matrix. It features lame gameplay, bad design, and a boringness that is almost unparalelled (sure its fun for five minutes, but c'mon).

    Any game venture nowadays takes a gargantuan undertaking, tens of millions of dollars.

    Why?

    Well, of course you have to release it on every platform imaginable. This means, to me, that at least one of those platforms is going to get shafted. Normally its the PC version(s). Why? Too many configurations. Even if you do release a PC version, you have to continue to bugfix it as old/new bugs pop up with old/new equipment.

    Plus there's the raw talent. Finding a programming team to develop for up to 4 or 5 platforms (can't forget the GBA) is tough. Getting a GOOD team is even tougher.

    Plus there's the actors/voice talent. You don't necessarily have to invest a lot here, but hey, it doesn't hurt to get a "big name" on the box. (I know Wolverine's Revenge isn't touting Mark Hammill, but it sure is mentioned a lot on the game/Star Wars Geek sites)

    Plus there's the development cycle. Another reason that most games lack originality is that you have to take that original idea, put it on all of these platforms AND make sure its still original and current a few years down the road. When an idea is created for a game, its not fleshed out in any matter (generally) for many moons. This means that any second guessing, or, god forbid, realization that it's never going to work won't come until months down the road. And just think of all the cash already spent!

    Anyone remember Prey? Or Duke Nukem Forever? An old joke, but its still viable in context. They either had a terrible idea, or the technology outran them.

    I remember a few years ago John Carmack shooting for the most high-end system imaginable (at the time) as his minimum sys requirements for Doom3. This was something along the lines of an 800Mhz PIII and a Geforce2. Everyone thought he was out of his mind. Nobody is going to have something that downright uber in a few years, nobody!

    But its that kind of brave thinking that makes good games age well and others turn to vinegar.

    When I heard that Railroad Tycoon 3 (a fav series of mine) was going to be playable on a TNT2, you could tell instantly that its development cycle was either a long time coming, or the project manager just didn't have the balls to say "We're going to require a DX8 compliant card to continue." Sure its nice to play it on old machines, but eye candy coupled with great gameplay makes games that last, and aren't stifled by old standards its desperately trying to make pliable with its codebase.

    Getting back on target, games are now million dollar "projects" and "ventures" and this means that a LOT of people who control that cash want to have their say, and want to have their approval on it. Just imagine if GTA3 didn't have its two predecessors, and the big boss executive didn't like the idea of stealing cars and running over people for fun (granted there's still Carmaggedon, et al, but work with me).

    New gameplay concepts are generally taken in small steps. GTA had two top-down perspective predecessors, the FPS world was born with Wolfenstein 3d on a shoe-string budget, using a character that already had an established fanbase.

    Any new, brazen concept is going to get killed at that stage. Concepts don't make executives happy, they want to hear about market forcasts and demographics and marketing strategies. There is too much bullshit involved in a big budget game to really introduce something groundbreaking.

    I'm afraid that the GTA series will suffer the same fate of More of the Same. I mean, seriously, GTA: Vice City was little more than a bug fix release, with a larger playing area, newer vehicles, nicer engine, and some (slightly) improved AI. I'm sure GTA: Whatever will be the same way. A

    1. Re:Games and Films are getting similar by drinkypoo · · Score: 1
      When I heard that Railroad Tycoon 3 (a fav series of mine) was going to be playable on a TNT2, you could tell instantly that its development cycle was either a long time coming, or the project manager just didn't have the balls to say "We're going to require a DX8 compliant card to continue."

      Simulation games are pitched to a very different market than, say, first person shooters. They are not as graphically demanding, so they can run on slower hardware. All of the Tycoon games fall into this category, there's just not so many polys being pushed.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Games and Films are getting similar by angle_slam · · Score: 1
      And have been for about 5 years now.

      Some would say that the whole "extreme" sports category was pretty original. The first Tony Hawk Pro Skater wasn't based on an established sport, but still spawned boatloads of imitation games (in-line, snowboarding, surfing, etc.). While technically a sports game, it was very different from any sports game that came before. And wildly popular.

    3. Re:Games and Films are getting similar by Obiwan+Kenobi · · Score: 1

      Remember Skate or Die?

      Or perhaps the arcade version, with the wild bike handlebar controls?

      Don't tell me I'm that old...

    4. Re:Games and Films are getting similar by Anonymous Coward · · Score: 0

      Good example being SimCity 4 -- lots of people bought that game, loaded up on their Pentium 4 2Ghz (with Intel Graphics), and found it was unplayable. So they said WTF and threw the game into the trashcan.

      Simulation market is primarily older people with older computers and who aren't as technical. You can't tell them to buy Brand XYZ video card. It's also a potentially very profitable market, so it makes sense not to have FPS-like requirements.

    5. Re:Games and Films are getting similar by Alpha_Nerd · · Score: 1

      features lame gameplay, bad design, and a boringness that is almost unparalelled


      The game's boringness is only paralelled by the movie's =/

  103. Re:sega died because of MARKETING!!! by AoT · · Score: 1

    or lack thereof. SEGA wouldn't market a game until *after* it came out, and so completely screwed themselves.

  104. Full Throttle and Sam & Max sequels coming! by raygundan · · Score: 2, Interesting

    I'm looking for some new adventure games, too. I do remember reading somewhere that sequels to Full Throttle and Sam & Max are in the works. Sorry I can't remember all the details-- I was too busy being distracted by pretty pictures of Half-Life 2: The Game That May Redeem the FPS.

  105. Think of the tired Film Analogy by thatguywhoiam · · Score: 4, Insightful
    The way I see it, video games are in an era right now comparable to the state of cinema in the 20s and 30s. We've figured out the basic language of the format, and are only now starting to wade into the deeper waters of narrative-driven game-creation technique.

    When films first appeared, the very idea of editing was radical; to cut the film into chunks that somehow approximated a jilted eye-movement that had narrative power. Then the rules about editing -- breaking the axis, 90-degree flips, screen-facing, etc. Once we had a credible language for the format, there was a period of stagnation, when we thought this is how films would be... lots of locked-off tripods, static shots, clearly framed heads speaking to the camera, etc. Sound, a technological innovation, pushed the format in new directions ("Who on earth wants to hear actors talk?). Now, look at what we do in films: swooping cameras, crazy filters, surround-sound, virtual cinematography... not to mention the arsenal of tricks given to us by the Leans, Hitchcocks, Spielbergs, etc. of the world.

    Video games will go forward once we begin to truly master the art of nonlinear storytelling. I often suspect that our film past, while necessary to arrive where we are now, hamstrings us a bit in terms of expectations. People like to just turn their brains off and be entertained, and any sort of interactive medium is bound to be more work than that.

    I once had an idea for a DVD 'film' that would just be scraps of video, selected at the user's whim, constructed in just such a way that you could do your own sleuthing and piece together the film in your own way. That's much more amorphous than what people are willing to go through. It smacks of work to many people.

    Don't worry. We'll get there eventually. I do agree with the poster in terms of lamenting the current period, though. The video game industry now makes more money than the film industry and sequels to hit games will sell. It's a given. However, sooner or later, someone will come up with the video game equivalent of something like Memento or 2001, and things will shuffle again.

    --
    If Jesus wants me it knows where to find me.
    1. Re:Think of the tired Film Analogy by ryants · · Score: 4, Interesting
      I once had an idea for a DVD 'film' that would just be scraps of video, selected at the user's whim, constructed in just such a way that you could do your own sleuthing and piece together the film in your own way.
      Do they still publish "Choose Your Own Adventure" books?

      To follow the pirates into the cave, turn to page 45.
      To run away screaming like a little girl, turn to page 13.

      Those were the days.

      --

      Ryan T. Sammartino
      "Ancora imparo"

    2. Re:Think of the tired Film Analogy by thatguywhoiam · · Score: 1
      Do they still publish "Choose Your Own Adventure" books?

      That was the idea, yeah. I think they do still publish them too. This was a little different insofar as you couldn't guess your fate based on page numbers, though. :)

      --
      If Jesus wants me it knows where to find me.
    3. Re:Think of the tired Film Analogy by Anonymous Coward · · Score: 0

      I once had an idea for a DVD 'film' that would just be scraps of video, selected at the user's whim, constructed in just such a way that you could do your own sleuthing and piece together the film in your own way. That's much more amorphous than what people are willing to go through. It smacks of work to many people.

      No problem, just make it a porno - "Sam Stonerod visits the Playboy Mansion, part 7" - and you're golden.

    4. Re:Think of the tired Film Analogy by marauder404 · · Score: 1

      I remember those things ... what a great series. I had to keep tabs on where I left off so that I could go back and figure things out later on. I actually received a broken adventure once -- the last 50 pages or so of the book were missing! I wrote to Bantam Books and they sent me a new one, properly bound with all the pages in it.

    5. Re:Think of the tired Film Analogy by UserChrisCanter4 · · Score: 1

      Way back in the day (well, okay, more like 15 years ago), they had what could basically be described as "Choose Your Own Adventure" Laserdiscs. You had to have a CLV player (the one that could actually randomly skip tracks), and it helped a lot to have one of the educational-targeted barcode reader add-ons, but they played nearly the same way.

      I remember one "movie" about some kids finding a skeleton in the woods. It was the same idea, and would work wonderfully in today's market. Of course, the Dragon's Lair DVDs work the same way (controlled with the DVD remote, and just queue to a different chapter, much as the old arcade LD unit did).

    6. Re:Think of the tired Film Analogy by Dan+D. · · Score: 1

      I don't think they do publish them. I was just in this weekend trying to find a gift for my nephew who's really excited that he knows how to read and figured something like that would be perfect (well maybe he'd grow into it, but still...) the woman at the bookstore gave me a weird look and said, "Yeah I think I saw one they published for adults that was a romance novel, but otherwise we just special order any of the old ones."

      Too bad. At least I still have the Vampire Chronicals :)

      --
      People who quote themselves bug the crap out of me -- Me.
    7. Re:Think of the tired Film Analogy by Moofie · · Score: 1
      --
      Why yes, I AM a rocket scientist!
  106. Hypocrisy (or: It's the Variety, Stupid) by DeadScreenSky · · Score: 1

    Where I begin having a problem is when that process starts treading on the grounds of creativity and originality... You've probably read that Funcom is shunning the point-and-click roots of The Longest Journey in favor of a developing 3D action-adventure sequel. This news wouldn't be so disappointing if the original game wasn't a minor classic - and if store shelves weren't already saturated with third-person romps manufactured in the same mold.

    Pop quiz: which is a more creative/innovative genre choice?
    A. The point-and-click adventure game.
    B. The third-person action-adventure game.

    The correct answer is, of course:
    C. Both of these genres have seen dozens of successful, well-known games. Their mechanics are well developed, and they have plenty of respective fans.

    I always hear a lot of gamers complaining that they want more creative/innovative games. I don't buy it. I think in a lot of cases it is really a cover for a hidden agenda ("I want more old fashioned 2D point and clicky adventure games!"), or just an attempt to get some gaming cred. Or maybe just confusion. Because gamers don't buy games based on how innovative they are. They just don't.

    What gamers really want is simple: variety. You can see how this can be confused with words like "innovation" or "creativity". Every single console war was 'won' by the side with the biggest variety. Atari dominated because of this. NES dominated because of this. Genesis managed to kick the NES* and Turbografix16 around because it offered more variety. SNES and Genesis both did very well because they had huge game libraries filled with variety in every genre. In America the PSX wasted the N64 and Saturn. In Japan, Saturn did much better against the PSX (though eventually lost) and managed to even crush the N64. All because it had so much game variety, even compared to its Western version. PS2 is following the same path - it just has more games, in more genres, than any other current console (especially because it can also play PSX games).

    Look at failed consoles like 3DO or Jaguar: not enough game variety.

    What the author of the editoral is really trying to say is that he wants more variety. He is sick of the two modern dominant genres (CS-on-steroids and Everquest clones), but he would be perfectly happy with a game in a truly ancient genre like point-and-click adventure gaming.

    As gamers, let's not continue to hide behind this claim that what we really want is just more innovative games. We just want more options when we decide to buy a new game. And as the gaming market continues to expand, the variety of games will continue to skyrocket. If one of your favorite genres becomes less popular, just don't get all pissed and write silly editorials ending with alarmist BS like this:
    Let creativity and originality thrive before the path less traveled becomes so overgrown from neglect that we no longer have the option of going down it.

    The path less traveled may be forgotten, but game developers can always create new paths. Isn't that what you said you actually wanted?

    *Better controls and better graphics allowed a greater variety of games on the Genesis than the aging NES did, even though the NES technically did have more games.

    --
    There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  107. coicidence by Savatte · · Score: 1

    Just today, a friend sent me a link to cool looking game that I guess premiered at E3 The Movies I think its a little like The Sims, but this time you are making a movie. And you get to see what the trailer of your finished product will look like. Looks neat.

  108. We're in between two phases in gaming. by wbattestilli · · Score: 3, Insightful

    The following is a broad generalization of gaming. I ignore lots in the interest of getting back to work ASAP. Please look at the point and not what I failed to mention.

    First there was 2D with a few colors. This let us do lots of basically animated board games. There were good ideas because people had been making board games for centuries.

    Then we got to the scroller era and every game was the same. Run around, collect stuff. Some were better than others, but within a few years, the genre had run its course and most were just bad coppies of the few innovative ones.

    Then we hit the 3D era. Everything now looks like Doom with a gimmic. Some of the gimmics are good, but most are just copies. These games always have lots of guns and flash because the other part of the game can't stand on its own.

    What's the problem? There is no shortage of good ideas, the problem is that we can't code those ideas. Any game that doesn't rely on running around and blowing stuff up needs another goal. That goal always revolves around the need for some good AI. The only other successful major genre that I have ommited so far is the RTS game. These work because they are from a macro perspective. The individual AI sucks, but the whole scene behaves mostly ok. Anything that needs an artificial person to behave in a strategic or clever manner just can't be done yet.

    When we can do an game where harder doesn't just mean bigger and faster but smarter, the market will explode with "I've always wanted to do this" ideas.

  109. Lack of power in the right hands caused this. by iq+in+binary · · Score: 3, Insightful

    I remember back in the day (back when NES was king and gas was just under a buck a gallon here in CO) when game publishers were not huge media conglamerates, but programmers who loved the games they created. Final Fantasy, Crystalis, Star Tropics, etc. all came from relatively small companies (at the time).

    This is important, because it means that the resources required to make the game were in the best place they could be, in the hands of the people making the game. All the super-popular games of that time (even to date, occasionally) came from environments like this.

    It's not that the creativity and innovation is gone (look at ICO, Fatal Frame), it's that the resources needed to afford such aren't where they're supposed to be.

    --
    Of all the Universal Constants, here's one I know: Nice guys finish last ;)
  110. Articles like this... by Metroid72 · · Score: 3, Insightful

    really should make true gamers think about the future of videogames, with Sony and Microsoft wanting to create entertainment hubs, and Nintendo's demise looming, I guess we're not very far from a Holywood Syndrome. Once Nintendo is out of the picture, the "true games" part of the equation will sucumb to more "interesting" business models such as "In-game advertising", more FMV, more pop music soundtracks, more movie-game translations, more "let's do what's in..." a.k.a "Bullet time on every production" etc.... it's the Industry's second death, and there will be no NES to save us....

    1. Re:Articles like this... by oscarmv · · Score: 1

      Personally, I think Nintendo will be going out of business for a long time yet.

      They do earn gazillions. They just seem to have a perception problem right now.

    2. Re:Articles like this... by Anonymous Coward · · Score: 0

      "In a world where 85% of games are solved with a gun, where are the original and innovative ideas?"

      they are on the gamecube...

      sorry, but bouncing booby games (xbox doa vball) and tentacle rape games (ps2 anime) are both boring and tired. sony made their place giving gamers what they wanted, bland and generic crap. i'm not sure it is the game makers fault as much as it is gamers growing up with no taste...

      that would also explain why britney spears has a career.

  111. Seven Games that Will Change EVERYTHING by smarner · · Score: 2, Informative

    The Official Playstation Magazine recently ran a cover story called Seven Games That Will Change Everything. All SEVEN of the games predicted to "change everything" were SEQUELS. Innovative games, I think, have always been the exception not the norm, but the industry is firmly gripped by sequelitis to a much greater extent than ever before....

  112. Re:Text of article by JayAndSilentBob · · Score: 1

    Also, is it just me or did Kevin Smith shoot clerks before he was with Mirimax

    Kevin Smith did indeed shoot Clerks before he was with Miramax. Miramax execs saw it at the Sundance Independant Film Festival and began negotiating there. IIRC, Chasing Amy was also financed independantly and sold to Miramax, because they wouldn't give Kevin Smith any money after the flop that was Mallrats.

    --


    Love,
    Jay and Silent Bob
  113. On the Mac... by RatBastard · · Score: 1

    There are tons of great games you just can't get on the PC nowadays. Like Warcraft 3, Breakout, Super Breakout... photoshop...

    --
    Boobies never hurt anyone. - Sherry Glaser.
    1. Re:On the Mac... by blogeasy · · Score: 1

      It would be great to see even more games for the Mac. It's a great platform to develop for. I imagine we will see quite a plethora of games for the Mac in the next few years.

      --

      Browse the Information Directory
  114. Yay, Nerd Elitism! by notque · · Score: 1

    For everyone standout, there may have been 100 crapfests, but I played everyone of them and enjoyed them!

    I find that it has to do with the time/money it takes to create a game is much more labor intensive.

    It's not as easy to chuck out 100's of games when they cost so much, take so much time, and each need to make a profit.

    --
    http://use.perl.org
  115. Movie Based Games by jetkust · · Score: 1

    I always ignore games based on movies (and have never purchaced one). The entire line of gameboy advance games are movie-based generally. The movie marketing point is strong though. The new Matrix game has already sold a million copies in a week, and without great reviews. Advertising a game as having killer graphics is reserved for copanies like epic,valve, and id software and is irrelevant on the gba side. But people will buy a matrix game in the same way they will buy a matrix tshirt. And will then go on to buy a roll of matrix toilet paper when it's availiable.

    Anyway, as for game origionality. Eh, just a matter of opinion. There's only so far you can go before you create a game not suitable for a console, or a game that's too hard to learn, etc. And at what point were we NOT complaining about origionality?

  116. Original Gaming concepts... by Qzukk · · Score: 1

    Lets take a look: Fantavision, a puzzle game which lets you create firework shows... Mr. Mosquito, where you fly about and try to suck blood without getting swatted. Xenosaga, which continues Xenogears's trend of being a deep multilayered RPG in a market mostly dominated by Final Fantasy N+1. Lets not forget ICO, which proved that eyecandy can count for a lot when it is well executed. .hack (the US market's first attempt at multi-volume games) uses a very intriguing (and imho well executed) concept of simulating an MMORPG environment, without actually being MM or O. And these are just the games I've played.

    Other innovative games abound, like Dance Dance Revolution. The DDR craze has gone on far too many sequels and spinoffs to maintain much of its originality status, but it was once a new and daring idea. Just like the other original ideas, once it proved popular it became copied.

    --
    If I have been able to see further than others, it is because I bought a pair of binoculars.
  117. Malls and Muggers! Malls and Muggers! by Anonymous Coward · · Score: 0

    Back in the early 90s, there was a fairly good game series called Spellcasting 101/201/301. In it, the main character met some nerdly types while they were playing malls and muggers.
    Characters used modern weapons and had classes such as "hooker", "dilletante", "EMT", etc.

    I still haven't played a good modern day RPG. There are thousands of medieval RPGs (Wizardry!), and a few good futuristic RPGs (Fallout!) but no good RPGs set in modern times (1990s, 2000s)... I'd love to play a nice Malls and Muggers game!

  118. Post a long list! by notque · · Score: 1

    It is quite enjoyable to nit-pick incessantly, and judge what is original! (As well as tell others their opinions are wrong!)

    --
    http://use.perl.org
  119. Just be patient... by gamgee5273 · · Score: 1
    I have to assume patience is what is needed here. Somewhere out there is something along the lines of a next-gen Myst that will completely shake our foundations.

    I suspect that we will see a convergence of things like Shenmue with Grand Theft Auto begin to create a new genre that will eventually be completely open-ended in a "Choose-Your-Own-Adventure" fashion. As freely roamable as GTA is, the game is still something that you have to follow prescribed missions to "complete." I expect that, eventually, adventure games (in particular) will allow the game to judge you on how much you are acting like how your character should, being thrown random challenges with an ultimate goal that will shape itself as you make your choices in the game.

    Thus, no two games would be played the same...there go all those cheat guides. ;)

    That said, I still think we're seeing some great games: GTA, Ikagura, Amplitude, etc. I know I'm enjoying the latest rounds of games...

  120. Yes it was by JayAndSilentBob · · Score: 1
    --


    Love,
    Jay and Silent Bob
    1. Re:Yes it was by Anonymous Coward · · Score: 0

      Bluntman & Chronic is the worst comic I ever read. Jay and Silent Bob are stupid characters. A couple of stoners who spout dumb-ass catch-phrases like a third rate 'Cheech and Chong' or 'Bill and Ted'. Fuck Jay and Silent Bob. Fuck them up their stupid asses.

  121. Re:I blame the bloodthirsty media by praedor · · Score: 2, Insightful

    What tripe. Popular games = what people want. No one is forcing people to buy anything. They buy what they want/like. FPS is cool, on occassion, with the likes of the original Doom and later improvements like Quake and Halflife. DeusEx? Damn-frickin-good. And, sorry, but RTCW is/was kickass fun...and there are plenty of Germans who play/enjoy that "nazi glorifying" game. Check out the network game servers...you will find plenty out of Germany and just about every other country in the world. It isn't about glorifying nazis. It's about teams fighting against teams in a really nicely rendered "world" with great graphics quality. It's just fun...I have played both nazi side and allied side, simply depending on which side needed players. There's no nazi glorifying going on (in single player mode, in case you missed it, the nazis were the BAD GUYS).

    --
    In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
  122. Editorial Missed the "Real" Conclusion? by Babbster · · Score: 2, Insightful
    It seems that the original author missed the most likely result of the culmination of gaming (computer graphic) technology: Once every game looks real, once game companies don't have to make new engines every year for the new tech, etc. sequels will become less and less interesting to the mainstream consumer.

    For example, why would someone buy Unreal Tournament 2010 if the graphics technology peaked in 2006? The same goes for Counterstrike, Warcraft, Everquest and the rest of the games whose sequels are mainly technology upgrades.

    We should also look forward to the eventual plateau of graphics/sound technology in terms of video games because it will become cheaper and cheaper for people to make games - the longer the tech is available, the cheaper it is. Already we have individuals who do 3D modeling for ZERO money (unless Valve or Id or whomever buys their mod) and there will only be more of those folks in the future. For Neverwinter Nights, there are people out there writing ENTIRE GAMES for nothing because the tools are available to them.

    In short, I believe technology will advance until it reaches the point where incremental sequels will not be able to compete with their predecessors and innovations in gaming will become more common again.

  123. Speaking of Originality... by asscroft · · Score: 1

    This sounds a lot like Memepool's topic last wednesday.

    " Wednesday May 21, 2003 Sequels, prequels, spinoffs, remakes, adaptations. Can't Hollywood come up with anything original any more? Posted to Movies by yoyology "
    --
    because I have been enjoined by this Holy Office to abandon the false opinion which maintains that the Sun is the centre
  124. Install something for fun by axxackall · · Score: 4, Funny
    In my whole life the most interesting and even intriguing adventure was to install Linux From Scratch: you never know what's broken next and what is the fix for it, you learn a lot, you ask people online for advise and thus socialize with them.

    I know, for video-game funs it sounds weird, but old guys who played adventure games on old TTY mainframe terminals will understand what I mean.

    --

    Less is more !
    1. Re:Install something for fun by drinkypoo · · Score: 1

      The best part is when your filesystem is eaten by a grue and you get to start all over. From scratch, no less.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Install something for fun by bagsc · · Score: 1

      I'm currently playing this game at home. It's been 7 years since I used non-GUI UNIX... and its more revetting than any of video game titles since GTA: VC.

      --
      http://www.accountkiller.com/removal-requested
  125. Re:sega died because of MARKETING!!! by stratjakt · · Score: 1

    Remember the original JGRF commercials in the US?

    With the japanese people acting all wacky and idiotic and spray painting the sega logo on their asses?

    It had absolutely NOTHING to do with the game. Instead, it made the game look idiotic. So idiotic you wouldnt even look at the back of the package to see what it was about.

    If they had just shown 15 seconds worth of gameplay, it would have sold like hotcakes.

    --
    I don't need no instructions to know how to rock!!!!
  126. RockStar knows by JUSTONEMORELATTE · · Score: 1

    The humor is in West Telephone Hill, the gameplay in Northeast Wood Hill, the fun in Southwest Woodside, and the sweary words are in Sailor's Wharf. They are all in briefcases.

    --

  127. So? by Realistic_Dragon · · Score: 1

    What games were original enough that you still play them 5 years after release?

    Even from the golden age of games, with titles like Theme Hospital, Doom, Quake, Dungeon Keeper, Elite the only one I play on a regular basis now is Total Anihilation (from 1998) and only that because it's still the best C&C like game to play over the net.

    To be honest, many of these games really were about as good as they could be in their genere, and just required regular graphics updates to keep them looking pretty (remember how much you hated it when your favourite game sequel messed with the gameplay? what if HL2 has a single player game as bad as Halo's?). Once you get to that point there isn't much room to go, except derivatives.

    I'm sure that every now and again a new totally cool game will pop up, but the rate will be much slower than it was when there was so little before it.

    --
    Beep beep.
  128. The Reason Is Profit Margins by Anonymous Coward · · Score: 0

    The people who sell games don't make shit off them. That's why ever store on earth that sells computer games sells somethign else with higher profit margins, like magazines, cards, action figures, etc. You cannot turn a profit in the software reselling industry without selling something else too. The game companies make a VERY healthy profit margin off a successful title, enough that they can afford to eat a few stinkers. But the stores cannot, and unsold inventroy shows up on a cash sheet and drives down the value of the company. Get enough stale inventory and your EPS drops, your stockholders get angry, people sell off shares, rightfully thinking that the company's profit model is flawed with a lot of inliquidated inventory, and the company starts to go under.

    So, stores won't stock games if they think they won't sell. Stores cannot afford the luxury of 50 copies of "Super Jump And Shoot XIV" going unsold. They had to pay $38 for a game they have to sell at $43 to break even. When they sell it in the bargain bin for $10 they're eating a $28 loss.

    So, quirky new titles that may not sell will get resistance from the retail outlets, and if the outlets won't stock your title, there's no sense in making it.

    This might change if the marginal profit between the game producers and retailers weren't so disparate, but that's never going to change.

  129. PS2 has a couple of semi-originals by Logan_Fu · · Score: 1

    ico was a nice little gem of a game. Sure, there was running and jumping, but with a twist - not only did you have to find your way out of the castle, but you have to lead a princess out by the hand, as well. The game also had one of the weirdest storylines ever. Perhaps not the most original game, but definitely one of a kind. When was the last time you played a game starring a viking-helmet clad child who beat back shadow-beasts with a large stick?

    Mr. Mosquito was another game that defied conventions. You play the game as a mosquito, who must feed on the blood of a Japanese family without being detected.

    Between the two, "Ico" was (in my opinion at least) the more fun, but both games at least added a new twist to old formats. Of course, neither game was a financial success, which is the crux of the matter. There's very little innovation because game publishers know that formula games (FPS, Sims, and Sports Titles) will always have a built-in market. Niche games like the ones above have to explain what they're about (and possibly confuse people), which may turn off some of the more mainstream game purchasers.
  130. PS2 is a DVD Player by Anonymous Coward · · Score: 0

    The Dreamcast failed because people wanted to wait for the Playstation 2, which they knew was right around the corner and which was also a DVD player. I do not own a dvd player, I own a PS2, that was my thinking for buying one at least. I could by a decent DVD player for $200 (at the time DVD players were very expensive) or a PS2 for $300 that could play games and watch movies. Also the graphics on the PS2 are much better than Dreamcast. The problem is that games get locked to certain consoles or platforms.

  131. waah waah by poot_rootbeer · · Score: 2, Insightful

    Bitch, bitch, bitch. Moan, moan, moan.
    Bitch, moan, whine.

    I'm sure people were complaining in 1979 about how Galaxian was just a Space Invaders clone, and how surely that indicated that originality in the video game medium was dead.

    Why aren't there any original games being made? That questions is logically flawed. Why aren't original games on the best-seller lists? Simply, because people would rather play something more familiar.

  132. Next "big" thing in games by Anonymous Coward · · Score: 0

    The next big thing may be a game where the players can pick the character their armor, wepons, abilities or they can pick a weapon/armor/abilities and customize the parameters to suit their wants. There will be a rule set behind the scenes that manages the interactions and outcomes.

    How would it be to pick a weapon and change it's kinetic, range, and fire damage settings to create something new. Like a bazooka shell that can pierce a wall and detonate inside a room or a flame thrower that flings a burning slug that sticks to whatever it hits.

    1. Re:Next "big" thing in games by Anonymous Coward · · Score: 0

      Thats HARDLY new.

  133. Of visual fireworks by Bostik · · Score: 3, Insightful

    Even at the cost of being a bit off-topic, I found one exceptionally insightful part in that editorial.

    [John Carmack] believes it won't always be necessary for programmers to pump out new engines for each successive generation of releases. This could mean that it might not be long until technical innovation is no longer a driving force in interactive entertainment - at least provisionally.

    I am personally eagerly waiting for this to happen in games. It has already happened in the niche area of computer demos. Just marching eye-candy and stunning visual effects on screen no longer gets the group nothing more than a few yawns. The real works of art with concept and possibly even *gasp* plot get all the appraising - and for a reason. There was a time when computer demos pushed the limits and showed what quite rudimentary setups were capable of. I really, really wish the trend saw a comeback.

    Originality is, however, dangerous. It takes a certain kind of genius to design and device game with new ideas and working plot. They are far and wide apart, which means that 99% of all the games will, for the forseeable future, remain sequels of sequels and rehashes of the lowest common nominator.

    --
    There is no such thing as good luck. There is only misfortune and its occasional absence.
    1. Re:Of visual fireworks by Tumbleweed · · Score: 1

      Yeah, the thing is, where IS that line in the technical sand at which point no further major effort in improving the engine is necessary?

      I think that's a long ways off. Until real-time photorealistic (and I mean frigging PHOTO REALISTIC, not like 'Final Fantasy movie' type "photorealistic") effects are possible, there is going to be massive room for improvement. And doing that at 60+ fps (or even 100+ fps, at very high resolutions).

      This is going to be many years off.

      As for selling games with plots, etc., good luck - the average moron gamer only wants a first person shooter. That's why they sell so well.

      I still like Tetris, though.

    2. Re:Of visual fireworks by King_TJ · · Score: 1

      Funny you mention that Carmack quote, because that's precisely what stuck in my mind as a very insightful and intelligent comment when I read it, too.

      I think adding more "plot" to games is crucial for certain types, and a hinderance/annoyance in others. (Some folks may disagree, but I really find it annoying as hell when I go to play some mindless shooter game and have to first skip through 5 minutes of full-screen animation with a narrator telling me the reason why I'm about to do battle. It just doesn't matter! If I wanted to be told a story, I'd play a different type of game.)

      On the other hand, some of my favorite games have been the ones that had a constantly developing story, with twists and turns that came about due to my choices and actions during the game. (Wing Commander: Privateer was one such title that comes to mind.)

      I think if we reach a point, technologically, where games look as good as movies - and "improved graphics" alone won't sell a title, that can be both good and bad. I don't want my computer games to become "passive entertainment" like movies, for starters. That would be the "easy way out" for developers. (Some D&D type games almost seem this way now. You click once to fight some monster, and then you just sort of sit back and watch the characters battle it out, with results determined merely by stats and a random number generator. Boring!)

    3. Re:Of visual fireworks by bagsc · · Score: 1

      The problem is that the big software companies behind these games know three things:
      1) Big companies have money.
      2) People will buy anything with high $ graphics and advertising
      3) Genius designers are rare
      This is exactly the same situation as Hollywood. It is easier to make expensive movies and hype them and make money than to hire geniuses to write, direct and act in movies. Most of any artform is crap, which makes the gems more valuable.
      The same rule applies in software as everything else in life: boycot crap. Thats how markets work.

      --
      http://www.accountkiller.com/removal-requested
  134. Blah by Kirby-meister · · Score: 1
    Enough - just because Sony happens to sell more than Sega in terms of consoles does not mean it is only because of it going totally for mainstream.

    Sega did itself in with horrible marketing. Anybody remember that "surprise launch" of teh Saturn? People who were saving for a Saturn and were expecting to have the money by the official launch date were caught off guard by the console being launched the same day as the PSX, a few months beforehand. What the hell? How am I going to buy the Saturn now when it is $300 and I only saved $150?

    Let us not forget the 32X and the SegaCD. How many Sega fans bought the equipment expecting a whole new world of gaming, only to be left in the dust?

    Meanwhile, the other consoles had Mario, Zelda, Metroid, Metal Gear Solid, Final Fantasy, EA Sports, Parappa, Gran Turismo, etc - in other words, the other consoles delivered bigger games, some being mostly derivative (ie Final Fantasy, EA Sports), but the others breaking ground whenever they were released. Meanwhile, Sega's line-up, while having a few gems here and there, couldn't compete, mainly because of Sega's earlier mistakes, not because Sega's titles were original and nobody plays original games. Who wants to develop for a console maker with such a shady record?

  135. Adrenaline Vault's David Laprad can blame himself by ChaosDiscord · · Score: 4, Informative
    Where do the new ideas go if we can't have games like...Shenmue...?

    In the case of Shenmue, hopefully into the garbage. Someone at Sega seems to have confused "innovative" with "boring," "pointless," "repetative," "plot-free," and "wildly unrealistic."

    Anyway... back on topic...

    The editorial is off base. As any creative industry grows the core of the industry becomes conservative, unwilling to take the risks necessary to create truly innovative work. But just because the core does doesn't mean that everyone will. Some companies will realize that you don't need to sell millions of copies to be successful and will happily make modest profits with smaller markets making truly innovative games. The original Counterstrike was just such a case, it popularized the modern SWAT style game and refined into the basis of many multi-player games. Pop Cap Games has done phenominally well with their little games, most notably Bejeweled Something genuinely original? How about surprisingly addictive game about building bridges, Chronic Logic's Pontifex . How about a hard to explain that can only be inaccurately described as action puzzle play matched with turn based stategy, Moonbase Commander . Check out the Independent Games Festival for bunches more of genuinely new and interesting games.

    Of course, certain genres are completely unreasonable for small publishers, like massively multiplayer online role-playing games. Or are they? How about a MMORPG without any combat? A Tale in the Desert . A puzzle based MMORPG? Yohoho! Puzzle Pirates .

    Thanks to internet distribution, it's becoming more and more economical for a smaller company to reach out to a global audience.

    So, there is lots of great new game ideas. Sometimes they even escape from big, conservative companies. So why don't we see them? Why aren't more people aware of them? The problem isn't that a lack of new ideas, the problem is the journalists themselves! By focusing on the big budget rehash games, spending time giving us pointless "preview" coverage over and over ("We still haven't actually played the game, but boy, it sure does look neat. We look forward to its release in forty-eight months") instead of seeking out and publicizing great stuff from small companies. It wouldn't take much to get the general public looking for these games, helping to encourage further innovation. Because the journalists hype them so, the game industry is still stuck in the idiot "Big budget, big payoff" gamble that the movie industry is. With a few small budge success stories we could see big companies realizing that quarter or half million dollar risks don't have huge rewards, but they also lack the possibility of becoming catastrophic failures.

    If you're worried about the lack of innovative games, go looking for them, they exist. Point them out to your friends. And if you're a journalist, don't just bitch, tell your readers about what gems you do find!

  136. I agree.... by tickleboy2 · · Score: 3, Interesting

    I have to agree with you... there really isn't that much inovation out there. The only things I could think of that are truly groundbreaking are: 1) Dance Dance Revolution (Yeah.... it's just for the kids... but you have to admit that it's quite different from anything out there) and 2) The Typing Of The Dead. I'm not sure if too many people know about The Type of the Dead but basically they took The House of the Dead and instead of shooting zombies with a gun, you have a keyboard and each zombie has a word you have to type in order to kill it. Surprisingly, it is very addictive and the first I've ever seen of anything like this. I think we need more of this type of thinking in the gaming industry.

    --
    The only thing that will stop you from fulfilling your dreams is you. - Tom Bradley
    1. Re:I agree.... by Ramses0 · · Score: 1

      try the game "typespeed" (apt-get install typespeed, don't know how else to get it)

      For a while, I gave up on all video games, because I realized I wanted 1) mental challenge (and mental zone-out), and 2) increase skill means increase rewards.

      Cheeze-ball typing game fits the bill perfectly.

      --Robert

  137. Original? by mccalli · · Score: 1
    • Soul Caliber
      Any fighting game
    • Tony Hawk
      Atari's 720
    • Worms
      A personal favourite, but essentially a comic version of Scorched Earth (or even older)

    Nothing original there.

    Cheers,
    Ian

    1. Re:Original? by AtaruMoroboshi · · Score: 2, Insightful


      And by that standard, NOTHING is original.

      If you can't tell the difference between Tony Hawk Pro Skater and 720, you're trolling or lack any appreciation for detail.

    2. Re:Original? by indead · · Score: 1

      Tony Hawk was not a DC exclusive, it was an enhanced port from the PSX (and it was a very original game when it was introduced). Also, you omit Seaman, Shenmue, AFO, that Maraca game, the Fishing series, Jet Set Radio and several other original games for the DC. Honestly, the DC had _lots_ of bizarre games. Maybe too bizarre for most people, since they didn't sell well in general.

    3. Re:Original? by nathanh · · Score: 1
      Tony Hawk Atari's 720

      Tony Hawks was nothing like 720 and I played and loved both. Tony Hawks was a mix of several unoriginal concepts but the *combination* was one of the most original things I've seen in the past decade of gaming. There's good reason why it sold so well: it really was a brilliant game.

  138. Give the gamers what they want... by notque · · Score: 1

    When I get paid on Friday, I am going out and purchasing a gameboy advance.

    That simple!

    (Thanks for the information, You've made my day better... I am a sad, sad individual.)

    --
    http://use.perl.org
  139. Re:sega died because of MARKETING!!! by AoT · · Score: 1

    I think the problem with the marketing content was mainly a reflection of the times, everyone had EXTREME commercials so sega had to copy, and do a bad job of it, too. SEGA's problem has always been, lead in games, follow everywhere else.

  140. Finally, somebody recognizes the Dreamcast... by wumarkus420 · · Score: 4, Insightful

    I have felt the exact same way about DC and PS2. When the DC came out, it seemed that every week, some completely original game would be released. Remember Seaman? Where you spoke to the artificial fish through a special microphone? Or the way Space Channel 5 gave a new spin on the memory type games (no, it was very different than Parappa). Or Soul Calibur, the best fighting game ever released (yes, it pwns Tekken). The list goes on and on - the mentioned Shenmue and Jet Set Radio... some memorable RPG's, great multiplayer games, sports games that quickly rivaled anything that the lame EA franchises have come up with, Crazy Taxi, the innovative Samba de Amigo with REAL maracas (yes I have a pair, and it's fun)... Virtual Tennis, the best tennis game EVER made, Phantasy Star Online, one of my favorite online RPG's (not massively-multiplayer), which had FULL support for ethernet connections, including a great port of Quake 3 Arena, with an easy to use DC mouse and keyboard to go with it! The accessories were also as innovative as the games.

    Hopefully that covered almost everything. I own GC, PS2, and X-Box, and they mostly gather dust, except for using my X-Box as a media player. Since the demise of the DC, there have been nothing but sequels, and it seems that even Sega has lost its flair for video game perfection. Hopefully there will be another era in video games that isn't driven by profit margins, movie licenses, and sequels. This hasn't just been related to Sega, even Nintendo's proven franchises are becoming more and more lackluster. Please people, stop buying Wrestlemania games and try something new for once. The DC proved that innovation is still possible in a crowded market.

  141. Not exactly so... by NetDanzr · · Score: 2, Interesting
    For anyone who laments "Why do companies continue to pump out this sludge?", the answer is pretty simple: because consumers continue to buy.

    Sorry, but I can't fully agree with this statement. It's like asking why record companies still sold CDs for $15 and answering because people would buy the CDs. I can pull this analogy even further - just like the record companies are whining about declining profits, the profit expectations for the gaming industry have been consistently downgraded over the past year.

    The current gaming industry is nothing short of a classical oligopoly. You have a few companies that pretty much have the pricing structure worked out, which sell products that are roughly the same and only differ in brand and a few details, and which operate in an industry that has relatively high barriers to entry. As a game developer, you very well know the level of expertise a development team needs to have, as well as equipment and a solid marketing budget. As a consequence, only select few people can produce games these days, and none of the independent games is actually successful enough to either become mainstream or force the big publishers from their limbo.

    1. Re:Not exactly so... by ryants · · Score: 1
      The current gaming industry is nothing short of a classical oligopoly.
      Classical? The Motion Picture Association of Ancient Rome? :)

      More seriously...

      none of the independent games is actually successful enough to either become mainstream or force the big publishers from their limbo
      You're saying independent games aren't successful enough. They aren't sucessful because they don't sell. They don't sell because people aren't buying. That's my point.

      QED

      --

      Ryan T. Sammartino
      "Ancora imparo"

    2. Re:Not exactly so... by startled · · Score: 1

      "Sorry, but I can't fully agree with this statement. It's like asking why record companies still sold CDs for $15 and answering because people would buy the CDs. I can pull this analogy even further - just like the record companies are whining about declining profits, the profit expectations for the gaming industry have been consistently downgraded over the past year."

      Agreed. But whereas it's less obvious what the recording industry needs to do (at least to me, but I'm in games, not music), it's very clear that there are huge opportunities for publishers to make obscene amounts of money tapping a market that they're hardly going after.

      The RTS genre gets invented, everyone piles on and makes a clone. Same with FPS. Same with MMORPG. But MMORPGs for the serious gamer have a very small maximum number of gamers they'll support-- there are only a couple million people, tops, who'll pay monthly to play such a demanding game. And there are dozens of studios going after that market, despite the huge cost of creating a MMORPG.

      Contrast that to The Sims. Where are the dozens of clones and ripoffs? Where are other people going after that market? Riskier, yes. A less well-known market, yes. But financially, it seems highly illogical to continue to devote millions to yet another slightly distinguished war-themed FPS, while there are only one or two casual market games in the works (Sims 2, The Movies).

      The only explanation I can think of is that developers like to make games they'd like to play. I've heard from someone who worked on them a bit that it's harder to get a good programming team to work on Barbie games than an FPS. Still, you'd think someone with money would find people to make these huge market games, as it's well worth it even if they have to pay a bit more and work a bit harder.

      How can you argue with the sales of The Sims? It seems difficult, but nothing I saw at E3 was aimed at that large an audience, except Sims 2. I would've thought the instability of the game industry would've shaken these companies out of their complacency, and encouraged them to try to make as much money as possible selling to the largest audience possible-- but they're simply not doing it.

    3. Re:Not exactly so... by NetDanzr · · Score: 1
      Well, it all comes down to one of the barriers to entry I mentioned - a decent marketing budget. I'm not a game developer, so I can't tell for certain, but as an investment analyst I understand one thing: on aggregate, people are like sheep (my econ teacher who tried to teach me that on aggregte people are rational must turn in his grave now). People have a herd mentality, and flock to the shiniest, most promising, most overhyped thing. In the gaming industry, this is made possible by marketing (same applies to virtually all entertainment industry). Unfortunatelly, independents have a hard time to get their message across.

      Over my gaming career, I found some highly original independent games, ranging from unique puzzles to games that deserve their own niche, such as a trainspotting game. None of them would have a chance when selling on the shelves, because of the lack of decent graphics or music (another barrier of entry - lack of sufficiently big staff and equipment), but their original concept and length of gameplay often surpassed the bestsellers. Once in a long while one of the independents makes a breakthrough, and a big publisher markets his game (Rollercoaster Tycoon, for example). Other times, a publisher decides to corner a niche, and in order to survive, must publish games that are out of the mainstream (Dreamcatcher in adventures, or HPS Simulations in wargaming). Interestingly enough, these games experience a higher relative success than games in the mainstream, where you can have a wildly successful (albeit mediocre) game (such as Warcraft III in RTS) and a whole bunch of games that sell as poorly as some truly independent titles (Hooligans or Aztec Wars). I think that this indicates that with proper information (marketing), the consumers will pick up what they are really interested in, and not only what they get served on a silver platter.

  142. Re:Text of article by Orne · · Score: 1

    The Rotten Tomato movie write-up gives a few insights as to costs, as well as a number of other bits of trivia...

    "The filmmaker, Kevin Smith, worked at the Quick Stop in Leonardo, New Jersey during production. The film was shot there, and at the RST Video next door. Smith was only allowed to shoot at night, when the store was closed--hence the closed shutters, which are explained away in the script.

    The budget for the film is reported to have been $27,575 by Smith's ViewAskew Productions. Smith financed the film with credit cards, his Quick Stop earnings, family assistance, and by selling his comic book collection. When the film was a success, he bought back the comics (and bought himself a comics shop). The soundtrack rights cost more than the production costs."

  143. Don't forget Rez........ by Ride-My-Rocket · · Score: 1
    1. Re:Don't forget Rez........ by six809 · · Score: 1

      Personally I'm looking forward to Unity - a Llamasoft development (being paid for by Lionhead). Tasty VLM goodness with Minter gameplay - gotta be good! And prettier than Rez, if the really early-in-development VLM3 demo DVD is anything to go by.

  144. Jet Grind Radio? by Anonymous Coward · · Score: 0

    It was fun and all, but skating games are a formula too. Tony Hawk Pro Skater had those same crazy stunts. And how is solving problems by tagging with a spraycan any different from solving them with a gun?

  145. I know he said he is anxiously awaing half life 2 by brkello · · Score: 1

    But it is clear he didn't look at how innovative that engine really is. The physics in that is innovative...incredible...beyond belief. If you want to talk about genre innovations..the most popular ones dominate the market. It's harder for a creative game to get coverage because you don't know if it is good until you can play it. I know half life 2 will make me happy. So there are less creative games out there...but that isn't to say there aren't any, they are just harder to find and may not show up at E3.

    --
    Support a great indie game: http://www.abaddon360.com
  146. Some original games do sell... by dasmegabyte · · Score: 4, Interesting

    The Sims, Wolfenstein 3D, Unreal Tournament, Mario Kart, Pokemon, Myst, Parappa the Rapper, Super Mario 3d, Ninja Gaiden, The Legend of Zelda...

    Each of these sold better than "Legends of Wrestling" _BECAUSE_ of their originality, because they appealed to a new crowd. The Sims is the best example of this.

    Of course, some ideas just don't cut it. Sewer Shark. The Sims Online. Anything for the Jaguar. It's not always because the game sucked -- sleepers like Jet Grind Radio, Star Control 2, Shadow of the Beast, Radiant Silvergun and Panzer Dragoon Saga happen all the time and either miss their audience or are otherwise stutter started into obscurity.

    The Dreamcast was killed by speculation and nothing else. Everybody who played Crazy Taxi with me when it first came out loved it. Most of them waited for the PS2 anyway -- because the PS1 had a huge library and Sony was making promises to shake the very earth. It's not ORIGINALITY that killed the DC. That's just stupid. ORIGINALITY was the only think that prevented it from doing a complete "Saturn fail."

    --
    Hey freaks: now you're ju
    1. Re:Some original games do sell... by Junks+Jerzey · · Score: 2, Insightful

      The Sims, Wolfenstein 3D, Unreal Tournament, Mario Kart, Pokemon, Myst, Parappa the Rapper, Super Mario 3d, Ninja Gaiden, The Legend of Zelda...

      Let's see:

      The Sims was released in 2000 or 2001.
      Wolfenstein 3D was released in 1992.
      Unreal Tournament was heavily "inspired" by Quake 3: Arena, much as Unreal was "inspired" by Quake.
      Mario Kart was released circa 1992.
      Myst was released circa 1993.
      Parappa the Rapper was released in 1997.
      Super Mario 3D (aka Super Mario 64) was release in 1997.
      Ninja Gaiden was released circa 1990.
      The Legend of Zelda was released circa 1987 (and if you mean the 3D version, that was released in 1998).

      So essentially you've listed zero games released since 2001, and all but three were released in 1993 or earlier. You've proved the point of the article!

    2. Re:Some original games do sell... by WasterDave · · Score: 1

      How the hell was Unreal Tournament an original game? The thing that made UT such a big hit was that the quake series were (and still are) complete bastards to set up complex servers with ... as anyone who has seen the insane map rotation scrips will attest to, let alone the lunacy associated with getting a rocket arena dedicated server going.

      No, UT was common sense. Let's get this thing that people want to do and make it easy.

      Dave

      --
      I write a blog now, you should be afraid.
    3. Re:Some original games do sell... by Catnapster · · Score: 1

      Unreal Tournament may be a Quake 3 Arena ripoff, but it was a ripoff that wound up better. So much better, in fact, that most of the people I know think that Quake 3 Arena is a ripoff of Unreal Tournament.

      --
      The world can be wrong today for once.
    4. Re:Some original games do sell... by Moofie · · Score: 1

      uh, then all the people you know are either a) eight years old or b) really stupid.

      wait, that's redundant.

      --
      Why yes, I AM a rocket scientist!
    5. Re:Some original games do sell... by dasmegabyte · · Score: 1

      Of course I listed games prior to 2001...I haven't bought any games since 2001. I just don't have time to play anything.

      Well, that's not completely true. I bought Warcraft 3, which wasn't original but was highly polished. I bought Neverwinter Nights which actually WAS pretty original, at least in the online play. And I bought Terminus, because a friend of mine had his likeness in the game and it was only $4. It was absolute shit but very original...now we can stop complaining about realistic physics in space simulations, because it sucks.

      Oh, and I just bought Uplink. Uplink is a VERY original game, also very addictive and fun, but it's destined for obscurity because it is not really "mainstream" enough in scope. It's in some ways a standard "hacker" video game like the old BBS door games, only it adds a factor of graphical wizardry while managing to make the whole "fake hacker" thing more realistic and more fun.

      --
      Hey freaks: now you're ju
  147. since when by asv108 · · Score: 1

    Are posters expected to proofread and spellcheck on /.?

    1. Re:since when by Anonymous Coward · · Score: 0

      We hold our posters to a higher standard than that of our editors. Besides, use of "alot" is a common English grammatical error.

  148. Original games, TRY NINTENDO GAME CUBE by TheSimkin · · Score: 1, Interesting

    Yes, lots of games are just the same shoot 'em up over and over again. But the game cube has a plethora of original and fun games! Just to name a few, PikMin, Luigi's Mansion and Mario Sunshine. Hrmm, metroid prime isn't all original, but it's really good...

    1. Re:Original games, TRY NINTENDO GAME CUBE by hinki · · Score: 1

      I'd have to agree about the GameCube. I have enjoyed every single game so far that I have bought.

      All the games are different from the usual games offered by PS2 or PC.

      Yes they may be in same "area" like an FPS type game, but (e.g.) Eternal Darkness is brilliant in mixing a great story, FPS action and even a horror element to it (especially the Sanity effects!).

      And then there's Zelda. Yes another RPG action adventure game, but it has brilliant gameplay and awesome graphics, as well as an intriguing and interesting story.

      That's what I want mostly from games. I'm sick of "fluff". I'm sick of "showy" stuff or stuff being created to please the masses (too much of it in TV/movies/music), too much focus on profit.

      --
      As science struggles on to try to explain.
      Oxytoxins flowing ever in to my brain.
  149. innovation = Easy to say, difficult to do by master_p · · Score: 4, Insightful

    I have two friends that I know back from the university. We are always in discussion of our next gaming project. Well, we have not been able to make anything!!! anytime we started, we found out that someone else has done the same before us!!!

    3d Shooters ? done to death.

    Online rpgs ? too much work for 3 bedroom coders.

    Puzzle games ? done to death. We even tried 3d battleship!!!

    Adventure games ? well, no one had the talent of storytelling. But this is a field that shows more promise than any other. Basically, you can do whatever you like.

    So, what you can really do ? even big companies don't have the resources to pull cinematic experiences. It's not that the hardware does not allow it. It's time and resources. The current market simply does not justify too high costs.

    Even if you think about any other type of game, its been done to death. The only real innovation is combining formerly separate categories.

    About the Dreamcast, all I have to say is that I love it. Today I read about the PowerVR tile engine: super pretty smart architecture for 3d rendering. It's a pity SEGA did not have the marketing hype. Because it's the PS2 hype that killed the Dreamcast: the big anticipation of the uber console that could do emotional experiences in 75 million polygons per second...damn lies by the Sony PR department. But it worked.

    1. Re:innovation = Easy to say, difficult to do by Anonymous Coward · · Score: 0

      how bout doing a generic 3D object engine that runs on java ? it'll be cross platform, using the java 3D api with collision detection code and loading objects and shit that can be handled programmatically will make game creation easier.

    2. Re:innovation = Easy to say, difficult to do by GlassHeart · · Score: 0
      we have not been able to make anything!!! anytime we started, we found out that someone else has done the same before us!!!

      The fact that you had to "find out" that somebody beat you to an idea means that the execution (or possibly the idea itself) was poor. That is, you'll never have to "find out" that you reinvented Doom, because it's a big success both in fame and fortune.

      The question is, then, what did they do wrong? Was the premise implausible? Was the game itself buggy? Bad sound, graphics, or perhaps control? Is there some emerging technology that you could fuse with the game to make it a lot more fun? Could you have done better?

      It's a rare game that creates a new genre, and it's not a terribly realistic goal for three part-timers. Maybe your team can try to revive a failure instead.

    3. Re:innovation = Easy to say, difficult to do by Anonymous Coward · · Score: 0

      Yeah, it'll be fun having to upgrade to a 10Ghz CPU just to be able to play your java game above 5FPS. Cool!

  150. Tech as driving force by aldjiblah · · Score: 2, Insightful
    and a look into the future when technical achievements are no longer the driving force

    Look at the movies - we've had them for a long time, and technology is still one of the main driving forces. If you believe this will change for either games or movies, you're just being narrow minded.

    --
    sig sig sputnik
    1. Re:Tech as driving force by phriedom · · Score: 1

      Well, of course you are right and technology drives movies. But I think the hope is that when video game technology matures enough it will be possible to make Big Hits without any "new" technology just like with movies.

      So I went to the top selling movies of all time list to quote some examples of big hits that didn't use "new" tech. Titanic: has a digital ship, but scanning further down the list...big effects...effects...digital legs...digital...effects...digital...AH HAH here we go clear down the list at #17: Home Alone. One out of 17 isn't saying much is it? Okay here is another one at #28 a small budget affair "My Big Fat Greek Wedding."

      Wow, I wanted to disagree with you a little bit, but looking at that list I just can't. Look at all the sequels, remakes, imitations, and parodies on that list. The only comforting thing about that list is that even as bad as that list is, I CAN find some good movies on it. Just not very many. Can you believe crap like The Mummy Returns and Armageddon are #45 and #46 on the all time box office! We are gonna see boring crap on the video game scene forevermore. It is our fate.

      --
      Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
  151. Quality is the key by BlightThePower · · Score: 1

    There will be some original formats in the future. If I knew what they were of course I wouldnt be wasting time on /. though! Sure a lot of new games are rather identikit, but dont get misty eyed about the 8-bit past too quick, there was a lot of complete dross around and *how many* remakes of the popular formats of the day (frogger/space invaders/donkey kong)? Anyone remember Ocean's run of woeful film tie-ins? And believe it or not people were having the same debates as this in the early 80s. Just like they have had about music, theatre, the novel, poetry etc. for hundreds of years. Bear in mind also we only tend to remember the succesful experiments that stood the test of time. Anyone for a game of Deus Ex Machina (a widely heralded classic of invention in its day)? Thought not. In any case, I personally find the established formats (e.g., FPS) are popular for a reason. And all it takes is a good instantion of said format to make you remember. I was fed up with the FPS for a while, until I tried BF1942 and it rekindled the sort of excitement I used to have for Doom. Largely because it was executed well and brought a few new additions to the table. Not that Doom was as original as often portrayed. There are many 8-bit antecdents of that format as well. Which rather supports my claim; Doom seemed was a watershed because it did something well and thus seemed incredibly exciting and original. So I say don't worry about originality per se, worry more about quality. And the rest shall follow.

    --
    Plays violent online games as: Nerfherder76
  152. Re:I blame the bloodthirsty media by operagost · · Score: 1

    Just one thing: where's my McMansion and my SUV? Do you think that every American is an Imperialist pig? Your view of the world is so narrow, yet you are too full of yourself to notice.

    --

    Gamingmuseum.com: Give your 3D accelerator a rest.
  153. Pre-phoria Awards (or whatever they're called) by BenSnyder · · Score: 1, Informative

    I'll field this one. Originally, I had a "the DC rox" post lined up but it seemed too obvious. Anybody who's familiar with videogames as a genre knows that the DC had some brilliant titles.

    I was watching some pre-awards show for the G-phoria Awards (game awards given out by G4TV) last week. The show was basically 4 industry people plus a moderator sitting down roundtable style and kicking around all the different games that were up for different awards. One of the guys, maybe it was Seamus Blackley, said that the future of gaming is a continuation of the blending of genres.

    Which is probably the most intelligent thing you're going to read in this thread.

    Games, due to their nature, can't be simply lumped together as innovative or derivative. Parts of all games will be derivative. There are a set of standards that all games must follow - from the way the packaging looks, to the price point, to how the save option works - it's all according to a predefined specification. This gives gamers a sense of familiarity with the environment across all games on the same system. The A button will always be forward and the B button will always be backwards when navigating menus on the Xbox. It's a spec.

    Beyond that, games have developed into the genres that we're commenting/lamenting about here. The problem with these genres is that they're pretty specific. A FPS has a certain number of qualities about it that you know you can expect in your game. The extent to which a new title is considered innovative or derivative is partially a judgement on whether the game used the genre to its advantage or became limited by it.

    Oftentimes, games that are lauded for their innovation tend to innovate in one of two areas: technical ability or gameplay mechanic.

    Splinter Cell was innovative in its technical abilities. It showed lighting techniques and fabric movement in ways that we've never seen before on a home console. Some would argue that the graphical innovation was so huge as to change the fundamental gameplay mechanic. This isn't true. Splinter Cell is part of the stealth genre of action games. And even at that - it's pretty lame. The trial and error nature of the game reduced it to a series of puzzles to solve. Couple that with a so-so storyline, and in my eyes, you have a very over-hyped game.

    Grand Theft Auto III (or Vice City) is a game that blends the genre lines. It's an action game, a racing game, a shooter, a stunt game, etc. But the graphics were still ordinary. Nobody would claim that GTA innovates graphically. However, most everybody agrees that this is a genre busting game that's fun to play.

    Then lastly, games are defined by our expectations. The Matrix Reloaded videogame has some cool moments and there's no doubt that it's fun to play scenes from the movie. But other than that, it's your run of the mill Max Payne, Dead to Rights knock off. Sure, they've sold a million of them in the past week - but how many of those people bought the game for the added movie footage and how many bought it for the cool gameplay? And before people start talking about the quality of the graphics, please realize that the wheels on the cars were octagons. Talk to me when they get to be circles.

    When it comes to sports games, we don't want gaming innovation. We want something entirely different. We want to make it realistic. We want better graphics and a more true to like AI opponent. We don't want to change the rules of the sport we're playing. But that doesn't stop us, the gaming press, or the developers themselves from claiming startling feats of innovation with each new Madden game.

    So innovation is all what you make of it.

    Is Planetside innovative for being a FPS MMORG? Is The Matrix Reloaded innovative for meshing with the movie and including 60 minutes of additional movie footage? The answer is probably yes. But the extent to which being innovative makes a good game experience differs greatly.

    1. Re:Pre-phoria Awards (or whatever they're called) by BenSnyder · · Score: 1

      Since when does Troll = informed opinion?

  154. There never was originality by Superfreaker · · Score: 2, Insightful

    Since getting into MAME recently, I have played over 1,000 classic arcade games. They are almost always based on an existing game format.

    Galaga is based from Space Invaders, and games like 1942 are based on Galaga, just that the terrain moves vertically.

    Then games like Shinobi, are just like Double Dragon, Kung Fu Master, and many others where you navigate horizontally.

    It goes further in gun based games like Operation Wolf, Duck Hunt, and Terminator. Also, with the many driving games, on to STreet Fighter game.

    So, all in all, there have only been game format changes. The differences between games have been marginal and usually just in appearance/style.

  155. I'd google for it but... by aliens · · Score: 1

    What's tower defense? ::) And my reason for asking here rather than googling is cause I'm having a rough day and need an excuse to come back here and check for responses.

    And yes, the most fun has been coming out of Mods. BF1942 was made with the Modder in mind and just look at what it's spawned! Desert Combat in of itself is shaping up to be an amazing game, then you got your GI Joe mod, your Action BF1942 mod, etc.

    If only I had time to play.

    --
    -- taking over the world, we are.
    1. Re:I'd google for it but... by Obiwan+Kenobi · · Score: 1

      Here ya go. Look at anything with "TD" following its title.

      Once you get hooked on TD, don't expect to be let go soon :)

      I suggest the Maze TD and Azure Defense TD

    2. Re:I'd google for it but... by j4ck50n · · Score: 1
      dude..."BF1942 was made with the Modder in mind and just look at what it's spawned!"

      BF1942 was NOT made with modders in mind. Read the development history of the mods you are talking up for chrissakes...

  156. You'll like this. by Dthoma · · Score: 2, Informative

    If you liked DDR, then you'll probably like to check out pyDDR, a DDR clone written in Python and PyGame. It's got a buttload of dependencies but other than that it looks beautiful.

    --

    Note to M1-ers: a curt but otherwise insightful message is not "Flamebait" or "Troll".

  157. hrm by Vej · · Score: 1

    perhaps it's time we go back to the days of smaller, condensed games, plots, storylines.

    You could extend a simple game style like...mario kart to include vastly more gameplay/etc while keeping it simple and fun.

  158. OK, here is an idea I've had for a game... by StressGuy · · Score: 5, Interesting

    The setting is in a movie theater during the days of silent films. The film itself is, of course, black and white but everything else is normal. There is a piano player on stage in the corner and a movie audience. The movie playing is a serialized "Perils of Pauline" kind of thing. You control what happens on the movie screen and how well you do effects how the audience reacts. The tempo of the piano player's music will warn you when things are about to get hairy and the text-screens during the movie (It's not a "talkie" remember) will provide clues as to what to do.

    You get points for not only rescuing the "damsel in distress" but doing so in the "nick of time" using the most outlandish means possible. Your audience responds by remaining focused on the screen and coming back next week to see what adventures our hero gets into next.

    On the other hand if say, she's tied to a railroad track and you rescue her before the train is even on camera, the audience will be bored and start throwing peanuts at each other and some will even get up and leave.

    Also, if you fail and the damsel dies, then the audience is horrified and storms out the the theater in mass never to return.

    anyway, that's the basic jist, I just wish I knew how to code it.

    --
    A goal is a dream with a deadline
    1. Re:OK, here is an idea I've had for a game... by Sprunkys · · Score: 1

      Peter Molyneux's Lionhead has been busy with something similar for some time now:
      The Movies

      --
      "We live in our minds, and existance is the attempt to bring that life into physical reality" Ayn Rand
    2. Re:OK, here is an idea I've had for a game... by Anonymous Coward · · Score: 0

      Here, I'll get you started...

      int main()
      { ...

      The rest shouldn't be too hard.

    3. Re:OK, here is an idea I've had for a game... by hysterik · · Score: 1

      shhh.. don't tell Maxis (EA), they'll take the idea and make Sim-MovieTheater.

  159. Originality in games, eh? by Anonymous Coward · · Score: 0

    Anybody here remembers David Braben's Frontier? :)

    1. Re:Originality in games, eh? by Anonymous Coward · · Score: 0

      frontier -> first encounters (JJFFE) -> EV Nova

  160. New ideas? by lightspawn · · Score: 1

    here do the new ideas go if we can't have games like Viewtiful Joe, Shenmue, and Jet Grind Radio?

    Jet Grind Radio, after you remove the horrible spraying can follow-the-sequence mini-game, is pretty much the same old "avoid enemies, collect items" game. Sure, the graphics are dazzling, the physics engine lets you do stuff you couldn't 10 years ago, there's 2/3 kinds of things to collect (spray cans and stuff to spray, and those "graffiti souls"), moving targets (tag the enemy gang), and racing mini-games, but nothing's really _NEW_.

    Shenmue's basically an adventure, with atmoshphere to rival a movie (especially audio-wise) and a lot of stuff to do (arcade games inside the game - by the same developer!, forklift races, stuff to collect, Virtua Fighter - like fighting game, and 'press button quickly' reflex tests).

    In both these cases, the games offer little innovation, but what's there is a lot of tried and tested content, with superb attention to detail. These games are not new, they're just well-crafted.

    That's not to say they aren't worth your money or your time, but if you want innovation, you won't find it there. Perhaps you should be looking at either PC or GBA games, where the barrier of entry is still low enough to let a new idea in a little more frequently.

    P.S. I'm probably supposed to say something about the gamecube's Animal Crossing, but I haven't played it.

  161. It's all in the indipendent/small dev. groups by MrScience · · Score: 1

    Just look at something like Savage. Granted, it has elements of fighting... but it merges a 64-player FPS with the RTS genre, allowing commanders to build, research technology branches, and command the 31-person FPS players.

    --

    You quitting proves that the karma kap worked. The most annoying of the whores shut up. --CmdrTaco

    1. Re:It's all in the indipendent/small dev. groups by MrScience · · Score: 1

      Oh, and I forgot to say... it's made by a group of three devs!

      --

      You quitting proves that the karma kap worked. The most annoying of the whores shut up. --CmdrTaco

  162. The FPS, like rock-and-roll, is dead and/or dying by pmbuko · · Score: 2, Insightful

    If I were to somehow distill the inner workings of my mind and figure out the process my brain goes through when determining whether or not I enjoy a particular game, these criteria would be on the checklist (in no particular order). A Yes answer to each of these makes it a winner in my book.

    • Is the level-to-level progression of gameplay suffiently complex that I don't feel like I'm following a dotted line from start to finish?
    • Is the AI sufficiently clever that I'm not able to quickly determine and exploit its weaknesses?
    • Is the single-player scenario/storyline engrossing, or does the game's appeal rely solely on internet play?
    • Do I get to use my brain, or are rapid motor skills enough to get me by?
    • Would I watch a movie or read a book based on the game's storyline?
    • Does the wow-factor of cool graphics do more than just spit-polish a steaming lump of excrement?

    There are more criteria, I'm sure, but that captures a large chunk of them. There are very few games I've played that meet those criteria (this includes non-FPS titles):

    • anything by Bungie (particularly the Marathon series)
    • the Myst series
    • Diablo I and II
    • Deus Ex
    • Medal of Honor
    • Splinter Cell (cool stealthy gameplay)
    • and perhaps Castle Wolfenstein, but the final boss is waaaaay too easy.
  163. old but good by Anonymous Coward · · Score: 0
    Sometimes the way to make a really cool game is by building on a past popular game. Their just has to be one killer feature present for the derivative work to be cool.

    For example, I've been playing the game Lux for the past little while. It's exactly like the boardgame Risk, except that instead of playing on a map of earth it randomly generates maps. Now I think that Risk is one kick-ass game, and random boards are making my mind explode!!! (note that Lux is OSX only)

  164. blah... by Hypocritical+Guy · · Score: 1

    Yet another person complaining about how game originality has disappeared. How original is that?

    Guess what? The gaming industry is very big these days. You're going to see a lot of repetition because of this. There never was a huge amount of originality in the gaming industry to begin with. There was always a few good games, that had a concept that was new and entertaining. Then an onslaught of games that copied this concept. Look at the old Atari 2600 games and you'll see this. Look at 8-bit consoles, 16-bit consoles, etc and you'll see this. Look at PC gaming at any time period and you'll most definitely see this.

    --
    If you liked licking my balls, add me to your foes list!
  165. Games are no different than movies by broothal · · Score: 1

    So games have a specific target audience. It's pretty much the same audience that likes mainstream hollywood movies

    I'm pretty sure that once women like my girlfriend who likes chickflicks and hates Van Damme movies starts to play (and buy) computer games, the industry will change accordingly.
    ...however, I'm not holdning my breath.

  166. Rewind back twelve years or so... by mykepredko · · Score: 1

    It's funny reading this article because I can think of a number that came out a dozen years or so ago with exactly the same theme; games were all the same, there was nothing new, game developers were rehashing the same old concepts over and over again...

    And then came Wolfenstein and suddenly games weren't boring any more and people couldn't get enough FPS. When things got boring again, out came "The Sims"...

    I have no doubt that the pattern will repeat itself and somebody out there has a great new concept for a game and it will be "discovered" now that people consider the current ones boring and manufacturers are looking for new concepts to exploit.

    myke

  167. Originality in the eye of the beholder by hackwrench · · Score: 1

    If other people don't post their lists, how are other people supposed to know what others find original. If everyone found the same games original, then we could just have one person examine all the games make a list of the original ones and be done with it. The fact that different people find different games original is an argument for you posting a long list of games you find original not against it. Also, what's so bad about your list being nit-picked?

    1. Re:Originality in the eye of the beholder by JKConsult · · Score: 1
      Quoth me: "I'm not going to post a long list of original games, for a few reasons. One: the list will be nit-picked incessantly, and that's not really the point, and Two: What I consider original, you may not."

      Quoth the reply "If other people don't post their lists, how are other people supposed to know what others find original. If everyone found the same games original, then we could just have one person examine all the games make a list of the original ones and be done with it."

      I refer you to my statement. Finding a list of original games is not, repeat not, the point of why I was posting. The point of my post is to show that if you look at originality in a different way than "completely new, never been done before", you see that there's plenty of it out there.

      Quoth the reply again, "The fact that different people find different games original is an argument for you posting a long list of games you find original not against it. Also, what's so bad about your list being nit-picked?"

      It's an argument for me posting a list, if I cared to get into a long, pointless-to-me discussion and rant over what games are original now. I have no interest in that. The list being nit-picked would lead to the above referenced pointless (to me) discussion. That's what's bad.

  168. Always something new... by SharpFang · · Score: 3, Informative

    Amazing levels of freedom and detailed world (Morrowind)
    Thrill of sneaking up and tricking the enemies rather than killing them (Hitman 1 & 2)
    Really challenging AI (announced in Halflife 2)
    Atmosphere of real fear (Silent Hill 2)
    Amazing plotline (Final Fantasy, since 4 or 5)
    Easily extendable "create your own world" without quality loss. (Morrowind again, compare to average user-made levels in other FPP games)

    These are but a few relatively new tricks that will not get old&boring anytime soon, and before they do, people will come up with new ones.

    We're far beyond the times where everything could've been turned into a game: Brushing teeth, riding elevators, catching sheep, eating hamburgers... Nowadays all games need to have a plotline (not only some "intro legend" written in a paper manual), some 3D gfx, good music&fx, several hours of gameplay, more or less "closed ending" (at least a "main quest") - these are a must, and they make all games very similar to each other. But there's a whole big layer behind that, which evolves slowly but constantly and it's NOT just the looks.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  169. I learned from King of the Hill... by CausticPuppy · · Score: 2, Funny

    That reminds me, Dale Gribble once said it's possible to build a bomb using nothing but a roll of toilet paper and a stick of dynamite.

    --
    -CausticPuppy "Of all the people I know, you're certainly one of them." -Somebody I don't know
  170. You don't know me... but man, I HATED Halo. by Anonymous Coward · · Score: 0

    See subject.
    Halo sucked.

    Multiplayer was fun for about oh, 10 minutes.

    1. Re:You don't know me... but man, I HATED Halo. by Anonymous Coward · · Score: 0

      Thanks for this pointless post. The eradication team is one their way...

  171. half-life 2 might be the next step by Flunitrazepam · · Score: 1

    If you have watched the gameplay video you know what I mean. It exists within the framework mentioned countless times here, basically you run around and kill things in a spooky environment. However, the level of innovation present is nothing short of staggering, and should make anyone who has seen the demo flinch when hearing the above description of the game.

    Since when could you push things in front of doors to block the enemy from coming in, or shove a matress down the stairs to block them? And since when would the enemy be SMART enough to immediately shoot open the window when he realizes the door is blocked? Birds swooping overhead, fantastic sound and interesting new weapons. Sure it isn't a revolution in context, but it proves there is still plenty to do in the genre.

    --
    1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
  172. Infocom Still Rules (Hello Sailor) by skarth · · Score: 2, Insightful

    I don't know about anyone else here, but I still love playing the old Infocom text adventures which can be obtained from eBay or from other places.

    They have no need for fancy 3D graphics cards or the latest speedy processors.

    It's very relaxing to play the games. They are quiet. They keep my mind stimulated.

    It would be nice if there were a game manufacturer who made new text adventures; I am not aware of any that currently do.

    1. Re:Infocom Still Rules (Hello Sailor) by Anonymous Coward · · Score: 0

      And it seemed like all the freeware text adventures years ago were all porn.

  173. It's a sequel to a sequel.... by arbitrary+nickname · · Score: 1

    Explain to me how Grand Theft Auto is "bland" and "conforming".

    They'd already done it twice before? It took 3 attempts to make it into a good game....

    Regardless, it's bland and comforming because it involves mostly driving and shooting

    1. Re:It's a sequel to a sequel.... by Some+Woman · · Score: 1

      Regardless, it's bland and comforming because it involves mostly driving and shooting

      Except that this game is more open-ended than its predecessors. Yesterday I was playing GTA3 with my boyfriend. He stole a tank from the National Guard. Not as part of a mission or anything that you were led to believe you could do, but out of curiosity as to how far the game would let you meander. And that is what makes this game great.

      --
      My dingo ate your honor student.
    2. Re:It's a sequel to a sequel.... by jawtheshark · · Score: 1
      Yesterday I was playing GTA3 with my boyfriend.

      Is there a multiplayer mode on the PS2? I've only seen it on PC, my brother is a GTA3 and Vice City addict. You will not believe how he plays that game, he knows the city by heart. If I'm playing and he's around and I need, let's say, some armor, I just ask him and he says: oh, there you go left, now two intersection, right, over there in the bushes. He tries about everything I would not even think of.
      Apart from that, I'd kill for a girlfriend that plays GTA3 with me. Luckily I have my sister who loves PS2, and we found that we enjoy late-night beer-filled evenings playing Dark Alliance on the PS2. Girl, was I drunk last saturday. My sis laughed her ass off when I lost orientation in the game. (Read: 5 litres of beer is not a good combination with playing games)

      --
      Ahhh...the great dumpster continuum. Many a free computer will be found there. -- sowth (748135)
    3. Re:It's a sequel to a sequel.... by Some+Woman · · Score: 1

      We were playing GTA3 for PC, and there's no multi-player mode, but it's fun to watch. We each have our own saved game and we took turns. He let me take his tank for a spin. :)

      And you better watch yourself. You could lose your dignity playing video games all drunk like that!

      --
      My dingo ate your honor student.
    4. Re:It's a sequel to a sequel.... by rifter · · Score: 1

      We were playing GTA3 for PC, and there's no multi-player mode, but it's fun to watch. We each have our own saved game and we took turns. He let me take his tank for a spin. :)

      Actually, there is. Apparently, there was supposed to be a multiplayer version, but it did not get done, so the open source community finished the game. Too bad there is not the same thing for VC, or the PLaystation versions.

  174. In a world... by Anonymous Coward · · Score: 0

    In a world where 85% of sex acts are performed with a penis and a vagina, where are the original and innovative ideas? xxx.com has a telling editorial about the state of creativity in the sex industry, the constant re-hashing of positions and acts, and a look into the future when technical achievements and new gadgets are no longer the driving force. What happens when every sex act follows a tried and true formula? Where do the new ideas go if we can't have positions like the "Second Posture of the Perfumed Garden", "The Position of the Goat and the Tree", or devices like the "Venus Tickler"? Did innovative, rather than mainstream, games mean that hooker "Twisted Lady" needed to get out of town while "Alotta Fagina" still enjoys enormous success and popularity?

  175. technology limits games by Anonymous Coward · · Score: 0

    Look at Hollywood. There are the blockbuster action movies which are close to the kinds of games the poster doesn't like. Fine. But there are also all kinds of different movies which can't even be approached with games. The technology is the limit. The current state of AI, graphics and physics lends itself to dumb, ugly games. You can't have social interactions because of the AI and because computer humans look awful.

  176. Why is it... by chrysrobyn · · Score: 1

    Why is it we need an original game? Aren't the current ones good enough? Don't get me wrong, I don't want revolutions or evolutions to stop, but I think our priorities are messed up here.

    Linux is basically 30 years old, and certainly the Posix standard it was written against was based off of rewrites on rewrites, but it inherantly goes back to 1970 UNIX (now politically referred to as Unix).

    We're in an atmosphere where PowerPC and Sparc falter, MIPS and Alpha barely survive, but Intel 4004 derived processors prosper and dominate?

    My favorite game is Starcraft (aka Warcraft 2.5: Now In Space). I've reluctantly started playing "Warcraft 3: 3D Acceleration Because We Could, Not Because It Was Needed" despite my 32 meg video card from ages ago. My favorite game of all time, Starflight II, was based on Starflight, whose premise could be loosely considered to be based on Oregon Trail. New titles are hard and spaced out very far. It's not enough to be different, it's got to be compelling. If it's same old-same old, but compelling, that's what matters-- ask Id. Doom III may be a rewrite of the engine in manners which I cannot comprehend, but it's a spin on the genre that Wolfenstein started (and games before it, I imagine, but Wolfenstein was the first I saw). I didn't play that much Tetris, but I played enough Puzzle Fighter to keep me busy.

    I'd like to see more of a concentration on game writing getting the best of the best even better. I'd like to see an end to Warcraft III's characters that are obviously polygon derived -- an example of moving to a technology because it was possible. There is so much more that the hardware can really do, but we give up because New is Better. Finish what you start before moving on.

  177. Catch 22 by Black+Copter+Control · · Score: 1
    The thing about innovation is that it's uncommon. The truth of the matter is that innovative ideas really only come out once in a while.

    If innovation was the norm .... it wouldn't be innovative.

    Sic biscitus disintigrat.

    --
    OS Software is like love: The best way to make it grow is to give it away.
  178. Innovation is never the majority by Omestes · · Score: 1

    Innovation is as big as its ever been. You cannot have a market with infinite innovation, it is simply impossible. Lets say you start with 1 inovative game (or movie, or music, or book), meaning innovative in a "catch the popular imagination" sence, and not in the self-masterbatory "look I'm creative" sense. From there people will copy that forumla, meaning it is no longer innovative, it infact becomes a cliche, including the orignal game.

    So now you have 1000 games, one innovation, and 999 variations, some of which EVOLVE and MUTATE the original innovation (better rendering, less clunky engine/system, better plot), but all following on the one original concept. Then the 1001st game is another true innovation, then the cycle repeats until the 2001st game... And so on. So in your hypothetical market you have 3000 games, and 2 actual full inovations, and probably another 500 almost-innovative-but-following-a-theme titles. And some odd number of games that combine various elements.

    Look at CS and the HUGE market of clones. First you get the whole "stealth" genre started with CS, and Tom Clancy decides "bring out the clones", and the market gets innundated with CS wannabes with better graphics, better controls, better play systems, yadda yadda yadda. Then come sub-innovation, team controls! Then comes another grip of CS clones with team controls, with continueing improvment (or not) in AI and such. Somewhere in there WWII sims become big thanks to MoH, then the genres combine and mutate together.

    This is how it will be from now on. We're all suffering from back-in-the-day syndrome. The problem is, "back in the day" commercial video games were young, and not fully developed. Look at a biological system for an analogy. When a enviroment opens up, evolution EXPLODES, until every niche is full, after that it is just variations on themes, building better adaptions to the pre-existing niches, and against competition.

    Back in the day video games were the new enviroment, the possibilities were endless, all we could see is new niches waiting to be filled, inovation ran rampant, everything was new. But as time went on, these niches filled with tried and true forms, and the amount of new niches started to decline rapidly, inovation slowed, variation increased. Bringing us to today, where pretty much every niche has been tried, there may be some new ones, down in the bottom of the entertaiment ocean yet to be tried, but the prime real estate is pretty much full.

    Pretty much a universal.

    My 2c.

    --
    A patriot must always be ready to defend his country against his government. -edward abbey
  179. Good games are out there by Engdy · · Score: 1

    You just have to look a little harder. Games like Uplink, Pontifex and Combat Mission are available, successful on their own scale, and pretty durned innovative! I would love to see more games like Pontifex that educate while they entertain.

    --
    Siggy Wiggy Figgy Tiggy a bana bo Biggy!
  180. Going Hollywood by Anonymous Coward · · Score: 0

    How is this different than any other part of the entertainment industry? People like shit that blows up. Big news here.

  181. Duh. by Anonymous Coward · · Score: 0

    People don't necessarily want "new" or "original" games. People want "fun" or "entertaining" games. Producers are just giving us what we want. Even though GTA: San Andreas is going to be the 5th game in the GTA series, I'm willing to be that it will still sell multiple millions of copies. It won't really be much different from the original GTA. You run around, stealing cars, doing jobs for various criminal underworld bosses. It's not original anymore, but it IS still fun. VERY fun. Nobody will play an original, creative game if it is not fun to play. Many people will play an unoriginal, uncreative game if it is fun. There is your answer. I guess the same could be said of the movie industry.

  182. Bullshit. by Anonymous Coward · · Score: 0
    John Carmack - id Software's technical wizard who just about single-handedly ushers in each new generation of visuals with his latest engines - recently said that graphics technology is quickly approaching an apex. He believes it won't always be necessary for programmers to pump out new engines for each successive generation of releases. This could mean that it might not be long until technical innovation is no longer a driving force in interactive entertainment - at least provisionally. This would leave games with one leg upon which to stand: Creativity.
    Just think Hollywood. Just think popular music. Yeah there are lots of exceptions, but I'm asking you to look at the bigger picture, the "average".

    When the technical stuff is maxed out (or just on a temporary plateau), that doesn't mean creativity is the only leg to stand on, that's ridiculous. Because there is yet another leg, marketing. And THAT's the leg they'll end up standing on.
  183. Innovation, huh? by Andrevan · · Score: 0, Flamebait

    That's why I own a Gamecube.

    --
    "All it takes to fly is to hurl yourself at the ground... and miss." - Douglas Adams
    1. Re:Innovation, huh? by Andrevan · · Score: 1

      I think that was misunderstood, since it was moderated as flamebait. I meant that GameCube has a lot of innovative games like Animal Crossing, Cubivore, Pikmin, etc etc.

      --
      "All it takes to fly is to hurl yourself at the ground... and miss." - Douglas Adams
  184. Pushing boundaries / Original Film ( Maybe OT ) by A55M0NKEY · · Score: 3, Funny
    This is an idea for a short film/movie I want to see, not a game:

    You know how in a rpg battle ( I am thinking Final Fantasy X here where you have the guys waiting to get thier turn to fight just kinda waddling/dancing from side to side looking kinda stupid ) well wouldn't it be kewl if the whole party came to real life! They could talk to some gang bangers, opening thier mouths silently while a floating blue 'window' with some text appeared, the bewildered crack dealers would say something about how they were going to bust a cap in their arses and then out of nowhere the battle theme music would start playing 'dunt dun dun dunna na dunna na dunna..' and the characters would all start dancing from side to side. The bewildered gang-bangers would be like 'what the f*ck?' and start shooting. The bullets would bounce off someone's armor and maybe hit the little ORCO looking dude in the shoulder the white digits '399' to come up. Then maybe one of the girl chars would magic some green sparkles to give Orco back 567 life ( green digits ) Then the fighters - the main char,
    and that armored up guy would take out six or seven of those bad guys each on their turns and then Orco could summin Ifirt to crispy fry the rest.

    Soon all this ruckus would get the cops attention and another battle would ensue. The chick would summon a 'shield' spell and the moogle would send a pack of hundreds of chocobos to peck the heads of the cops trying to shoot the dancing characters. The main character would use 'mug' to dispatch the police chief ( a boss ) and get the gun mana to add to his sword. Now each slice hit also shoots a bullet!

    As the characters continued to search for the way home, breaking into random people's houses to steal anything in a foot-locker, vase, bookshelf or cabinet they would eventually draw the Army's ire who would position themselves blocking a bridge that would of course be the only way to get across the calm and easily swimmable stream. The intrepid characters needing to get home through the interdimensional portal hidden in a ps2 which was on the other side of the bridge would challenge the host of 'ArmyGuys' and 'MechaTanks' and 'FighterJets' ahead.

    The battle music would begin and they would switch the moogle for the Ninja guy, then a bullet would bounce off the main character's 'KevlarArmr' causing his limit to break. He - being the fastest aside from the ninja who has lost his turn by being switched in would go first and kill most of the weaker 'ArmyGuys' at once moving so fast that it looked like there were hundereds of him. The 'MechaTanks' would be mostlu uneffected. One of the 'MechaTanks' would shoot a shell blowing Orco's head clean off, but the chick would through some stuff out of a pillow on him and he would magically come back to life. Then the 'TroopCarriers' would do their 'more troops' move and replenish the entire supply of 'ArmyGuys' the Knight/Armor dude would step forward and hit a 'MechaTank' with all his might for a measily 1 damage. Then the Ninja, knowing the battle was shaping up to be fierce would eschew throwing the stars built for throwing that they picked up at the last town and start throwing obsolete weapons at
    military. A fire claw - for the cat dude that never gets played and has no experience goes flying and hits one of the 'TroopCarriers' setting it ablase.

    Hmm that fireclaw had magic in it thinks the party. The troop carrier was taken ou easily. So Orco summons Ramuh the lightning god to zap some of these machines. Bzzzzz every ArmyGuy and Major standing is wiped and three of the four MechaTanks are disabled. The ArmyGuys inside them pour out and run for their lives. But the last MechaTank does a 'radio for backup' and four TroopCarriers full of ArmyGuys come to replace the fallen.

    In the distance the roar of 'BomberJets' is heard and a floating digit clock showing 3 minutes starts ticking backwards. The FighterJets have now taken off and are circling back to fire missiles at the party but just in

    --

    Eat at Joe's.

  185. We're trying... by presearch · · Score: 1

    We've been avoiding any typical genres with our game tranquility.

    Apple's review said this about us:

    If you've watched those old movies or TV shows that fantasized about what our lives might be like in the future,
    you've probably seen people playing futuristic games in ultramodern settings. And you may have thought,
    "Wow. I want to play those games. I want to be there."

    Guess what? You're there. The game's called tranquility, and it represents an entirely new kind of game.

    We use the term "game" loosely to describe tranquility, because it's like nothing you've ever played before.
    And while it does have definitive objectives, it's also a highly sensual environment that you can enjoy without
    pursuing any kind of goal at all. In fact, if you want to, you can just bounce around to music. "


    Doesn't sound like a typical title does it? But it's a hard sell.

    It appears that, at least in the US, if it doesn't have a gun, or a car, or a spaceship, or little puppets running
    around, the mainstream game market sees it as "pointless", even if pointlessness is pretty much the concept
    behind most games anyway.

    Another part of the problem might be that the money men, the guys running the publishers, are too Type A to be
    able to comprehend something where the goal isn't to dominate and vanquish your opponent. That's why we
    see mostly things like Quake and GTA clones. Beyond that, it's the 10,001th version of Breakout or Tetris.

    Sure, some things slip through the cracks like the Sims series but that took them like ten years and even then,
    they keep pushing variants of the same idea.

  186. Mallrats is amazing by pawlie · · Score: 1

    Come on! Mallrats is Smith's best film. Easily his most watchable, and funniest.

    And for those of us who own a Volkswagen, it's even funnier...

  187. Don't forget Deja Vue II, Lost in Las Vegas by Anonymous Coward · · Score: 0

    Shadowate et al were also out for the Amiga (and possibly the Commodore 64), Apple IIGS, Macintosh, PC (Windows). I played them all on the little 9 inch black and white Macintosh.

  188. What can be done with interactive media by sielwolf · · Score: 1

    I think the root of this poster's problem is what is done with interactive entertainment. When someone plays a video game they expect a different experience then what a book or a movie would give them. It is like any "play" activity and thus is bound by that expectation in the consumer. Complain about 95% of games being solved with a gun? Well no one's going to play the video game equivilent of C-SPAN.

    Interactivity demands action. Action usually implies simulated physical activity or puzzle. And this activity usually needs some verve. The 100m sprint may be the purest competitive sport on the planet... but it would SUCK as a video game. Dialogue and plot may help make a game experience better... but no one will play a game that is just a queue of cutscenes.

    So we have sports games, action games, puzzle games. The problem is that much of the action either needs to be scripted or supplied by a human opponent (either local or remote). And compared to the 80's, current games are far and above more complex. How much more side scrolling jumping on sprites and picking up coins do you want?

    And guess what: a sequel of Jet Grind Radio (i.e. Jet Set Radio Future, out on PS2) or Shenmue (I believe the new one will be out on X-box soon) is still just as derivative as the next Doom installment.

    --
    What is music when you despise all sound?
    1. Re:What can be done with interactive media by Anonymous Coward · · Score: 0
      Well no one's going to play the video game equivilent of C-SPAN.

      Sh*t, I remember a game from years ago where you had to run an election.

    2. Re:What can be done with interactive media by Anonymous Coward · · Score: 0

      but no one will play a game that is just a queue of cutscenes.

      Considering the lack of gameplay in most games today and the fact that the programmers usually focus more on graphics and sound over gameplay, I'd say most of the games today are little more than interactive screensavers. L00k 4T TH0S3 GR4PH1X D00D! Lame.

  189. All this and we've still not seen Elite updated... by sheared · · Score: 1

    All these wonderous advancements, and we've still not had Elite remade in a way true to the original form. This of course goes against the spirit of the article, but why can't someone make a (non-online) modern day version of Elite. Freelancer was okay, until the game was over - then you realize the only real thing you can do is kill things. They didn't allow for any variation in style of play after the single player mission ended.

  190. Seaman?! by Anonymous Coward · · Score: 0

    "... I doubt you'll ever see anything like it again either."

    Good lord I hope not. If I never see a steaming pile of crap like seaman again it will be too soon. Seaman was the most boring pile of horseshit I ever had the displeasure to witness being played. I had the DC, and a friend of mine bought seaman after the noise about it on slashdot. I had to watch while he pestered me every day to play that worthless pile of crap.

    Seaman is utterly 100% boring crap. The Dreamcast was super cool, but Seaman had no redeaming facet at all. It wasn't even original - crappy tomagochi (sp?), AIBO, and every other "virtual pet" stamped that territory into a path before anyone had the misfortune to purchase Seaman.

  191. "Non-linear storytelling" is an oxymoron by frenchgates · · Score: 2, Insightful

    and a red herring. As a film buff and former filmmaker I bought into the "non-linear storytelling" hype that was coming from various projects that purported to combine the best of hollywood and games, but all fell flat. Michael Crichton was a huge booster for this concept for a while. Several crappy games later I don't hear much from him about this anymore. Anyone want to fire up "Trespasser?" Didn't think so.

    The basic problem is that compelling storytelling requires the storyteller to be in control. The more you add interactivity, the less good the storytelling.

    It's like trying to combine the best of democracy with the best of totalitarianism.

    --
    Syntax error: loose != lose, affect != effect, then!=than
    1. Re:"Non-linear storytelling" is an oxymoron by startled · · Score: 1

      "Non-linear storytelling" is an oxymoron

      Agreed. If you truly put the gamer in control, they're the one telling a story by the way they play the game. What a non-linear game should do is create a setting in which the gamer will create his or her own interesting tales. Everquest, with all of its flaws, does this well occasionally-- accounts of early raids against dragons were always riveting, and I imagine moreso to actually be there.

      I don't have anything against linear storytelling either. If that's what you want to do, fess up and do it. Deus Ex had multiple solutions to most puzzles, but pretty much the same story for everyone, with a couple branches. It was still a great game.

    2. Re:"Non-linear storytelling" is an oxymoron by Blackhalo · · Score: 1

      "It's like trying to combine the best of democracy with the best of totalitarianism." God bless the USA!

      --
      "There is nothing to do it. But to do it." -Floyd Pepper
    3. Re:"Non-linear storytelling" is an oxymoron by tabby · · Score: 1

      It's not that linear is bad, its just that it is rarely done well. I for one like linear story lines because, just like a movie or a book, I want to see what happens and or what point the author is trying to get across.

      Morrowind has one primary linear storyline, which you can ignore if you want because there are hundreds of other shorter linear plots you can follow if you want to aswell.

      DarkForces2 forked towards the end depending on the number of darkside points you had accumulated, giving you different endings based on your actions. (but Mysteries of the Sith had a silly and non-intuitive ending)

      I think someone else has pointed out that DeusEx has multiple solutions to many puzzles.

      So I think the answer is not non-linear but rather depth, give the player something to explore.

      --
      I've experiments to run, there is research to be done on the people who are still alive.
  192. you have seen it here, aim for real by twitter · · Score: 1
    Improved technology offers many novel game ideas. We've seen game over reality overlays here on Slashdot. At the time, the equipment filled a backpack. That's sure to change. I imagine a system with dual cameras that overlays game information to dual screens before the player's eyes all talking to the network and other players in real time. What kinds of games you could make up to go along with that is where it's at. Even something as simple as voice instructions through an earbud can be used.

    There's money in it. If the game and the software itself don't make money, custom equipment will just like the thriving paintball equipment market. You can always charge people for the overlays, much like gamelan.

    --

    Friends don't help friends install M$ junk.

  193. Re:I know he said he is anxiously awaing half life by k-rad · · Score: 1

    Speaking of half-life, incidentally there is a new vid of the gameplay just in case anyone is interested. Bit-torrent required however.

    Here to download.

    --
    --->----
  194. I would spend time refuting that but... by ProfessionalCookie · · Score: 1

    I think if you've ever watched kids pour money into DDR at the mall you know this isn't always true (perhaps some of those "smart" people work at Konami?).

  195. Art house games by DonGar · · Score: 2, Insightful

    Actually, there DOES seem to be an emerging market for 'Art house' games. It's the direct download stuff that's being sold straight from websites.

    They are usually lower budget, with lower production values, and even lower tech, but often with really good game play, and with original ideas.

    An example of this is 'Uplink', or anything released by Ambrosia.

    A couple of people can produce a game like this on nights and weekends over a couple of years. They can do this with almost nothing invested but time.

    The model of direct only sales works pretty well for them. You can sell for $20, and see almost ALL of the the $20! And because the focus is on the game, not the technology, the games tend to sell for years, not for a few months.

    However, console games can't be sold this way, since you can't release a game unless you get permission from Sony, MS, whoever. They take a big cut, and pretty much force you into the mainstream marketting model.

    This means you have to compete based on the pretty pictures and mainstream appeal to get enough sales to be able to break even. A small game company is lucky to see $5 a copy per game sold, and probably has 3 million invested by the time to game goes to market.

    --
    plus-good, double-plus-good
  196. i think the answer lies in snood by andy666 · · Score: 1

    meaning that really good games, whether they are on a computer or not, are rare.

    i think that we've only begun to see the possibilities - it's just going to take people a while to figure out how to best make use of the amazing computing resources that are available.

    1. Re:i think the answer lies in snood by gdulli · · Score: 1

      Snood was not original. The creator of Snood has admitted as much.

    2. Re:i think the answer lies in snood by andy666 · · Score: 1

      yeah, well whatever, that wasn't the point. it's a good game and, for example, it doesn't depend on having an amazing graphics card.

  197. Its our fault by bmantz65 · · Score: 1

    We, as consumers, are responsible. We buy the GTA's and Half Lifes out there and the publishers want to make a profit, so they make more from the same genre. The author of the blurb here on /. sounds like a ticked off DC owner..

  198. I think you're thinking of Bloodbowl... by AzrealAO · · Score: 1

    which was a Games Workshop product, using their established Warhammer races.
    Blood Bowl News

    1. Re:I think you're thinking of Bloodbowl... by ichimunki · · Score: 1

      Heh. Well, that wasn't the game. The game I'm thinking of was included entirely in the magazine (wistful sigh as I remember those days gone by, when we also could type in entire computer programs from listings in magazines)... but BloodBowl does look kinda fun... now if only someone would make a PS2 version. :)

      --
      I do not have a signature
  199. your sig should be... by Anonymous Coward · · Score: 0

    "Even if you do learn to speak correct English, to whom are you going to speak it?"

    The way you had it left a dangling participle, how embarassing! I'm not trying to be a smartass; I figured you'd want to fix it, given the implication for the sig's meaning. Oh, and shouldn't it be "...speak English correctly"?

    1. Re:your sig should be... by aoteoroa · · Score: 2, Informative
      "speak correct English" vs "speak English correctly"

      Either is fine. In the first instance of 'correct' is an adjective describing English, and the second is an adverb that modifies the verb speak.

      I find it funny that most of this discussion is happening anonymously - I was going to do the same because I don't want to be labelled a gramar nazi. . .Oh well. What's the point of having karma except to enjoy watching it burn away once in a while.
    2. Re:your sig should be... by Lemmeoutada+Collecti · · Score: 1

      Also, sentences should not end with a preposition, thus it should be to whom are you going to speak it? After all, we all know where we learned to speak from! ;)

      --

      You can have it fast, accurate, or pretty. Pick any 2.
    3. Re:your sig should be... by wrinkledshirt · · Score: 1

      because I don't want to be labelled a gramar nazi

      Heh. No need to worry. Grammar nazis are usually anal about spelling as well.

      --

      --------
      Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...

    4. Re:your sig should be... by bigjocker · · Score: 1

      Hehe ... that .sig has produced more replies to my posts than their content ...

      That sentence is a quote by Clarence Darrow and is often used sarcastically. Run fortune a couple thousand times and you may read it there (that's where I got it from ...)

      --
      Life isn't like a box of chocolates. It's more like a jar of jalapenos. What you do today, might burn your ass tomorrow.
  200. RPG/story-style by phorm · · Score: 1

    Hopefully, as games evolve in graphics, we'll move towards more of a story-style or perhaps cinematic (as long as we don't get bad game cinematics the way we get bad movies) style. If you view something like FFX... you get talking characters, solid graphics, interesting storyline, and decent gameplay. It's the first FF game that I've been able to get my g/f to play, likely mainly due to the fact that it's not a bunch of funky looking characters walking around with textboxes (speech definately seems to attract more interest in some cases).

    Shooters can be improved. For example, spy games wherein you still get to blow the crap out of stuff, but still have to solve clues to follow a (possibly not overly strong, but better than doom-clones) plot. How about a "Roger Wilco" game in 3d? I think we've come to the point where you could have Roger in full 3d, cinematic, and speech-enabled glory (heck, evil SQIV had a talkie version).

    Maybe something along the lines of "Alien Vs Predator", except you could interact with civilians etc as you progress through an alien overtaking. I know that AvP2 had the potential to be a real freak out... with effects such as walls being dented open, bodies dragged around corners, etc. How about some more of that, a little spruced-up graphics and some TLC and you might just have a really good interactive game, guns included!

  201. Originality is Overrated - but change will come by AvantLegion · · Score: 1
    Originality does not necessarily make a game good. A game should be entirely about the *experience*. Do we bash movies that are comedies because there have been countless comedies before? Why do people say "oh god, another first person shooter" and not "oh god, another comedy"?

    The gaming industry is still establishing itself as a major industry. The money is already there - big time. But the rules are still being figured out. Publishers obviously like the low-risk, high-reward established titles. These titles pay for everything else, though.

    The article talks about reaching an apex of graphics technology. What the article doesn't focus on is the fact that this apex will bleed all the way down to the independent developers. Right now, an indie developer can't make a game that competes technologically with a large company's. However, once that apex is reached, and the indies have access to game engines that aren't leagues behind the big boys, you'll see a bigger presence from the indie vanguard.

    It's like indie films. These days, an indie film can be shot on a budget and still look pretty darn good. It won't compete with The Matrix in visuals, but it's not something we would look at as if it was a relic from ages ago. Likewise, indie recording artists can create an album that sounds great - much better than even what the biggest recording artists were using years ago.

    And you'll see the same in games soon enough.

    1. Re:Originality is Overrated - but change will come by Catnapster · · Score: 1
      Why do people say "oh god, another first person shooter" and not "oh god, another comedy"?
      Comedy is part deriative and part current-events. Some material comes about simply as being a new way to tell an old joke. For instance, I enjoy finding new and funny ways to tell my friends that I have a bigger penis than they do. Sure, it's really all saying that I have an enormous johnson. But it's how it's said that makes the difference.

      The other part of comedy is making jokes from current events. Because current events are always changing, this material has the potential to be constantly original.

      Because of this, comedy movies are probably the wrong analogy for first person shooters. I'd say that horror or teen movies are a better example - people are so tired of teen movies that even Hollywood felt the need to vent.
      --
      The world can be wrong today for once.
  202. New ideas in games by Magnifico · · Score: 1

    There are a lot of new ideas in games, but few of those new ideas are coming from the commerical game developers. I've found there is many new ideas on game design and play floating around in the MUD/MUSH/etc community, but most of today's gamers won't touch them because they lack graphics and require thinking.

  203. one homogenous ocean by 10bt · · Score: 1

    the fine line between being original and being too risky is thinning all the time. once in awhile a small design house manages to skirt this line and creates a killer game, then gets eaten up by a bigger fish like EA or microsoft. i'm afraid that not too long from now there will be no more little pretty fishies in the ocean, leaving only the big mean sharkies to worry about their Q4 bottom line.

  204. Open Source? by Anonymous Coward · · Score: 0

    My question is why are there few/no (good) open source games? I realize that there's a lot of $$$ in selling games, but that's true of OSes as well.
    Why not create a good open source FPS engine and see where it ends up? Why not make a good open source RTS engine that could be re-used for years? Why not realize that your love for gameplay might be satisfied by doing something for free for the gaming community? Hell, I'd send someone doing this a few bucks just to encourage it.
    Kudos to the modders who are doing this already. I wish someone had the courage to start a project like this from the beginning.

  205. Speaking out of experience... by skaralic · · Score: 2, Interesting

    In some instances it is hard to breakthrough the popular concept of what a game is. A game with a high degree of originality that is completely different than anything else could be perceived as confusing even before the user tries playing it.

    Let's face it, games are big business and big business runs by the bottom line. Thus games made by big business are made for the "average" consumer. Cars could be made with sports suspensions without adding to the price but the average person wants a soft ride so the cars handling suffers...

    For games this "average" usually means something like 16-35 year old males and that's when you get all the guns.

    A couple of my friends and I made an "original" game (plug: www.pixelescape.com) for kids a few months ago. Seeing how it doesn't target the main user group (they have to have kids) and it's non main-stream concept (coloring instead of shooting/killing) we've had a hard time getting on any big "game" sites because they just don't care as they cater to that main audience.

    The bottom line is that people want stuff they recognize and if you're in it to make money you will cater to those needs and not go off inventing stuff. The industry is getting standardized so to speak.

    This doesn't apply as much to small, independent developers and original stuff can still be seen coming from there but they obviously cannot compete with big budgets in some areas (FMVs, animation...).

  206. What if you only needed to sell a few thousand? by bhsx · · Score: 1

    Carmac seems to be implying that the underpinnings of the gaming industry are becoming very stable, and mature. Not to put words in his mouth, but this has to happen. In my opinion the PC industry is plateauing, at least for the time being. The next couple-few years, we'll all have 3-5GHz boxes somewhere, but that will take a while. Until that saturation happens, the software industry isn't going to be able to write code to utilize that speed. When they do start utilizing it regularly we'll see the next push in PC sales and faster/better chips and cpus.
    So my questions are thus: Isn't this the time we should really be seeing a standardization of non-proprietary or possible RAND 3D engines, modular, with no "base genre" in mind? Something along the lines of Crystal Space (i know, i know, but it's promising...) along with standard physics models and interchangeable modules for different gaming rules, scripting languages and so forth?
    And Secondly (thirdly, fourthly?), if it is possible to do something like the above, is it not possible that one of the evolutionary benefits would be a large indy scene. Maybe even a scene where the "publishers" are the creators of the engine. As an example of what I mean, let's say that Rockstar Games wasn't part of a super-hyper-mega-corp, or split off. They have this great game that certainly can inspire the best game devs (GTA3 engine, duh.), and want to allow innovation in game design, but don't want possible competition for GTA4 or whathaveyou. They start taking auditions, putting together a company structure not unlike the music and movie business, seeking indy game developers with fresh ideas. They MAYBE give the "pitches" they like some seed money, but basically, put the financial risk on the new developer and only offer him the PS dev tools and engine (under NDA maybe) to use for free. In return, Rockstar publishes the game and gives it a test run, hosting there own website and trying to develop a "indy" community. The website would sell the indy titles for inexpensive (read around $10-$15, most of which goes to the artist/dev team) prices, hoping to find a diamond in the rough. When a game is found to be high quality and/or popular with the community Rockstar then deepens its pockets and does a mass printing and PR campaign, pushing it to the larger public at regular console prices. Eventually everyone would want in on the indy scene and creativity will have crept back into the game scene, if it was ever REALLY there to begin with.
    Note, I used GTA3 as an example, i'm not implying that its engine is anywhere near the quality I really mean at the beginning of my post.

    --
    put the what in the where?
    1. Re:What if you only needed to sell a few thousand? by gfody · · Score: 0

      the software industry isn't going to be able to write code to utilize that speed

      I have a question for all the people who keep saying today's software can't utilize a 4~5ghz cpu.. where are you guys getting this great software that is so optimized that it couldn't run faster even with a faster cpu?

      -1 troll whatever but the statement is so stupid I can't stand it!

      --

      bite my glorious golden ass.
  207. FPS is still a wide spectrum of games by Anonymous Coward · · Score: 0

    The First Person Shooter genre is peppered with necessary steps towards a completely immersive experience. There was a plodding progression through Wolfenstein, Doom, Duke3D, Quake, Unreal, Quake3, Max Paine, and in parallel through the multi-player equivalents, CounterStrike, Tribes, and now Planetside. These games are building up to kinds of software which could not be made without these stepping stones _and_ their derivatives (and licencees). Without selling all those knock-offs, who would pay for the Carmacks of the world to spend two years working on nothing but the Doom3 engine?

    These whiny premises get us nowhere. It helps noone to ask why other people continue to pump out cookie-cutter products. Create something original yourself if you think it's so easy, and then see if anyone else thinks it's original or fun.

    I look forward to seeing what you're capable of.

  208. Lack of innovation in articles by janaagaard · · Score: 1

    I thought I had heard the song before, so a quick Google revealed that it's definitely not the first time a reviewer complain about the lack of innovation in games. I think I will complain about the lack of innovation by reviewers. ;o)

    To of the articles:

    The True Death of Gaming? August 2000.
    Change Is Scary... Hold Me November 2000.

  209. movies by Zed2K · · Score: 1

    The game industry is in as big of a funk as the movie industry as far as original ideas goes.

    1. Re:movies by youknowit · · Score: 1

      i hear that you can get movies on disposable dvds now

  210. Remakes of the 'original' games by romec · · Score: 1

    It is amazing the originality that went into some of the games back in the 8-16 bit console days. There are plenty of nes-snes-genesis games that I still play today despite the aged technology/graphics. I think it'd be awesome to see some 3-d remakes of some of these games River City Ransom Legend of the Mystical Ninja Double Dragon Ninja Gaiden Super DodgeBall Wizards and Warriors I don't think all the originality is gone. I mean mods at least serve as a testing ground for new ideas for FPS games. I mean after playing doom->doom2->quake quakeworld team fortress completely blew me away. TF2 is coming, TF2 will be released The same will happen with this generation of games after we get past the eye candy phase.I still think my favorite fps has to be Duke Nukem 3D, there was humor, great levels (Shop n Bag anyone) and even attitude. BTW anyone remember the nintendo game "gotcha!" (that has to be the first FPS even though it was a side scroller)

  211. The Dreamcast by 222 · · Score: 2, Funny

    died?
    mine is still very much alive and kicking....
    You just havent lived until you've played virtua tennis on hard, while drunk :)

  212. Anyone notice how by Anonymous Coward · · Score: 0

    PS2 games like Zone of the Enders: The Second runner
    or Final Fantasy: X-2 weren't mentioned in this article?

    It looks like it was created by a lamoid PC Gamer who thinks the world revolves around PC Gamers and PC Gaming.

    The truth of the matter is that PC gaming is the *LAST* place you'ld look for orginal games.

    Most of the truely original games come out of Japan and are created for the PS2 market.

  213. Illusion of perspective by tgibbs · · Score: 1

    This is mostly an illusion of perspective. If you climb a tree in the woods, and look off in the distance, it seems like the trees are clustered far less densely where you are than far away. Similarly, as we look back, it seems like most of the innovation is in the past. But really, there have always been only a handful of real game design innovations per year (with occasional brief bursts when new hardware allowed people to implement games they'd thought of before, but couldn't previously implement). Most games have always been sequels and clones.

  214. (still OT) Re:I think ... Bloodbowl... by ichimunki · · Score: 2, Interesting

    Ha. Just found it via eBay. "Monsters of the Midway" was in issue #65 of Dragon Magazine.

    --
    I do not have a signature
  215. Game sameness - churn and politics by Zhe+Mappel · · Score: 3, Interesting
    To the many good critiques here, I'll add just two points: churn and politics. First churn.

    Game publishers want to move volumes of product, and games that help this tend to be if not disposable than at least shorter rather than longer-lived. That means quick, linear scenarios - the kind best suited, of course, to the 12-year old target demographic. Despite their evolutionary polygonal distance from their forerunner in the old Atari Berserk, these are still only simple mazes for going zap! in. And a consequence of that aesthetic choice is that complexity goes out the window, along with ambiguiety, variety in problem-solving, and other open-ended criteria that most of us equate with "originality."

    That said, three major games suggest a countervailing force: the Sims and the GTA3 franchises, and Morrowind. These are major commercial successes that flout the platform-hopping, find-key-open-door rattrap of most games, and point to a more dynamic and nuanced form of gameplay. If this continues, good things will follow.

    Ironically enough for a form that traffics in sensation rather than ideas, another tendency to consider is political. Apart from horror and sci fi, there has long been a social and political context in video games. At the risk of simplifying, lots of games through the 70s and 80s reflected utopian leftist values - big bad corporations were always either releasing giant robots or leaving a scorched earth in which vigilante players had to set things to right (with a gun, naturally). Looking over gaming history you see this trend start to level off as gaming moves out of the garage and into the boardroom. Today, in many games, the enemy has been humanized (some would say dehumanized) as a projection of grim right wing urges: Arab or Vietnamese soldiers who must be eradicated in the service of "freedom" or "justice". (How congenial a trend this is to our rulers can be seen in the US Army even deploying its own game.) So our values - or at least as construed by those who control big-money game publishing - can also drive a lot of me-too game making.

    1. Re:Game sameness - churn and politics by mouselock · · Score: 1

      And a consequence of that aesthetic choice is that complexity goes out the window, along with ambiguiety, variety in problem-solving, and other open-ended criteria that most of us equate with "originality."

      The problem is, more complexity, more unpredictability, more "difference" is not necessarily a winning formula in games.

      I have a big problem with most games out today, not because they're not original, but because they've lost touch with what they used to be. I suppose it may be a generation gap of types, really. I grew up with Atari 2600 and Odyssey^2. I was 12 or 14 or something when the Nintendo came out, and could afford to buy a Genesis with cash I made from my first job.

      Consequently, I'm a poor audience for today's combination shooter/action/horror/puzzle game. I've simply got too much going on to sit down and devote myself to 2+ hours of gaming experience in one sitting in order to accomplish anything. And, frankly, I'd say that, as much as anything else, is the problem with the current crop of games. It's not so much a lack of originality, as it is a continual layering of yet another layer of complexity upon the previous house of cards. At some point you get a game which has all the conditions and subclauses laid upon a fundamentally good interaction mechanic, but now instead of just walking up and plopping a quarter into Karate Champ, looking at the crib sheet on the glass, memorizing three moves, and going to town until I run out of quarter, I find myself playing Guilty Gear X2 (a great game, really), pausing the thing mid-fight to dig out the list of X special moves my character can do, trying to remember what conditional modifiers are in effect at any given time, and how that influences which direction I do the standard fireball maneuver.

      Frankly, I can't just play any game any longer. Everything wants to immerse me, challenge me on all levels, and provide an experience which will help me transcend to the next level. I'd be quite happy to just watch my little MoonBuggy roll across the screen, having to occasionally jump a crater or blast a UFO out of the sky with my only top mounted gun.

    2. Re:Game sameness - churn and politics by Zhe+Mappel · · Score: 1
      Well, I like your post, even if I wish I had your problem with a surfeit of immersion in games. As you will have guessed, it's just the opposite malady for me.

      I came of age in gaming around the same time as you. The charm of earlier, simpler gaming is just that for me - charm. I've tried revisiting my quarter-cramming days through MAME, but it merely reminds me of taking the Iowa Basics Test in grade school. Fill the oval nicely...

      Weirdly (or not - this being Slashdot, yuk yuk) I have emerged in adulthood with a case of arrested development exacerbated by the need for orders of complexity in my entertainment. ;-) In game design, it means I'm really not satisfied by linearity or easily perceptible limits - I want the design to reveal itself obliquely and subtly. One exception, I guess, is DM in the original Quake, where clear limits ingeniously open up a vast world of play. (Q1 is the Darwinian breathalyzer of gaming. How many other games scale up so viciously in their talent curve, or combine strategy and tactics while allowing for player style?)

      For me being busy means there's even more pressure for games to be as deep as possible - more hypno-bang for the buck. I realize not everyone - in fact a distinct minority - wants this. But it makes it all the sweeter when a multifaceted gem like, say, Arx Fatalis or Morrowind appears.

    3. Re:Game sameness - churn and politics by mouselock · · Score: 1

      For me being busy means there's even more pressure for games to be as deep as possible - more hypno-bang for the buck. I realize not everyone - in fact a distinct minority - wants this. But it makes it all the sweeter when a multifaceted gem like, say, Arx Fatalis or Morrowind appears.

      It seems to me like most of the current games out there are built (at least the AAA aimed titles) under this assumption. I truly lament the disappearance of side scrolling shooters, and relatively linear adventure games.

      I think part of the problem is that most designers seem stuck in the complexity == depth mold of design, and while it may be true that it's easier to obtain depth by layering on complexity, I don't think it's necessary.

      Neither Go nor Chess nor Tetris are complex in any way, yet all are ostensibly fantastic games. I think a lot of my problem with the current game landscape is that most design houses have quit trying to distill games to their essence because they can't figure out how to do so and maintain complexity (a failure of the original design, I think). The few cases where they do so, however, tend to be very hit or miss. It's a fine line between boring and repetitive without enough variety, and simple to pick up, difficult to master. I think most big game houses long ago gave up trying to figure out how to end up on the right side (or in fact, anywhere near) that line, and instead tend to focus on the realm of "These X features in these games were good.. let's see if we can meld them all." It's a valid approach to depth, but I don't find it to be a particularly elegant one.

      Of the major players still running around out there, I think Nintendo is the closest to this ideal still, but even then it's giving them problems. Sega used to be, but they couldn't come up with compelling enough games to justify their business model, and recently seem to have buckled under to a more traditional model.

  216. A little off topic, but for Jeepers Creepers... by Razzak · · Score: 1

    Was the best half a horror movie I've ever seen. It was absolutely great and 1/2way through how long a horror movie plot should be, and then it ended.

    Very big bummer. There was no attempt to fight the monster.. it was like they had a great idea and then ran out of them, so they ended the movie.

    Oh well, maybe JC2 will be as good (doubtful) with a middle/end (very doubtful).

    1. Re:A little off topic, but for Jeepers Creepers... by gughunter · · Score: 1

      Yeah, that was my reaction too. The monster was kind of a letdown as well -- it wasn't completely cheesy, but it just wasn't as disturbing as I'd been expecting. Still, it was fun while it lasted.

  217. Demand Rules All by ForsakenRegex · · Score: 1

    I'm not sure creativity is a plus if the market doesn't want it. I don't feel that we're losing out from lack of creativity. When I find a game I like, I look for more games similar to it. I'm irritated if I buy a game that appears similar but has some new innovative element that changes gameplay. As an example, I really love Starcraft. I was very excited to see Warcraft 3 coming out and I bought it immediately after I saw it getting great reviews as an RTS. When I started playing it, I was angered by the Hero/RPG addition to the game. It changed the gameplay enough to where I did not care to play the game. My buddies and I played it for about a month before we shelved it and haven't played it since. Meanwhile, we still play Starcraft, though it's over 5 years old. We would be most drawn to buying a new (technologically) game that has nearly identical gameplay to Starcraft than we would something innovative and different.

    I'm sure there are people who never want to see new games that mirror old ones, but we aren't those people. We'd rather see better looking higher content versions of old game mechanics.

    --
    "A man talking sense to himself is no madder than a man talking nonsense not to himself."
  218. Crappy Originality by [cx] · · Score: 0

    Originality is a weird term, because technically all the games are original unless they are identical. But I suppose the concepts are identical, such as "Find the key, open the door, kill guys, go to the next level, repeat"

    But some games have "Find the keyCARD, open the door, kill guys, go to the next STAGE, repeat"

    Why would anyone want to play a game that has originality when everyone whines about games that "Are too hard!!!"

    People dont want originality, it is proof that Doom 3 is the next big hit before it even comes out, Half Life 2 is another one.

    THESE ARE SEQUELS. how are they original? they're not, they're playing on people that have bought the original. So do they want originality? No they just want to relive things they've already done in different games that they have enjoyed.

    Nobody likes crappy originality, much less pointless conceptual gaming. Sure you can have an original game and make it good, but most of the time originality to most people is just something done before, but done better.

    [cx]

  219. Re:Dreamcast piracy by tgibbs · · Score: 1
    The Dreamcast didnt die because gamers dont like innovative games. Some chalk it up to its easy no-mod-needed piracy
    Huh? The Dreamcast had an oddball high-density CD format that could not be written by normal burners. Piracy developed rather slowly compared to other platforms.
  220. Small dev teams make all the difference... by Kjella · · Score: 2, Insightful

    Back in the days of Commodore 64 (never had an Atari, but I think we're talking about the same era) I was pushing it to the full extent. I was drawing sprites and doing 2D gfx, creating "music" that was "good enough" for something that wasn't even a PC squeeker (speaker), and I had multiplayer - two joysticks! And that was just me. Even my pathetic drawings couldn't look bad in 320x200x16 color (CGA). I knew every command in the manual almost by heart.

    Let's say I want to create a game - any game - today. 3D engine (for anything but a platform game, and you'd want even a "platformish" game to be 3D today), textures, model, bump mapping, shaders and whatever. Music at CD quality or better, and catchy tunes too. Not to mention sound effects. Free choice of resolution (much harder than hardcoded) and with detail level of 1600x1200 you'd want some talent too. Network code and multiplayer. Try to prevent exploits and hacks, deal with dropped packets, out of order packets (UDP), guesstimates of what's happening (to reduce "jumpyness", real AI code and game balancing and more. Not to mention you usually need replayability on whole new level, none of the games back then had "mods" that I could think of.

    /rant

    Anyway, I think there are just as many "obvious" ideas to take from today. They weren't that obvious until anyone did it back then, and they aren't now.

    Kjella

    --
    Live today, because you never know what tomorrow brings
  221. Game Originality: Any Left? by Anonymous Coward · · Score: 0

    Who cares about innovation?... I just want Final Fantasy XXX.

  222. Case in point... Eternal Darkness by BTWR · · Score: 1

    Eternal Darkness for Gamecube is one of the most innovative games in the last few years.

    For those of you who don't have it, or don't have a cube, it's innovation is in its "sanity meter." As your character loses sanity, so do you. All of a sudden, the volume bar on your tv goes up (no kidding), the screen switches to "video 2" or to channel 5, the characters begin moving independent of you and rip off their arms and stuff. You dont always realize that it's just the insanity effects, and you go "huh?" and reach for the remote to fix the problem, forgetting it's all an illusion. Truly freaky shit, especially at 3AM.

    Did it sell well? Nope. Not nearly as well as most of the crap out there.

    A real shame...

  223. Creativity is not the same as mass market success. by defile · · Score: 1

    When the game industry was smaller and less accessible, a sophisticated, clever game would gain the recognition it deserves.

    Now that gaming is a huge business, with a larger portion of revenue coming from casual gamers, it's so much harder for a clever game to make it as a success.

    Liquidwar, for example, is clever, addictive, and basically a very simple game. Who has played it? Could it make any money if sold mass market?

  224. That's not innovative tho by unicorn · · Score: 1

    By and large, if you're just slapping some new graphics and maps on an existing engine, you're not going to end up with anything innovative.

    The really innovative stuff, depends on whole new paradigms. Whole new ways of playing, etc.

    A new set of skins, is about as innovative, as the aliens got in original Star Trek.

    --
    "Politicians are interested in people. Not that this is always a virtue. Fleas are interested in dogs." P.J. O'Rourke
    1. Re:That's not innovative tho by charon_on_acheron · · Score: 1

      "A new set of skins, is about as innovative, as the aliens got in original Star Trek."

      That's funny, I tell people one of the letdowns of the newer Star Trek, and other scifi shows, is that the aliens are basically all "just humans with prostheses glued on their faces." Some are very complicated costumes, but still bipeds, with overall bilateral symmetry. It's like the guys thinking up new creatures say "I know, let's take the alien we used in episode 54, paint him blue, with larger ears. He will look so original." I know the original Star Trek had the same limitations, but it was a low budget show from the 60s. I would expect more originality from modern shows. Not just humans with "a new set of skins".

      Why can't anyone have a creature as original as the Puppeteers from the Ringworld universe? Or any number of other creatures from scifi and fantasy books, or even mythology?

    2. Re:That's not innovative tho by Wavicle · · Score: 1

      Babylon 5 tried this in the first season. They had an alien who looked kind of like a praying mantis. The arms, head and mouth were controlled by robotics. The alien was roundly criticized for looking too fake. Nobody mentioned "well at least it didn't look like a human who has been worked on by a make-up artist."

      It is expensive to make an alien which doesn't look like a human and isn't criticized for looking fake. Some of the better examples such as Jabba the Hut, Sy Snoodles or Salacious Crumb generally didn't move around and were still very expensive to make.

      --
      Education is a better safeguard of liberty than a standing army.
      Edward Everett (1794 - 1865)
    3. Re:That's not innovative tho by rifter · · Score: 1

      I know the original Star Trek had the same limitations, but it was a low budget show from the 60s. I would expect more originality from modern shows. Not just humans with "a new set of skins".

      Sadly, the original Star Trek was far more original w/r/t aliens, at least in the department of visiting aliens (not recurring necessarily). The closest thing to an original alien in the new series' would be the Crystalline Entity (which was not nearly so well developed as it merited) and perhaps the Borg if you ignore the fact they are humanoid like all sentient aliens in the series.

      The Classic Star Trek had things like Tribbles, the Hoorta, giant vampire bat leech things (I forget the episode and the creature's name, but they were all over the ship), various little green men (though bipedal), lizard men (ok another biped), and in one episode there were the tiny creatures who were extremely telepathic and gave the Enterprise Crew (well the three that counted) a 3 dimensional hallucination in which the tiny aliens were magical humanoid giants.

      The newer Star Treks seem to focus more on reflecting current events and discussing society's ills (usually by using humanoid aliens that reflect more terrestrial "aliens") whereas the original Star Trek seemed to be in an alien design contest with itself to come up with ever more cleverly designed alien species to deal with.

  225. I know where the original games are... by Cerebus · · Score: 1
    In a world where 85% of games are solved with a gun, where are the original and innovative ideas?

    Shareware games is where the real creativity is these days.

    --
    -- Cerebus
  226. We haven't found it yet. by thatguywhoiam · · Score: 1
    "Non-linear storytelling" is an oxymoron ... and a red herring

    I disagree. However I will say that I went through the same thing. After one plays around with trying to develop a nonlinear storyline for awhile, one quickly realizes how bloody difficult it is to find something compelling.... let me put forth the notion that knowing the idea is sound is much easier than executing it.

    An example: the film TimeCode . In case you haven't seen it, TimeCode is a 4:3 ratio film consisting of four separate panels, each of which contains a continuous 'shot' of video. All four are locked together time-wise, and there are no traditional edits (as such). It was a very clever work, and a new way of looking at a series of sequential events. At first I found it weird, but it only took 5 minutes or so to draw me in. A truly unique film experience, and one that was nonlinear in the shallowest sense; you directed your attention where you wanted it to go, rather than being forced by the director's camera.... or at least between the four shots offered by the director. It did subtly direct your attention through the use of the separate audio track volumes, however.

    A more engaging/interactive example of nonlinear storytelling would be Grand Theft Auto . Even though the story itself is on rails, it is definitely mixed with totally freeform gameplay and exploration that has the interesting characteristic of mixing itself with linear plot, in intervals. One can imagine a just-slightly branching verison of a GTA storyline, and you'd end up with a lot of possibilities.

    So, my point is, I think there is such a thing as nonlinear storytelling, it's just hard to get to. Don't give up on the notion.

    --
    If Jesus wants me it knows where to find me.
  227. Games are big business now: Sturgeon's law applies by swordgeek · · Score: 2, Insightful

    Sturgeon's law: 90% of everything is crap.

    As soon as an "industry" moves from a cottage/craft industry to big business, it will start degrading into conservative blandness until it too is 90% crap.

    It costs lots of money to make games. Now would you, as a game company manager, rather spend $$ on a guaranteed hit sequel to your last game and have it out by September, or spend $$$$$ on a new, unknown, novel idea that may or may not make dollar #1 in profit, and won't be out until next spring at the earliest?

    From a business point of view, creativity is dangerous and foolhardy. From a craft point of view, it's the very reason for existing.

    We need to build up the infrastructure for a gaming cottage industry underneath (or beside?) the existing commercial gaming industry. That's where creativity will come from.

    --

    "People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban
  228. Lack of innovation by mnemonic_ · · Score: 2, Insightful

    When companies try to "innovate", it usually doesn't involve any truly new gameplay. They merge genres. Deus Ex merged an FPS with an RPG (most of which were watered down features of System Shock 2), Warcraft III merged an RTS with some half-hearted RPG elements, and a bunch of shooters have tried to become semi-adventure games (talk to character to find item to get to area, repeat).

    There has been some real innovation though. Rainbow Six (the first two at least, the 3rd appears to have been butchered by Ubi Soft) created a first person shooter *simulation*, whose gameplay was defined by reality and not the other way around (which is what most military-themed shooters are today). Medieval Total War was similar in its emphasis on realism, an RTS in which you control groups of dozens of units who have moral, stamina and varying degrees of skill.

    Which brings us to a common fact; none of those games were hits. Sure, they all received critical acclaim (Medieval Total War won RTS of the year from Gamespot and Gamespy), but they weren't top sellers, compared to games like Quake 3 and Warcraft III. Innovation is risky to profit-driven companies and unfamiliar to the constantly growing number of new gamers. Developers stick with the tried and true because it's what sells (see Warcraft III).

    Innovation, when done right, can sell millions, like Half-Life. That kind of innovation though actually requires real game development skill, which is what most developers lack.

    1. Re:Lack of innovation by mnemonic_ · · Score: 1

      I forgot to mention Tribes, an excellent shooter that created a new sub-genre. Tribes features larger scale outdoor combat, between teams at bases separated by kilometers. Players must manage base defenses by placing turrets, repairing equipment and defending themselves. Combat is a fluid combination of multi-person vehicles and individuals with jetpacks.

      Anyone who's played Tribes and Battlefield 1942 would recognize Tribes as its precursor. Unreal Warfare and UT 2004 (in typical Epic fashion) are following the trend.

  229. Not just a lack of originality.... by crivens · · Score: 1

    I don't think there's neccessarily a lack of originality. I think it's more to do with the "suits" realising that they can make more money by releasing sequels to popular games as that "almost" guarantees solid revenue.

    1. Re:Not just a lack of originality.... by east+coast · · Score: 1

      "I don't think there's neccessarily a lack of originality. I think it's more to do with the "suits" realising that they can make more money by releasing sequels to popular games as that "almost" guarantees solid revenue."

      Absolutly. We see this in the movies all the time. Honestly, would Matrix 2 have made it's cash if it didn't have the Matrix name? You could write "half life" on a blank CD and it's going to sell.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
  230. Doom 3 will change it all by Anonymous Coward · · Score: 0

    They have this amazing new gaming conzept of running down dark corridors and shooting monsters from a first person perspective.

  231. DC Dead? by SomeOtherGuy · · Score: 1

    The dreamcast did not die -- the other consoles just refuse to live. I mean come on -- look at the music people today are buying, look at the TV shows that people are watching. Hell -- MTV does not even play videos anymore and can still stay on the air? I may be getting old, but nowdays it's all about flash and hype -- nobody cares about quality, Integrity, and substance anymore. The DC died for the same reason Freaks and Geeks was cancelled. The DC died for the same reason Spiderman made millions and broke records from just a mediocre adaption of a good comic. The DC died for the same reason PS2, Gamecube, and Xbox are still trying to figure out online play and the ability to actually use a keyboard and mouse with FPS games -- almost 4 years after it was out the door default with DC. Who knows....

    --
    (+1 Funny) only if I laugh out loud.
  232. Games that make you smarter by Phoenix666 · · Score: 5, Insightful

    I have thought about this a lot, being horribly addicted to video games and having woken up at the end of many a fourteen hour binge feeling empty like I had wasted precious life. Boy wouldn't it be great to become completely immersed in a game at the end of which you wound up speaking fluent Chinese or having acquired some other skill useful in the real world? I know that there are plenty of kids' learning games out there to teach phonics and stuff like that, but that's not what I'm talking about. Those are too pedantic.

    What I had in mind was something more in the direction of Cyberchase, were the skill being learned was important, but almost incidental to the game play. For example, take all those Everquest-y RPG-y games out there where you're an ancient Greek warrior or a spy or something, and gradually require the player to understand what the characters are saying in their native tongue in order to advance, and after that require the player to speak back in the language. Presto at the end of the game you come out with basic understanding of French grammar and a vocabulary of 1000 words.

    I know it wouldn't be easy to walk the line between educational and fun, but if someone managed it I'd be a slavishly devoted fan.

    --
    Do what you can, with what you have, where you are.
    1. Re:Games that make you smarter by forkboy · · Score: 4, Interesting

      That is honestly one of the best ideas I've ever heard. If someone could find a good way to incorporate useful learned skills into a game, we might just start actually producing citizens that can read and write beyond a 9th grade level and have math skills beyond basic algebra.

      The possibilities are astounding:

      -A puzzle game that teaches advanced geometry and calculus concepts. Or an adduct to a game like The Incredible Machine that can teach many physics concepts.
      -A city simulation game (i.e. simcity) that lets you incorporate network infrastructure, everything from global satellite WANs to 10 node small business LANs, with configurations on every router, switch, bridge, mux, etc in between.
      -Something like Parappa The Rapper but using actual music theory incorporating keys, modes, chords, maybe even different instruments. (Hell maybe an electronic interface for keyboards, guitars, and other things....this may even already exist)
      -As you said, an RPG type game that teaches language skills to ineract with the different players.

      Man, I could think about this shit all day. Like you, I'm a terribly addicted gamer, and I'd love to spend time gaming where it might actually improve my intellectual pursuits. I'm in school now, how cool would it be to walk into a class already knowing the techniques to solving problems in the subject and just learning the theory behind it?

      --
      This message brought to you by the Council of People Who Are Sick of Seeing More People.
    2. Re:Games that make you smarter by ^_^x · · Score: 2, Informative

      I, too, think these games would be excellent. Sadly, it's only once in a blue moon that a learning game really hits the mark. Then again, how often are they made by the big companies?

      As for the music games though, Konami truly owns the genre at the moment. Most people in America have likely only seen Dance Dance Revolution, but there is also my favorite game, Beatmania, which uses a 5 key/7 key keyboard + a turntable. Music plays, and predermined depending on how the level is written, at different times in the song, you tackle different instrumental parts. From complex winding piano parts, to white knuckled high-speed complex drum parts, to awkward and scarcely audible backup parts. It certainly doesn't teach one to read music, as it's all depicted though falling bars (http://www.telusplanet.net/public/wzrd/incidental /bemani.gif) but it does sharpen your ear for music tremendously. Now I can listen to something rich and miltitextured like newer things from Pop Will Eat Itself, where a song may even have 20-30+ layers of sound, and just isolate each instrument, enjoy it, then move on to the next. I can also listen to bizarre and cacaplonous music like Mouse on Mars and very readily find the musical merit and patterns to it, even if it's made up of something like a quacking duck, a squeaky hinge, and a sheet-metal thunking noise. I feel that the game has given me something that, while not terribly useful from a daily survival point of view, is still valuable and allows me greater enjoyment of something I do anyway.

      There is also a game like Beatmania called Keyboardmania which uses a piano keyboard and falling bars. That could probably teach much better than even Beatmania, as Beatmania changes your instrument, and pitch of the buttons pressed. I've never played though, and AFAIK, it would be an ungodly hard game.

    3. Re:Games that make you smarter by tabby · · Score: 2, Interesting

      How about a puzzle chemistry game where each player is presented with sets of atoms and a time limit.

      Points are awarded to the most complex molecule constructed at the end of the time (bonus points if you can name it before you start construction)

      --
      I've experiments to run, there is research to be done on the people who are still alive.
    4. Re:Games that make you smarter by forkboy · · Score: 1

      Yeah, I actually thought about that like 2 seconds after I hit submit. (Being a chemistry major I shoulda thought of it before any others)

      I was thinking that a player is given a set amount of carbon, nitrogen and oxygen atoms and a random list of reactions, then proceeds to try and fit all the atoms together into one piece using the reactions given. Someone needs to make this game! =)

      --
      This message brought to you by the Council of People Who Are Sick of Seeing More People.
    5. Re:Games that make you smarter by orkysoft · · Score: 1

      Do you know Atomix? :-)

      --

      I suffer from attention surplus disorder.
  233. People, you haven't explored everything by mnemonic_ · · Score: 2, Interesting

    Ever heard of simulations? I was playing Falcon 4.0, a flight simulation, and it kind of went like this:

    Load campaign. Watch as simulated war progresses in real time. Wait for an appealing mission to come up on the Frag Order (short for Fragment of the Air Tasking Order, nothing to do with "fragging" as in Quake), and then select a mission along with a position to fly (flight lead, wingman #1/#2/#3 etc.). Print briefing and read it, using a dry erase board to write down important stuff (expected threats, friendly aircraft operating in the area). Look at recon imagery of the targets and maps to plan your approach. Analyze SAM coverage, and other enemy composition location via JSTARS. Adjust waypoints as necessary. Adjust weapons loadout for aircraft. Click the "Fly" button.

    Mission loads. Then, request take off from ATC. ATC tells me what runway to taxi to. Lots of other aircraft coming and going, so I have to wait a few minutes. I disable the wheel brakes and slowly make my way to runway 27, after which I take off. Only then do I get to the actual mission part. Describing that would quadruple the length of this post, and I'm tired of typing.

    The point is that there is a wealth of underappreciated and neglected value in simulations. You don't have to be a military-buff to enjoy them (though a good 70% of simmers are), you only have to have the desire for gameplay that requires depth and thinking (and practice!). Simulations aren't just games about strategy in the traditional sense though, as dogfighting and other types of combat maneuvering require the utmost finesse and dexterity that any FPS player would envy.

  234. Buggy PCAE by dmaxwell · · Score: 1

    About four years ago, I had a version of PCAE that had a timing problem in Win 9x. Basically games ran at four times normal speed if executed in Windows. To my friends this was not a bug it was a feature. Our favorite game with it was Ludicrous Speed Combat. Instead of shot......shot......hit opposing tank...let's pause for the spin...shoot again. It was shot!,shot!,hit tank!..hit tank!..hit tank!. Okay now you put me through a wall so you can't play kick-the-can with me anymore! It's payback time! Uh oh, the score's flashing, I'll only have ten seconds to for payback. Repeat four or five times.

    TONS of fun. Pity there wasn't a way that four people could have had a good simulated paddle. Ludicrous Speed Warlords would have been the bomb.

  235. There's still some out there... by sycomonkey · · Score: 1

    Well as long as they keep making highly original and innovative games I'll keep buying them. As will a few other gamers. Right now titles that come to mind are... Super Monkey Ball Pikmin Eternal Darkness Animal Crossing Cubivore Ikaruga Rez Frequency and Amplitude Mr. Misquito Fatal Frame ICO There are probably countless more I'm not thinking about...

    --
    --The universe will not be altered by forum threads, even those which are very wry. --Tycho Brahe (Penny Arcade)
  236. Who cares? by DrCode · · Score: 1

    I just keep replaying the 'classics', like, currently, Ultima Underworld. Those that I don't already own can usually be bought for next to nothing from the bargain shelves. It's rather amusing how today's $60 hit will be $20 a year from now, and less than $10 after a couple years. The game industry has a rather wierd pricing strategy, but it works fine for me.

  237. Uh... no.. by Kwil · · Score: 1

    Games generally require conflict of some sort to provide a play experience because they rely on a story at least on some superficial level. There are exceptions (Tetris would be a big example) but by and large you need a protagonist and an antagonist.

    You seem to have fallen into the same track as a majority of the major game developers in that you're confusing conflict with interaction and feedback. It's not terribly surprising, because conflict is one of the easist forms of "interaction causes feedback" to understand - do the task correctly, you go farther, do it wrong and get punished in some way. But that's kind of what the article is about. Nobody's actually putting in the time to think of some other way to get that interaction-feedback loop going.

    --

    That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

  238. Properly.. by Kwil · · Score: 1

    Black & White isn't a game.. ..it's a God Sim with some tasks thrown in.

    Its major failing was that it was marketed as a game, and over-marketed at that.

    --

    That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

  239. Try Thief (nt) by Kwil · · Score: 1

    nt means no text
    absolutely none at all
    stupid lame filter

    --

    That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

  240. Slashdot, meet E.T. by freeweed · · Score: 1

    Think about it: Atari (or Infogrames, whatever) paid over $20 million to make and over $60 million just for the LICENSE to create Enter The Matrix. It features lame gameplay, bad design, and a boringness that is almost unparalelled (sure its fun for five minutes, but c'mon).

    And in 1982 Atari paid millions for the rights to an E.T. game, that featured "lame gameplay, bad design, and a boringness that is almost unparalelled (sure its fun for five minutes, but c'mon)".

    For most of the 1980's, games fell into 4 or 5 genres, all clones/variants of the popular titles at the time. Every play Mr Do, Dig Dug, etc? They're all Pac-Man wannabes. Ask the original developers themselves sometime, if you don't believe me. Companies would see a new game become popular, then instruct their programmers to basically dupe it.

    This has been going on since the beginning of the video game industry, and anyone posting "games these days are getting derivative/boring" is just showing how young they truly are. /me wanders off to play one of the 800 Street Fighter clones that came out in the 90s.

    --
    Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
  241. Mission to Mars? by Anonymous Coward · · Score: 0

    I want to see a strategy/adventure game where you must design, develop, implement and execute a manned mission to Mars and back, with lots of reality programmed into it.

  242. Originality is always possible by ^_^x · · Score: 3, Insightful

    Originality in video games is always possible, but then again, the same holds true for TV and all we get is reality TV and sitcoms...

    Since the discussion topic at top is somewhat open-ended, I'll just babble on a few points:

    If every commercial game is made from a cookie-cutter template, I don't think it'll be that huge a blow. There are always independent shareware and freeware programmers ready to make something original even if it doesn't make a huge profit. If it really shines, it'll even have some viability on the commercial market. Look at Counter-Strike. Sure, it's another team-based fps, but it was so addictive, that now it's one of (if not THE?) most popular multiplayer game on the Internet. It was free when it started, and it's even free now, but you can still buy it in stores packaged with Half-Life (the game it runs as a mod for,) and it's even coming out for the Xbox in a while! I really don't think we're going to see a total death of originality in gaming... ever.

    Video games are just like any other form of mass media. When they came out, they were all new and original (you wanna see some unique games? Get an old Intellivision or Atari!) but now that they've been around for a while, they've stabilized to the point where just like TV, movies, music, or any other mass media, they're 90%+ cookie-cutter fodder for the masses, and a few real gems that gather cult followings, or even widespread attention and longlasting recognition.

    While it is true that the Dreamcast was a haven for original games with titles like Crazy Taxi, Shenmue, Jet Grind Radio, and a real model of originality, Seaman, I don't think that's what killed it.

    [HISTORY CHUNK]
    Every time Sega made a system, there was an achilles heel that dragged it down. The Master System competed with the NES and it's myriad of games and already widespread acceptance. The Genesis had few colors and terrible FM-synthesized sound compared to the SNES (and it's leagues of game developers from back in the day of the NES!)

    The Game Gear, compared to the GameBoy of the time, had lush color graphics, awesome sound, and some nice titles. The GameBoy was cheap at around $100 (CDN), and as grainy and colorless as the games were, with their bleepy sub-NES (stereo!) sound, they had some exceptional gameplay to them, and some winning developers licensed to make them. It also didn't hurt Nintendo any that while the Gameboy would use 2 batteries for a week, the Game Gear would use 6 batteries for a couple hours! More playing is more fun. 'nuff said. 11 years later, Nintendo finds it can make a color screen that doesn't need a hydroelectric dam to power it, and they OWN the handheld market, competing with truly nonthreatening offerings like the GP32, NeoGeo Pocket (and hastily-released Color version,), and the Bandai WonderSwan, which to my knowledge, didn't even make it to these shores (unlike the first Internet-ready console system, the Bandai/Apple "Pippin.")

    The Saturn was a 2D 256 color (?) system that was tweaked at the last minute to compete with the PSX's 3D prowess. Truth told, it probably would have amounted to the greatest 2D system ever, beating out even the Turbographix 16 and the Neo Geo. However, they chose to instead make grainy-looking off-color versions of Playstation titles, and leave all the titles that really showed off the system's strength in Japan.

    Wait, where is Nintendo now? Well, with the N64, they pulled a Sega and built in an insurmountable flaw. Being cartridge only, the games could be either low-detail, low-content, or expensive like Neo Geo games. Contrary to what you'd think though, that wasn't what killed them.

    You see, they were working on a sort of CD-addon for the SNES to match the SegaCD. This system would include an additional processor to handle the next-generation CD games. However, they got partway though development, and decided it wasn't worth their while. They were working with SONY on this project, and legend has it, it was even going to be called the PLAY

    1. Re:Originality is always possible by Anonymous Coward · · Score: 0
    2. Re:Originality is always possible by ^_^x · · Score: 1

      Actually, Digimon came around 1996, as basically a Tamagotchi you could link and fight.

      Even so, you're right about when Pokemon came out, so they could have been around the same time. It's mind-numbingly hard for some reason to track down the relase date of the Digimon virtual pets.

      As I see it though, Digimon are Tamagotchi (same packaging in Japan, same interface on the units, same company.) Tamagotchi popularized creature-raising games, and Tamagotchi game at least a year before the Digimon versions.

  243. Reminds me of a story... by Cheetahfeathers · · Score: 1

    I read once where copyright was extended forever. Eventually artists barely came out with anything. It was too much like stuff that was done 100 years ago, or more, so couldn't get copyright. I don't remember the name of the story, but it was kind of interesting.

    How much true originality is there out there? Is building on the shoulders of others a bad thing? Is being derivitive a bad thing? Perhaps not always, or even at all.

  244. Gameboy. by warloch71 · · Score: 1

    Nuff Said. The very last great gaming console not polluted (yet) by that deadly virus known as the "3D-at-all-cost". Even the good ol' 2D platformers are a gift from god compared to the bland, lifeless and repetitive games we get those days. At least the PC is not that bad. The Sims was a great innovation. They just don't happen as often as they used to ... :-(

  245. I don't necessarily agree... by El+Camino+SS · · Score: 2, Informative


    However, that's gonna change. At the moment it's still quite complex to modify games to any real extent. I'm not saying it's gonna get easier per se, but it is gonna get easier to get more done.


    Then that slack taken up will be used to innovate even more, making the individual difficulty about as much as a person can handle, yet again. New slack? New expectations.

    With increased ability comes increased workload. The curve will never really settle in any kind of programming, because if you are a student of history, ALL human systems have a tendency to increase in complexity and capability. In all of history, the more you can do, the more you WILL DO.

    Your argument is the same argument you can say about technology that they told my mother in newsreels before movies in the 1950's. It never worked before. (Radio Voice) "With your Westinghouse push button kitchen of the future, You'll have so much time for kids and family!"

    She found out that more time or ability just means, once again, increased expectations. Now we all work a 50+ work week. So much for the promised 1950's utopia.

    The promises of any future where something is easier or going to help you immmensely or free you up is hard to swallow. That thinking is pie in the sky... mostly predicated on the concept that the future is going to stay the same... that the expectations are going to stay the same, and that technology will not change our culture or behavior.

    It will change... however, I guarantee you that human ambition will stay at its roughly breakneck pace, as it has all the way through history.

    1. Re:I don't necessarily agree... by Mac+Degger · · Score: 1

      Well, that's exactly what I said, /in the quote you mention/! It won't get easier, but it will mean you get more done...you're saying exactly what I was, but in slightly different words. Told you it was subtle ;)

      Anyway, microwave: push button tech.

      --
      -- Waht? Tehr's a preveiw buottn?
  246. Obligatory Simpsons quote by mst76 · · Score: 1

    People are afraid of new things. You should have just taken an existing product and put a clock on it or something.

    -- Homer, on the baby translator, "Brother, Can You Spare Two Dimes?"

  247. Need for much more consern... by TyrranzzX · · Score: 1

    It isn't the lack of originality in PC games, console games will always be rehashes with new twists. Mario, zelda, metroid, etc as examples will always be new rehashes of an old consept; the trick here is to add in new storylines and put twists on the gameplay.

    PC games are evolving quite rapidly however. Planetside, a Massivly Multiplayer online FPS just came out and after being in the beta, I still think it needs a few more months of developement before it's worth any cash atall, however it's interesting what they are doing; realtime war between 3 sides and 30,000 or so people.

    Morrowind, aka the elder scrolls 3, is another example, and although bethesda's engine for it is so shitty I wouldn't even plop down $10 US for this game and it's add-on packs, it is innovative and different.

    The RTS genre is an example where the PC industry has not evolved, not since Total Annihilation and it's gazillion of mods or kickass UI. CC is just rehash after rehash of the same, crap game and people buy it over and over; generals is so god auful that I don't even know why anyone would buy it accept to look at the pretty graphics.

    In any case, I'v got some problems with the PC games being released; most are still very much Beta, and a lot of game makers won't give you your money back if you buy it and it doesn't work. You can't take an opened CD back to the store and this needs to change. Companies are afraid of loosing sales becuase we'll burn the games and return them, but it pisses me off that the truth is that these assholes spend millions influencing game reviewers, and then some kid spends $50 of his x-mas dough on a game that crashes to the desktop every 5 minutes, and when he trys to return it he can't because the store labels him a criminal before he is one. They have a nice little advantage to everyone else in the fact that their products can't be returned on any basis unless the CD itself is physically broken.

    What pisses me off even more is that other companies, *cough*Eidos*cough* like to release games in single-cd packages instead of the boxed forms, call it "special edition" and charge $19 for it, when really it's a demo of the game. Can't return that one either, and other companies do this too.

    So, you can't blame people for deciding to pirate, that goes for PC and Console. If you rip people off, they will do the same back and since they ARE the people they will win.

  248. FAQ: How do I ship a clever game? by ddt · · Score: 4, Informative

    What sucks right now in the game industry isn't that you can't make clever games with new ideas, but that you can't get them funded. If you develop an unusual, refreshing game to completion, you can get wonderful deal terms and have surprisingly good odds of turning a buck.

    Getting them funded to completion is the trick. Even veteran game companies are finding they need to pitch a sequel or a heavy license, and the deal negotiation still takes 3-6 months, during which time you can't make payroll and lose your employees to the monster first-party developers or in-house megacorp developers.

    Angel funding generally doesn't work unless you know someone wealthy who really trusts you. Doing the angel circuit is incredibly challenging, and you still have to wait several months for the deal to sign and cash to flow, during which time your tasty team is disintigrating.

    What I recommend to teams trying to do original content is find a way, by hook or by crook, to completely develop, debug, tune, and polish the game to completion, to develop their own ads, their own marketing plan, their own box art and box copy. This forces you to think through where the game can be sold, how, and for how much.

    Handing a boxed, shrink-wrapped product to a publisher makes recouping your development costs trivial. Most big publishers have slipping product, and most big publishers, particularly publicly traded ones, need to ship a certain # of titles every quarter. There is a powerful demand for completed, fun games, but there is an over-supply of largely unwanted proposals and demos.

    I did exactly this with Abuse and turned a $60k investment into $1.1M in royalties on a game that sold lousy numbers of units (though it was downloaded like crazy). I have friends doing exactly this sort of thing now, generally quietly, content to make money on games that they love making, even if they aren't over-exposed mega-hits.

    They don't always have a $5M marketing campaign or a $5M art budget behind them, but good, fresh games are out there.

  249. why does no one ever mention.... by Anonymous Coward · · Score: 0

    why does no one ever mention Empire Deluxe. it was just re-released. see Killerbeesoftware . it's even more original than before, not a re-hashing. no fast action, just thinking. it's the only game i've got.

  250. M.U.L.E. by thegameiam · · Score: 1

    it's funny though - I can't think of a game which equals good old MULE in terms of playability and enjoyment. I miss the c64 games - they rocked.

    I know, I can get emulators (although c64 on OS X is sorely lacking), but I'd like to see someone re-write THAT game for today...

    -David Barak

    --
    Need Geek Rock? Try The Franchise!
  251. Some of us are still trying! by Doctor+Cat · · Score: 3, Interesting
    I participated this year in the Independent Games Festival (www.igf.com), which is the industry's attempt to encourage something like the art film scene for low budget independently produced games. There was definitely more variety there than in a random selection from a game store's shelves. One game had enough audio cues in it that it was playable by blind gamers. I mostly left the big company game development scene in the early 90s, after over a decade doing that, and I like to think my work is somewhat innovative too. But of course I'm biased there. (Hey, we did make the finals in the IGF, at least.)

    One of the big problems in the hardcore gamer market is that most players demand millions of dollars in art and animation budgets to produce enough eye-candy to outdo the last round of hit games. This cost won't go away even if all the game engines are licensed and bring the programming costs down thereby. I think the real hope for innovation lies more in the mass market - even if a lot of them are out there now just playing online Hearts and Spades. They have a broader range of tastes and interests, and they've made games like Tetris and Minesweeper and Shanghai big hits, even without much of an art budget. Also they've made The Sims the biggest selling PC game of all time - it was expensive to produce, granted, but it certainly represents a developer putting out a new and different form of gameplay, and the market rewarded it. So I think there's hope yet. :X)

    --

    Furcadia - A free online game with user created content, DragonSpeak scripting, & more.

    1. Re:Some of us are still trying! by IIRCAFAIKIANAL · · Score: 1

      Check this game out:

      Teenage Lawnmower
      You're a 17-year-old kid, and your alcoholic mother and her abusive boyfriend are making your life hell. Try to save your family by raising money through your lawn mowing business.


      I guess independant games often suffer from the same juvenile wierdness that independant movies suffer. (Witness the fortunately removed alternate ending of Clerks to see what I mean)

      Word Ninja looks pretty cool though :)

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
  252. How about : Gamer Originality: Any left by AutumnLeaf · · Score: 2, Insightful

    Seriously, I will probably get hit as a troll on this, but I noticed what I'm about to say hasn't appeared in anything mod'd 4 and up.

    If you're not happy with lack of game originality, you have yourselves (as a consumer group) to blame, because you told the powers-that-be that's what you want. That the shite you buy is what you'll put money down for.

    So many people here commented on console economics, and the convergence of games and movies, and blah blah blah crap we've heard a billion times that any pseudo-intellectual who buys a computer-game oriented magazine once/year (or reads slashdot) can figure out.

    How Ironic it is to see pontificating posts holding forth some of these very games as examples of originality. The HERD (That's the majority of you slashdotters out there, with respect to gaming) bemoans the lack of originality. The HERD thinks that discussing it on slashdot is a testament to their ability to be intellectual. Most of THE HERD put money down in advance to reserve their copy of a new release of a MAJOR game title this year. The HERD blindly responds to each "new release" and marketing campaign, plunking down their money where told to. The HERD moo's contentedly when given flashy new grapics or gimmicks. The HERD mindlessly plows through these games, and when done looks up from their screen long enough to say "Next?" The HERD is hooked to the soma of the big budget games, and sees originality only as a variation on a theme.

    There is PLENTY of originality out there in computer games. It seems like every other week I walk into my wife's office and see her playing some new little flash game that dazzles me with it's simple yet addictive game play. I don't know who out there is writing these things, but I've been blown away by the quality and orignality of many of the titles my wife and her friends seem to stumble across. Word games, hand-eye coordination games, all sorts of little games. Fun little adventures. Simple little games. But, many of them have been VERY original in their theme, and very well done.

    Btw, the games-of-old are often still around. That's right - MUDS, with their mix of combat and puzzle solving (via quests) are still out there. Almost no two muds are alike, and many offer a lot of fun adventure-style puzzle-solving gameplay, as well as hack-and-slash dynamics. Oh yeah... you can talk and interact with other people too.

    Not up for MUDS for whatever reason? How about a MUSH, or a MOO, where god forbid, you make the game happen. You create (hopefully) ORIGINAL characters, breathe life into them, and build stories collaboratively. Again, this is quasi-troll material, but I bet most of the slashdot readership couldn't do this for one reason or another (I won't get into what they might be here).

    What's more, they are often very low-cost, if not flat-out FREE!

    Not once did I see someone mention these sorts of games as examples of originality that still abound. Well, HERD, ARE YOU LOOKING? Or are you waiting for a multi-billion dollar marketing campaign to spoon-feed originality to you! How does a multi-billion dollar consumer group presume to have origanality?!!

    1. Re:How about : Gamer Originality: Any left by east+coast · · Score: 1

      "Well, HERD, ARE YOU LOOKING?"

      You must be high and mighty. After all, we're all sheep. Including those of us who had our fill of the MUD/MUSH thing over a decade ago.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
  253. Re:Dreamcast piracy by Anonymous Coward · · Score: 0

    The Dreamcast had an oddball high-density CD format that could not be written by normal burners.

    Which only helps if your developers produce games in that format. Most didn't, as the DC accepted ordinary format CD-Roms also.

    Couple with a bootdisc that completely bypasses the media check, and you have instant rampant copyright-violatry (a new term for those who don't like the simple word 'piracy')

  254. Ultima Online by ASayre8 · · Score: 1

    For a while there, (at least until Age of Shadows) Ultima Online had a good thing going for blacksmiths, carpenters, etc. Easy enough to be one-a those without killling a single thing.

  255. For the last time.. NO by fatgraham · · Score: 1

    If you want to get yourself an original title, you need to be able to cope with the dismall sales (80%?). To be able to do that, you need money. How do you get money, churn out a liscene or a sequel. Theyre not ALL the same, theyre all quite quite different.

    Is there really no difference between mario sunshine, halo and grand theft auto?

    If this was 1994(with the same amount of titles availible), people would be complaining about day of the tentacle being just another hugo clone.
    Same with discworld, sam and max, lure of the temptress.

    Thing is, whats different between games is story. but people dont play console games long enough to appriciate it, because theyres 40 other games released that month to try out.

    It was the same in the old days. how many variants of 2D games were there REALLY?

  256. Who's to blame? by east+coast · · Score: 2, Insightful

    Look at it this way: there have been tons of good games with good media and major distribution that took about 6 months to make it to the bargin bin (Alice, Thief, Undying). Who's to blame for this? Think about it. The games are out there; the buyers aren't.

    I shudder to think what will happen to games like Call of Cthulhu. As much as I pray that it's going to bring a change in PC gaming I know the truth; CoC will be in the bargin bin by the end of the quarter and HalfLife 2 will have sold an average of 200,000 copies a day for 5 months. Not that HalfLife doesn't deserve it either but very few PC Gamers are going to give CoC a second glance with old standards like HalfLife and Medal of Honor on the shelves.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  257. Re: I think they underestimate... by op51n · · Score: 1

    I think that the past year or two has showen far more variation and creativity than the last 5 years added together, which I put down to their ideas then being so grand they needed todays hardware.

    Go to the good old days of superb creativity and the best games, and the technology didn't matter. Now, to rival the numerous FPS's that come out, we need creative games with more vision into the worlds. We need to feel we can walk around it and interact with more detail than a speccy platform game.

    What about the work and creativity that went into say Black & White - yea it was too ambitious, but it was a good kickstart to some more imaginative gaming.

    How about Morrowind - yep, OK so there are swords, but you don't have to use 'em. You can play a pacifist, and OK you can't do the main quest like that, but you can still do a whole lot.

    And of course, the Lucas Arts games. With sequels of Full Throttle and Sam & Max coming out, we get more of their pacifistic humour back.

    Basically I think while most of the big games we see are just new FPS's with not much new (though I'm sure Carmack can deal with that!), there are those that still make a big splash now they have the hardware to put up the images and worlds they wanted all along, and that gamers expect. And I only see the hardware helping to produce more and more bizarre, creative imaginative games in the next decades.

  258. Innovation by Anonymous Coward · · Score: 0

    The only real innovation is combining formerly separate categories.

    Bingo!

    This is exactly the problem that people--including game developers--seem to be missing. Innovation isn't that hard--you just have to do something different.

    Of course innovation is difficult if you define it in terms of creating something new that's the same. The reason why it's difficult is because it's not innovative! This is exactly the problem that exists! Innovation doesn't mean making another MMORPG like EQ only better, or another FPS like HL only better, or another RTS like Warcraft only better. It means creating a new genre or oevre.

    The thing is, with games, this isn't that difficult to do. I can't count the number of times it seemed like the easiest thing to do: Morrowind with multiplayer, Neverwinter Nights with FP perspective, Rogue Spear with role playing elements (tactical FPRPG?). Sure, these aren't totally new genres, but they push the envelope in a way that seems trivial from a game design perspective. Why don't more FPS add more role playing elements, ala Deus Ex? Or become more puzzle-based, ala Project Eden (which was incredibly innovative and fun, if impaired in its combat)?

    There are numerous posts comparing games to film and books--how there are basically 5 stories to be told and so forth. But this is irrelevant. Games don't even have to have a story! And even if they did (putting aside issues about 5-basic-stories being an oversimplification) it's irrelevant because the lack of innovation isn't coming from lack of innovation in the story narrative, it's coming from lack of innovation in gameplay.

    For example, let's say we can all be happy with FPS. Why the push toward photo-realistic rendering? Why not try watercolor rendering, pencil-shaded rendering, cel rendering, or something of that sort (many of which I have seen in games)?

    There's so many avenues to explore in gaming, it's ridiculous. There's just too much money involved in the status quo, and too much emphasis on photo-realistic graphics.

  259. How about storyline? by funkdancer · · Score: 1

    Whilst these might not be original in _concept_ (they're all 'FPS'), in storyline and execution they certainly are:

    System Shock 2
    Deus Ex
    Max Payne
    Splinter Cell

    Deus Ex morphed RPG elements into a great storyline. The utterly cool Max Payne was just as dark as a depressed Tim Burton's Batman Knightfall (I know, wishful thinking...); the Finns certainly know their stuff, can't wait for the sequel. And Splinter Cell's focus on potentially non-violent sneaking deserves kudos. Plus I just got a Radeon 9800PRO for my "ageing" XP-1900 system and SC is just amazing to behold.

    For the former, as I never finished it, I've just blown off the dust of my old SS2 box and installed it for a few weeks of retro-gaming. I'm quite looking forward to the scare - and I'm sure it will still hold up.

    --
    ISO certified == THX certified
  260. German board games by warloch71 · · Score: 2, Interesting

    I stopped playing video games for a while now. They are all dumb and repetitives. Then I discovered *GREAT* games and rediscovered the meaning of "Fun", with the German Boardgames like Puerto Rico, Tikal, Amun-Re, Citadels, Euphrats Und Tigris, Throught the Desert, etc etc etc. Countless awesome games that make you think while having LOT of funs. Something impossible to accomplish these days with a joystick in hand.

  261. Video Game Originality by Flyph · · Score: 2, Insightful
    On the topic of originality in video games, there isn't too much arguement. there are only so many genre's out there. What we have is fine, and there is no reason why there can't be a good mix between what we have. (1st Person Shooter/RPG) Anyway, I use genre because that is different from originality. There are millions and millions of different way to configure how buttons work, directions, etc. That is where originality comes in. In my opinion the key to making a good (sellable) game is this.

    1.) Replay Value. it does the game no good in terms of long term value if kids beat it once and are bored and sell it back EB at bargain basement prices. Look at Halo.. STILL $40 USED!

    2.) Story Line. If the people playing are emotionally attached, you're set. Look at how the RPGS that Squaresoft pushed out (FF3 anyone?) did? Great Story Line. And i'm not talking about "saving the princess/mario junk" (note, this isn't applicable in the Street Fighter style fighting games).

    3.) Graphics. No matter how good your game is, the majority of people won't come to play it if doesn't appeal to them in the least. Lets face it. The kids who drive this industry want flashy cool stuff. Most likely they don't know a quality MUD when they see it.

    4.) Pick a target audience and stick to it. Pokeman for kids, Mortal Kombat for older kids, House of the Dead for "mature adults". it makes sense (i think.)

    now the problems.. look at sports games.. they arent' original at all.. yet madden 'xx continues to sell like hotcakes. The problem with this is when for the simple level of adding a few more bells and whistles they can rake big profits for yet another year.. why bother making something completely innovative? No purpose.. it's better to go teh safe and easy route.

    Barrier for entrance into the video game market is just too high now.
    1. Re:Video Game Originality by east+coast · · Score: 1

      "it does the game no good in terms of long term value if kids beat it once and are bored and sell it back EB at bargain basement prices."

      Very true. but this also brings about another problem in the mainstream game crowd; cheat codes. I'll admit that I've used them but not when the wrapping hasn't been off the game for more than five minutes. It seems that the mainstream gamer is so into cheat codes. Infact we have a gaming column published in the local paper (syndacated no doubt) that deals more and more with cheat codes. Many 'gamers' have never been front to back in a game without one. I think that cheat codes also hurt publishers because of the used game sales.

      "2.) Story Line. If the people playing are emotionally attached, you're set."

      Here I must disagree a bit. Sometimes it's the storyline, the linear game play, that kills a game. I was happy as hell to see Freelancer come out. I thought; 'great, a Elite-style sim thats getting high marks'. Yeah, it was sweet, until the storyline. I didn't want story line, I wanted Elite. Real open play. They made some really good marks by introducing a number of factions and star systems devided into countries. But then they lost it; insufficent trading, forced story lines, cut scenes you had to sit thru everytime you died and went back to your saved game. I still love the game for it's Elite qualities but MS missed the boat on the true appeal of Elite (IMHO).

      "3.) Graphics. No matter how good your game is, the majority of people won't come to play it if doesn't appeal to them in the least. Lets face it. The kids who drive this industry want flashy cool stuff. Most likely they don't know a quality MUD when they see it."

      This is pretty obvious, if it weren't true than kids would still be happy with their 2600s. And the MUD thing, I hate to say, doesn't hold up well over time. I used to play and help build MUDs. It was sweet at the time but after a while (ahem, EQ) it lost it's appeal. Most people want to become more saturated in the fantasy. This is why pen and paper RPGs like AD&D are going to lose to PC RPG and especially to MMORPGs. People love the interaction, they love the realism. No keeping of stats, no rolling dice, no arguing with DMs over what's what. As much as I really dig the flexability of dealing with a human DM I've become tired of half-hour arguements about what should be minor details. Human DMs are also a problem (sometimes) in the entire storyline debate. I've played with DMs that refuse to allow you to leave the storyline and the more you try the harder they smack you for it... but i'm rambling now. Sorry.

      "now the problems.. look at sports games.. they arent' original at all.. yet madden 'xx continues to sell like hotcakes. The problem with this is when for the simple level of adding a few more bells and whistles they can rake big profits for yet another year."

      Amen. I know so many people who are of the 'NHL Live has put fighting back in this year!' crowd. But it brings a buck. I can't blame publishers for making a dollar. They're a business reguardless of their personal ideals on what makes a good game. Ultimatly it's upto the gamers to use their power of the purchasing dollar to sway the industry.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
  262. "Melancoly Elephants" by Spider Robinson by Anonymous Coward · · Score: 0

    "Melancoly Elephants" by Spider Robinson is what you are thinking of. It's a cool story and Spider writes alot of other cool stuff.

  263. Mario Teaches Typing by LPetrazickis · · Score: 1

    2) The Typing Of The Dead. I'm not sure if too many people know about The Type of the Dead but basically they took The House of the Dead and instead of shooting zombies with a gun, you have a keyboard and each zombie has a word you have to type in order to kill it.

    That sounds exactly like the Mario Teaches Typing sidescroller that my elementary school had on its library computers.:)

    --
    Is this a sigs-optional kind of place? 'Cause I am totally down with that if you know what I mean.
  264. Re: Game originatility by AliasMoze · · Score: 1

    There's a problem with creativity in every single area of art and entertainment, including games. The problem is source. Most music, movies, books, and everything else is now influenced by other music, movies, books, and video games. Pop culture is eating itself now and has spawned some sort of cultura Mad Cow's Disease. The low point in entertainment is the Scary Movie Series - a movie parodying recent movies. Next we'll have Creepy Movie, a parody of Scary Movie.

    Video games suffer the same problem.

  265. Re:Dreamcast piracy by forgotmypassword · · Score: 1

    But the Dreamcast also read CD-ROM's and CDR's. And once people figured out how to make boot roms and how to read the GD-ROM's it was a short matter of time before bootable ISO's started appearing on the net. NO MOD CHIP REQUIRED!

    And what of the higher memory capacity of the GD-ROM; people would just strip out some or all of the FMV's on the disc to get the ISO size down below 800MB.

    I personally bought a Dreamcast when they went on sale, and I do not own a single "legal" game.

  266. Originallity isn't the problem, it's the symptom. by Trazk · · Score: 1

    I've been severely depressed by the recent video game releases. Most notably, The Matrix Reloaded. While it was highly original in style and gameplay, It was stereotypically simplistic and linear in design which lead to me beating the game with both Ghost and Naiobi in less than 6 hours combined, on the hard setting of the game. Come on! Why can't there be more games like Deus Ex which takes days and weeks of commitment to finish? Sure, the occasional quick wham-bam game is okay, but we haven't seen a game that can live up to the dynamic, complex and intricate plot line that Deus Ex had.

    The root of the problem is that game companies want to publish neat-looking games as fast as they can because neat-looking games bring in the most money the fastest. If game designers would pay more attention to level design, puzzles, strategy, plot and overall length as opposed to how many cool graphics they can plug into it, then maybe we'd have better games on the shelves. I blame money.

    It's getting right down to the whole problem I have with professional sports. Players getting paid millions to play basketball is absurd. The players are playing because they want to get paid, not because they love the game and that for me ruins the sport. Same goes with Video games. If the designers are not designing because they want to produce the best product available, then they're obviously designing for money. Wrong wrong wrong.

    The point is, Lack of originallity is not the problem, it is the primary symptom that money rules the game industry, not designers.

    --
    "In the beginning, there was nothing; Then it blew up."
  267. Rocket Jockey: Confirmation by Kamalot · · Score: 1

    This settles it. There are TWO people in the world that liked Rocket Jockey.

  268. As Carmack said himself.. by Plix · · Score: 1

    In Masters of Doom John Carmack hinted at reaching a level of realism with the Doom 3 engine that would result in the tapering-off of the advancements in graphics. That is to say, Doom 3 is about as real as he can see games getting. If such is the case (or even if he leaves id to focus more on armadillo aerospace) it'll probably [re]ignite the race to develop the most involving, fun game possible (much like the C64 and early PC days when the graphics were so poor that developers were forced to make games fun - a commercial textadv these days would be laughed off the shelves).

  269. Something innovative for you to work on... by plnrtrvlr · · Score: 1

    OK... I know absolutely NOTHING about what it takes to write a game; the last time I did any kind of programming it was to get the computer to do my math homework for me and I plugged numbered lines of BASIC into an Apple... but here's an idea that might be workable, and I'd kill to see this on the shelves: a computer game derived from the old Squad Leader games... all of the stategy and tactics games on the market are just so incredibly superficial. I want a turn based battlefield game where EVERY piece becomes important and I'm not simply overwhelmed by the guy who occupied an enviable position where he could fight no battles until he had armies made up entirely of mounted cavalry.. If you're not familiar with Squad Leader, think Axis and Allies but with a LOT more detail... Get cracking you three, I wanna be able to put this game on my Christmas "wish list"

  270. Interesting what the author's profile reveals... by PigeonGB · · Score: 1

    Interested to see:
    DOOM III and Duke Nukem Forever
    Fondest Gaming Memories:
    DOOM II deathmatches in college

    So we have someone who likes sequels, yet complains about the lack of originality...

    I personally think that originality in gaming is overrated. People don't care if it is original. They care if it is fun. Originality is not the end all be all of good games. And originality comes in many forms. It doesn't have to be a completely new genre. It can be a new take on an old idea.
    Original War was an original game. An RTS with RPG elements. Not many people played that one. If it could get rid of its bugs, it would have been perfect.
    People liked Ogre Battle...it was also an RTS with RPG elements, only different.

    I originally thought Doom 3 was just an FPS with prettier graphics, but seeing the demo made me realize just what was possible with those graphics. Alien vs Predator 2 had dynamic lighting and shadows, which made the game quite scary, but Doom 3 seems to be going much farther than that.

    It is hard to see what is coming next. But I get tired of people complaining that games aren't original anymore. What do you expect? Games have only been around for a couple of decades or so. Of course every game is going to start to look unoriginal. It is hard to create your own genre.

    That is why you have to start to appreciate what is available. I am not saying that you should be happy with crappy copies of games. I am saying that you should look at what you consider to be a crappy sequel and figure out what they might have done better. What innovations actually exist in that FPS you have been ignoring. What secret you missed out on because you avoided what you thought was "Yet Another RTS."

    It is interesting how popular NES emulators are...I mean, aren't those games...boring now? You get bored of their sequels, yet classic gaming is ok?

    --
    I have 3656.9 Bogomips. How many Bogomips do you have?
  271. 3D killed originality by kilimangaro · · Score: 1

    When there was only 2d, the game creator forced themself to produce original games.
    Now Almost all games resume to "find the lever that give acces to the trap where you can push the button that open the door that lead to the labrynth where you must kill all the vilains to gain acces to the next level where you must beat a big boss"...
    I've seen no more real evolution or creativity in 3D games since 5-6 years (except maybe for Nintendo). The only thing that evolve is the need for more rendering power...
    I was once an hardcore gamer. I should spend more than 20 hours per week on games like Prince of Persia or King Quest. Now the only game i play is Counter-Strike.
    IMHO CS is one of the best shooter ever made and its 4 years old!

    --
    "Insanity in individuals is something rare, but in groups, parties, nations, and epochs it is the rule." - Nietzsche
  272. "SEGA!"(annoying voice) by jellybear · · Score: 1

    The obnoxious and annoying voice shouting "SEGA!" at the end of each commercial didn't help either. The more melodious "SE---GA----"(descending tones) was okay though.

  273. Good game AI as the killer app by No+Such+Agency · · Score: 1

    There is no shortage of good ideas, the problem is that we can't code those ideas. Any game that doesn't rely on running around and blowing stuff up needs another goal. That goal always revolves around the need for some good AI.

    This is the single most insightful point yet posted in this discussion. Most human activities of any interest involve interacting with other humans (even masturbation gets boring eventually). We still SUCK at simulating this interaction in a game. This is why MMORPG's are so popular - people are willing to overlook a lot of retarded gameplay (killing dozens of rats to learn how to use your sword?!) because the human interaction is immersive and rewarding. You may be all excited about being a Wookiee bounty hunter in SW: Galaxies or whatever, but really, what you crave is the ability to interact believeably with other beings as that character... and Biff the Understudy (Baldur's Gate) repeating the same four sentences just doesn't cut the mustard. Funny that game companies have tricked their customers into providing the "AI" for each others' gaming experience :-)

    --
    Freedom: "I won't!"
  274. How's this for an original game... by weeboo0104 · · Score: 1

    Leisure Suit Larry - First person shooter.

    The polygon count and frames per second are high enough that it would be downright entertaining.

    If there was a Multiplayer version, it would give "fragging" your friends a whole new meaning.

    --
    It is easier to build strong children than to repair broken men. -Frederick Douglass
  275. Re:Adrenaline Vault's David Laprad can blame himse by Doctor+Cat · · Score: 1

    The problem isn't that a lack of new ideas, the problem is the journalists themselves! While I wish the game magazines would spend more time covering the smaller, more obscure games (the way Computer Gaming World did back in the early to mid 1980s), I can't totally blame them for the current state of affairs. When the magazine publishers discover that having a cover that boasts of lots of screenshots of the new Mario game or the latest sequel from Blizzard makes their magazine sell a lot more copies, and that when they have an exclusive on the first screenshots from a hit game it boosts their sales even more... What do you think they're going to try and get for their next issue? The public shells out more bucks for a lot of coverage of big hits, and coverage of the interesting small games doesn't help sell magazines. If the public would show more demand for that kind of thing, maybe we'd get some better game magazines to choose from.

    --

    Furcadia - A free online game with user created content, DragonSpeak scripting, & more.

  276. question to ask someone who complains about origi by jago25_98 · · Score: 1

    "So what would you think of then?"

    You can answer the question but it forces you to think.

  277. Origianlity = Risk by DonFinch · · Score: 2, Insightful

    Originaly game making is wonderful, but from a business angle it is hard to push to the bean counters. Before any type of R&D project a business is going to estimate the future money to be made and then in corporate the business risk. For new developpments, this is very high, and pushed your value down to nothing, so why bother.

    If you look around and see the market has room for another game where you tote hundreads of guns and have balls like churchbells and blow away all the pinko scum, you know it will make money, just add a cute new feature, like bullet time, or extra blood splatting on the walls and you sell your game. Same as putting "New and Improved" on a box of Tide.

    Until the consumer quits opening their wallet for the same old thing you wont get much innovation. the only reason we can say "they innovated in the old days!" is because there were no video games to compare from. Same as old cinema. iturn of the century and into the 30's movies were innovative. today, they are variations on a theme.

    Make innovation profitable, and you will have innovative games.

    we could also get into the limitations of UI devices and innovate those and then games could go nice directions control wise. I mean have you played Enter the Matrix for the PC yet? Your left hand gets one hellacious workout with all the different control combinations.

    --
    -- Insert wisdom here:
  278. What is "shareware"? by yerricde · · Score: 1

    wolfenstein and doom were shareware

    If Doom was shareware, then so is any commercial game with a downloadable playable demo. Doom did show up on Wal*Mart shelves.

    --
    Will I retire or break 10K?
  279. Beatmania != DDR by yerricde · · Score: 1

    [in Frequency,] you trigger the music, an instrument at a time, which feels like playing the song not the song playing you [as in Beatmania]

    You're confusing Beatmania with the dance-based rhythm games such as Para Para Paradise and Dance Dance Revolution. In Beatmania and Drummania, the player actually does play an instrument (a sampler in BM and a drum set in DM).

    You can also play your remixes and online, both firsts for a music-rhythm game.

    Did the online features of Freq and Amp come before or after the first release of PC-based clones of Bemani games?

    --
    Will I retire or break 10K?
  280. First Person Adventure genre by yerricde · · Score: 1

    You claim Metroid Prime was the first first-person adventure. What about Drakkhen or Real Myst?

    --
    Will I retire or break 10K?
  281. No, you may not buy it, because it's rated M by yerricde · · Score: 1

    And how is solving problems by tagging with a spraycan any different from solving them with a gun?

    It expands the audience of the game from those whose parents will let them buy T or M rated games to include those whose parents will let them buy E rated games. Super Mario Sunshine isn't too different conceptually from, say, Tomb Raider except that Mario can use the water gun as a jetpack.

    --
    Will I retire or break 10K?
  282. Parappa and Dance Aerobics by yerricde · · Score: 1

    Think DDR is original? Have you tried Dance Aerobics by Nintendo?

    DDR is also a descendant of Beatmania, which is a nearly direct clone of Parappa the Rapper.

    --
    Will I retire or break 10K?
  283. Scratching an itch by yerricde · · Score: 1

    Nintendo's demise looming

    I wouldn't be so sure about that. Nintendo is #2 worldwide among console makers. Microsoft is having trouble selling Xbox consoles outside North America.

    Hollywood Syndrome [is] ... the Industry's second death, and there will be no NES to save us

    Even if commercial game development does slow to a trickle, then who's to say developers will stop scratching their itch for open source video games?

    --
    Will I retire or break 10K?
  284. Re:Ideas by Anonymous Coward · · Score: 0

    Oh my god. If you started a game company and made those games, I'd buy 10 copies of each. Seriously.

  285. You just have to know where to look by shadow0_0 · · Score: 1

    There are still originality. You just have to know where to look. Nitendo seems to be better at this.
    Think Animal Crossing and Pikmin. Think Eternal Darkness (the sanity meter).
    Sometimes, originality is in the little things. Ever play Wind-Waker? When you walk in a room, the character's eyes will look towards interesting objects that you can interact with, even though they maybe off screen and not obvious at first.
    The connectivity between GBA and GCN is also brilliant.
    You just have to know where to look :)

  286. Done in by piracy by chthonicdaemon · · Score: 1

    I agree. This is just like that company that sold operating systems without much copy protection (just an easily copied serial number). Look where they are now.

    --
    Languages aren't inherently fast -- implementations are efficient
    1. Re:Done in by piracy by drinkypoo · · Score: 1
      There is a significant difference between Microsoft and Sega; Microsoft sells to enterprises in insane quantity, and to OEMs who have traditionally paid Microsoft per computer shipped, not per copy of windows installed. Sega only sells to consumers (well, through distributors, but you see where I'm going with this?)

      Microsoft can consider giving the OS away to people as just another way to keep their stranglehold on the market. If people use windows, then people will be used to windows, and they'll expect to use it at work, and they'll expect to buy a PC that comes with it, which (surprise, surprise) they're actually paying for.

      Nice try, though. You might have suckered some people in.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  287. Not for lack of ideas... by FreekyGeek · · Score: 1

    The lack of originality in games isn't for lack of ideas, it's due to the same reasons as Hollywood: just try to get something original funded and published. If it's not a big license, a sequal to a big game, or at least smack in the middle of a traditional genre, prepare to be laughed out of the meeting with the publisher.

    Developers WANT to make original games, but they can't afford to do it without a publishing deal, and publishers only want drivel.

  288. originality still exists by choupette · · Score: 1

    but it doesn't pay much, at the time of the dc, sega came out with some brillant ideas as cited in the article (shen mue, jet set radio, space channel 5, crazy taxi, etc) and it didn't help them a lot. A this time, nintendo is the company making the more imaginative games, but people prefer to buy games like "gta vice city".

    --
    -- moo
  289. BlastCorps! by Ziviyr · · Score: 1

    I just had to bring it up.

    It's an earlyish Nintendo 64 game with a crap plot involving nuclear bombs and a stupid software design error. Just there to validate you having to come in and level cities using bulldozers, motorcycles with missile launchers, big robots, etc.

    I really wish a modern sequel would pop up for this game...

    --

    Someone set us up the bomb, so shine we are!
    1. Re:BlastCorps! by Cackmobile · · Score: 1

      That was a cool game. I liked the A-Team van.

      Get outta my way!

      --
      -- Karma Karma Karma Karma, Karma Chameleon - Boy George
  290. Supply and Demand by peterpi · · Score: 1
    Hey, don't blame developers for being unoriginal! We're just creating what sells.

    It's the buying public who are being unoriginal. Games like Jet Grind (and then Set) Radio were original, but sold far less than the likes of Splinter Cell, Halo, GT3, etc.

    There are hundreds of original ideas kicked around development studios every day, but none of them are worth looking at while the public just want to shoot bad guys.

  291. Dr. Cat by pommiekiwifruit · · Score: 1

    Are you the Dr Cat from Austin TX I visited in 1996 when we crashed Richard Garriot's roller blade party? :-)

  292. Baldur's Gate by Cackmobile · · Score: 1

    Bring on no. 3. I know its DnD but I still think it was orignal and really one of the best games round. I spent 1 year uni exams playing that and second year playing no. 2

    --
    -- Karma Karma Karma Karma, Karma Chameleon - Boy George
  293. Where's the next Lemmings? by eelko · · Score: 1

    Just to name a few games that fed my insomnia:

    -Pacman
    -Space Invaders
    -Pitfall
    -Tetris
    -Monkey Island
    -Lemmings
    -the Incredible Machine
    -Doom

    All of these games were the base for other, new-and-improved versions of the same game-play. I've seen just a few games that appealed to me, because they had a complete fresh & new game-play which I and my friends had not seen before.

    I've been wishing someone came up with a brand new game-plan to get that Oh-no-more-Lemmings-feeling back... Still nothing.

    Sob.

  294. Reading this thread... by CashCarSTAR · · Score: 1

    It becomes clear that most of the people are missing the point. Expecting complete and total originality...it's not going to happen. We build art on the shoulders of giants people. All art is evolutionary, not revolutionary. EVERYTHING will remind you of something, once a medium hits a certain point.

    Keeping that point in mind, you can see how the gaming industry, to be honest, is making huge steps forward from an evolutionary point of view. New gameplay concepts turn out to be worthwhile, then time is spent combining that new concept with appropiate other ideas.

    Take for example the idea of the GTA 3 "living city". The games, both back and forward using a similar idea...

    Spiderman 2: (Free-form as a superhero? Cool!)

    Tony Hawk Underground: (Jackass the game. Seriously.)

    Mafia (Very solid game)

    Republic (One of the most orignial game ideas in a long time..you play a revolutionary who has to get a revolution started)

    Completely different genres of games/styles, all using an already "warmed" idea, as some people would put it.

    The evolution, quite frankly..is great.

  295. Gaming by jgman · · Score: 1

    In my opinion, too much attention is being paid these days to graphics and frame rates. I like the occasional FPS, but it tends to get old after a while. Many of the classic games didn't depend on graphics, but on actual game play. I remember when Tetris swept the world. Very simple game of blocks, people used to play on end for hours. Or how about Lemmings? A puzzle game WITH sound and graphics (for the day). BUT, it also had addictive game play... Don't ask about my grades from that semester. I used to log onto the Merit Network just to compare notes on how to get through a level. I was also majorly addicted to Neuromancer, which combined classic text base with graphics. I still rmember the first time I cracked ICE in that game. I didn't sleep for a month getting through it. Anyone else remeber Tower Toppler? Another classic puzzle game.

    The Grandaddy of time wasters on my college dorm floor was a surfing game on my Amiga. Of course this was back in the day when there were only two computers on the floor, my amiga, and a pc across the floor. OF course I remember playing Sim City for hours on that PC. These days, every student has one or two computers and a T-1.

    --
    This is not the sig you are looking for...
    1. Re:Gaming by Quill_28 · · Score: 1

      I think you will see a push back less importance on graphics. Why?

      Because I think in the next five years, the graphics will be become picture-like and developers will have to figure out a way to stand-out.
      They won't be able to do it with graphics so a more creative game will be the best way to stand out.
      Of course I very well could be dead wrong.

  296. Since it modded so high....here's more by StressGuy · · Score: 2, Interesting

    Points are scored as a two "level meters". One for "Hair Raising Suspense" - which is based on how close you cut the rescue,...and the other is for "Darring Do" - which is how complex/outlandish the rescue is. As you accumulate points, you earn "Technical Difficulties". A "Technical Difficulty" can be played if you see that your attempt to rescue the damsel will fail. When you use it, the projector has a problem causing the film to be reset and you get to try again. The audience will get a little annoyed, but they generally won't leave.

    The audience should do random things during the movie that will play out based upon how interested they are in the movie. For example, a lady with a large hat can sit down in one of the front rows, little kid starts kicking the seat in front of him, etc.

    Each level (episode) ends with a "cliffhanger" that provides clues as to what the next level will be. Of course, you have to finish with something like "IS THIS THE END!?", "WHAT WILL OUR HERO DO NOW!?", "TUNE IN FOR NEXT WEEKS EXCITING ADVENTURE!!!".

    and yes, there is even more to this concept, I have an idea for the sequel game (the genre would be early B SciFi/Horror - complete with monsters that look like guys in rubber suits and cheesy dialog).

    I don't suppose this could be written in Python huh?

    --
    A goal is a dream with a deadline
  297. What's so original about Shenmue? by atholbrose · · Score: 1

    Shenmue is a 3D adventure game with a few collection sidequests and some action gaming shoehorned in. None of the individual elements are innovative, and you can't call it innovative just because these elements are squashed together.

    The game (and its sequel) are also badly paced, poorly -- no, pathetically voice acted (in the US), needlessly tedious and have a very bad tendency to use action-based sequences as either timewasting filler or, even worse, roadblocks to the rest of the gameplay. Like another flawed game with many cutscenes (Xenosaga), the cinematic sequences were clearly scripted and directed by someone with no moviemaking experience whatsoever.

    It frustrates me when someone praises Shenmue to the skies, or promotes its originality. There are so many other better games out there.

  298. The guns of Space Invaders by zero_offset · · Score: 1

    Solving games with guns isn't new. Guns hit the mainstream -- and stayed there -- shortly after Pong lost mindshare to Space Invaders. Get used to it.

    --

    Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

  299. Hmmm by SuiteSisterMary · · Score: 1

    How about Uplink?

    Now available in North American stores, in a box, labeled 'Uplink: Hacker Elite.' The problem, as always, is that the mass market probably couldn't handle it; 'aim boomstick at bad guy and mash button repeatedly' is about the level of the average NA gamer, these days, unfortunately.

    --
    Vintage computer games and RPG books available. Email me if you're interested.
    1. Re:Hmmm by Anonymous Coward · · Score: 0

      How about Uplink?

      sucks.

      Next!

  300. new engines don't equal better games by Toasty16 · · Score: 1
    GTA: Vice City was little more than a bug fix release, with a larger playing area, newer vehicles, nicer engine, and some (slightly) improved AI.

    Both GTA III and Vice City used the Renderware engine, as do many successful games.

    The technology is not an end in and of itself, but a means to better gameplay. That's why I'm looking forward to Doom III; it's engine will allow unprecedented freedom of design to developers making the Next Big Thing.

    And old technology does not mean bad games. Download the demo forMoonbase Commander, which came out last year and runs fine on a 486, and see for yourself.

    1. Re:new engines don't equal better games by wiremind · · Score: 1

      runs fine on a 486 ... see for yourself.

      my 'old shitty' systems; the ones I use as foot rests, and linux servers are Pentium 500's.

      What on earth are you doing with a 486???
      I have not seen one in over 4 years.

      (you dont need to reply unless your bored. I was just expressing my amazement)

    2. Re:new engines don't equal better games by Toasty16 · · Score: 1

      That's the system requirements for the game, not my current system! Who do you think I am, Jeff K?!

  301. Re:Adrenaline Vault's David Laprad can blame himse by ChaosDiscord · · Score: 1

    Okay, it's a fair cop, we, as gaming consumers, get a bit of the blame. We (as a whole) reward cowardly, mindless behavior from our review sources.

    However, I'm not suggesting that the game review media suddenly stop making "Best game of next year (or the year after that, or the year after that)" their hyped cover story. I'm talking small changes. Try to give at least one page (if you're, say, a magazine) to a lesser known game. While you're there, mention a few other "Worth your time to check out" games. I discovered some of my favorite small publisher games from the occasional site that would just make a thrown away comment, "I've been playing Weird-Game-X almost non stop all week, check out the demo." That's all it would take to change the direction of the industry. By and large these games are nearly instantly demoable thanks to the internet. This would encourage people to give them a look. A single paragraph mentioning how much the editor liked Such-and-Such is just a blip in the sales of a mainstream game, but would create a huge spike in the sales of a lesser known game.

  302. This comment lost in the noise... by grimzap · · Score: 1

    There is this entire article that says the big thing missing in games is creativity. Well, maybe true but creativity is just part of a good or a bad game. Games, like film, books, and any other type of entertainment have elements. For films it is things like direction, acting, editing, plot, script, etc. For games it is interface, story, graphics, sound, etc. Everyone has their own opinions about these elements. Creativity is just one element and it will not determine, for most people, if a game is successful.
    For example, I don't think there has been a game about doing dishes. It could be an action, adventure, or role-playing game. You could go up in levels for scouring, drying and polishing. You could get docked for pruned hands. It is creative, but would it be fun? Maybe... if you could get all the other elements right.
    I think the successful games get most of the elements right and that is what makes them successful. It is true that there are a lot of copycat games but some of them perfect an original idea and get more of the elements in place. Total Annihilation was a game like this. You could say that it was a copy of any of the previous RTS games but it did everything very well.
    I think the article at Avault was just grousing about the lack of games in the author's favorite genre, adventure games. That is OK but I do not miss those games at all. They held little for me in terms of entertainment. To me it was just "keep clicking until you find the path that doesn't kill you". Sure you could make an educated guess now and then but I found them boring.
    I think there will always be creative games... there is always a new idea out there. But I don't think that one factor alone will make a great game. Right now my favorite game is not particularly original, it is just well done. That's is good enough for me.

    --
    grimzap
  303. The bulk of this thread shows the problem... by Anonymous Coward · · Score: 0

    "I'm right..."
    "No, you're wrong. Here is why..."
    "No, YOU'RE wrong. And you have no business giving opinions..."
    etc...

    This is basically what smart guys in this 'creative' industry do. Its all smug, self-important, condescending bullshit. They snipe, they blame, they whine. And then they wonder why their games suck. Hmm, perhaps you spent too much time cursing the darkness instead of lighting a candle.

  304. Spot the Dreamcast fanboy by metamatic · · Score: 1

    The PlayStation lineup is bland and unoriginal, eh?

    What about Rez, Irritating Stick, Frequency, Herdy Gerdy, Roll Away, PaRappa The Rapper, Incredible Crisis, Stretch Panic, Mad Maestro!, Mister Mosquito, Fantavision, No One Can Stop Mister Domino!, Vib Ribbon, Kinetica, Monster Rancher, Shadow Of Destiny, State Of Emergency, and maybe Sky Odyssey? And those are just the ones I can think of right now...

    As a fan of quirky games, I picked PlayStation and PS2 precisely because the platform tends to get strange experimental games that other systems don't. If you want to see a truly uninspired lineup of FPS and sports games (with one interesting game), look at the Xbox...

    Maybe you think the PlayStation has no original games because it has so darn many game releases that the unusual games aren't as prominent. Quirky games wasn't what killed Dreamcast, not enough games was the problem.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  305. Lack of innovation is hard-coded into intelligece by ReyTFox · · Score: 1
    It stands to reason that if everything is unique, no pattern may be formed. But all our intellegence is based on pattern-recognition. Therefore, sequels and clones must always exist in the gaming world.

    Sequels and clones, however, serve their own purpose. Once the original game serves up the "killer idea," others can come in to try to improve on it, and the market determines which of these will succeed(though the Darwinian aspects of this are offset by marketing campaigns, at least in the retail world - but the online one is set to eventually replace it anyway).

    Sometimes concepts introduced by a clone are applicable outside of their original game context - things like score, high score, lives, levels, hit points, and combos are found through a wide range of games. More recently popularized, similar types of innovations are unlocks, more sophisticated/diverse ranking and rating systems than a single score measure, the usage of more body movement than just a joystick or gamepad and buttons, the exploration of music as a central focus of gameplay...

    Innovation is not really a complicated process, at least with respect to game-making. It's just a matter of recognizing what will use the technology you have in mind to entertain someone, without restricting yourself to previous models.

    A game concept I came up with just today: You own a car and can drive it around or get out and walk in an accurate-looking version of the real world, but with certain restrictions - a limited section of the world(like only California, or even much less) no fighting others, no entering buildings(for technical reasons) except the ones critical to the gameplay of driving in your car like auto shops or gas stations, and death results in magically being revived at a hospital ala GTA. Within the world, the player can use his car and some equipment to accomplish various missions, like take photos of landscapes/wildlife/cities, run cargo(perhaps even illegal cargo to add just a little criminal element), and investigate landmarks for something of an adventure aspect. Mostly, though, it's a shell so that the player can enjoy the graphics in a pleasing setting.

    It's that or Ultimate Dance Kung Fu Gunfight, the hardware and specifics of which I'll leave to imagination(two hints: someone playing it should look like they're having a seizure, and the screen should be seizure-inducing with targets and arrows and a combo count at the same time amongst flashing lights)