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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?"

6 of 778 comments (clear)

  1. 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"

  2. 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

  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 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.

  5. 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
  6. 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.