The Evolution Of Games
Thanks to Reality Panic for pointing to a new IGDA-hosted article comparing evolutionary biology to the organic process of videogame creation. The author compares the Cambrian era, an "early period of developmental simplicity for organisms", to the '70s and early '80s for games, with both containing "...a number of... oddities with few or no modern descendants". He goes on to liken the possible wiping out of the dinosaurs with "the impact of a giant meteor" to "...the arrival of the Sony PlayStation... [marking] a mass extinction of 2D games", and concludes by suggesting that, like the evolution of fauna and flora, "...periodic outbreaks of originality, and the corresponding extinction of certain game genres, are useful to drive the form forward, but the conservative intervals between these events are what serve to sustain."
2D games are not extinct; games such as Guilty Gear X and SNK vs Capcom continue to be made, and have a solid fan following.
No, no, no, no, no, no, no. The meteor was the market crash in the '80s. Atari, being the fat, lazy, unadaptable dinosaur that it was, could not stand the ensuing cold. The NES and SEGA were the small mammals of the time, and that's why they survived. PS1 was an offshoot of SNES, a direct decendant of the NES. I am not sure even nature is as fickle as the videogame market, though.
You are right, this article is a big, steaming pile.
The cancel button is your friend. Do not hesitate to use it.
Games are starting to look simular even though vastly different. The reason for this? 3D
Think about it, back in the day you had single screen games. Everything took place on a single screen, and you had to move your sprites around to make a game happen in different and unique ways. Nobody would accuse PacMan being anything like Space Invaders but they each left you in control of a single sprite on a single screen. Eventually clones of nearly every good game happened, but it was new so it was overlooked.
Then came systems that could actually SCROLL their screens. You had Mario hopping around, you had 9,000 games that required moving right and beating up the bad guys (i.e. Double Dragon, Batman) and you had some zooming space ships. Zelda came along and was different, but before long that was coppied. So now we have scrolling games.
Eventually came true 3D. We are on a convergence. A big convergence. No longer is coding an engine from the ground up for each game a substainable buisness model, or even necessary. Compare Alice to Quake III. I would say they were remarkably different. Alice is a platformer, Quake III is a first person shooter. They both run on the same core engine.
Right now there are different 3D engines for different types of games, but there's becoming less of a reason to seperate engines between game types. It wont be long until one engine can be a first person shooter, a platformer, and a racing or flying game. I would venture to say it's already possible, Conkers Bad Fur day for example embraces all of these elements at one part of the game or another.
The reason this is percieved is the better 3D engines get, the more games are going to look alike reguardless of what core type it is.
As computers/consoles become more powerfull, have more RAM, and the engines become more refined the blurrier the line between game types becomes. I don't necessarily see this as a bad thing. Sure, not every game has to be 3D, but we've crossed the threshold of the 3D age and theirs no going back.
The main difference I see between a racing game and a platformer? The racing game uses less detailed polygons because at high speeds it doesn't matter which leaves more memory for bigger worlds. A platformer moves slower and doesn't need as big of a world so more power is put into fine details.
How long will it be until a game comes out were the main character is able to interact with the environment on a platformer level, jump in a vehicle (or on a mount) and drive through the same world at high speeds with great detail? I can't put my finger on a particular example at the moment, but I'm sure it's already happened. Halo seems like a good example for now, UT2K4 is supposed to be simular.
Innovations not dead, reinventing the wheel on a regular basis is. Personally I'm hoping for incremental engine upgrades. Wouldn't it be nice if the UT2K3 engine would work with the game code from the orginal UT? I wouldn't mind the better rendering on the old game. Wouldn't it also be nice, if for some reason you haven't upgraded your game library for a year or so, then someone gives you a nice shiney new flight simulator for Christmas. You put the game in, decide it sucks, but all of the sudden since you got a game with an updated engine all your old games suddenly look better?
The day is coming. This convergence is a GOOD thing. Don't bitch about an empty gas tank when somebody GIVES you a car.
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I think game development was spawned out of a void in six days by a supreme being. During those six days all gaming genres were created and have remained static since that time. I'm writing an article on it, I expect it to be linked to on Slashdot sometime tomorrow afternoon. I'm also writing articles on how gaming is like Judeaism Voodo checkers and Ritz crackers, stay tuned.
So tjhe arrival of the Playstation is akin to a meteor wiping out the dinosaurs....
Seems fair, seeing as the dinosaur was most likely the Sega Saturn.
I have no sig yet I must scream.
In computer gaming, it's usually hardware breakthrus that open up new niches, with sequels and genre-copycats filling the between-times. Bateman argues that even the incremental improvements of sequels and copycats have the potential to open up new niches. Examples cited: Wolfenstein 3D, Sims, Gauntlet.
Critiques:
Food to an animal is much like money to a game
Most niches are based on a particular food-source, so a better analogy might be that food-sources are like player-motivations: The Sims appeals to different motives than Doom. Both are effective in extracting money/calories, but via different food-sources/motives.
[In the early days] Games were unconstrained by preconceptions, and so explored all manner of directions, only learning the hard way what would prove profitable, and what wouldn't.
The creativity in games in the early 80s was due to low entry-barriers and huge consumer demand for novelty. Most were crap, but the few that weren't made millions, and inspired imitators.
This reconstruction turned out to be bogus-- the spines were on its back.
Compare the success of the genre exemplified by Taito's 1978 Space Invaders (albiet not the first shooter) which by the 1990's had evolved into the first person shooter and had codified the genre into a streamlined, simplistic game structure making it the fish of the games world.
I think this analogy is valid.
In retrospect, it's easy to see that land was begging to be exploited, but fish were shackled to water for breathing. By analogy, FPSes are shackled to point-and-shoot, and the land begging to be exploited is the whole realm of human interactions seen in movies and books. But where the first breakthru will occur isn't obvious yet.
Games are designed - why should they show the same slow rate of change (albeit on the faster scale of decades)?
Bateman misses a useful perspective-- the conservatism of sexual selection in evolution. Most creatures are constrained by hardwired sexual stereotypes to avoid mates that don't fit the stereotype, so innovators are effectively punished for their daring. This is less true for consumers, who are hungry for novelty, but applies to game-companies, who hope to minimise risk.
(It could also be applied to consumers' demand for state-of-the-art graphics, I guess.)
By working within the existing chreodes, we have a mechanism for introducing elements of originality with some confidence that they will still appeal to a significant proportion of the market.
A big difference between games and species is that game designers can experiment cheaply on a small scale and then, when they find something promising, seek funding for a more expensive commercial release. So promoting innovation requires promoting those cheap, small-scale experiments.
Namco/Bally Midway's Pac-Man (1980) typified the arrangement, with a series of ever-more challenging mazes facing the player
(The maze didn't change!)
The lesson here, perhaps, is that publishers looking to be at the forefront of change in the industry should occasionally step outside of their existing brand chreodes and gamble on new design or technology, becau
A buddy and I are playing through GTA3 right now, switching off for different missions and such. I have never played through the game before. I was amazed by the open endedness of the game. And how it seemlessly transistions from one mode to another while you explore the city. Walking around and exploring is not as polished as Zelda, the fighting interface is nothing compared to SoulCalibur and the driving is not on par with GT #, but all three gaming types are incorporated into the game. I came to the conclusion that the next truly innovative game would combine all those elements with the high quality that stand alones of those types of games can provide. Nice to see someone else agrees with this idea. Here is a nice big ME TOO for you and another example (maybe a better one) for your idea.
So what I want now is a game with the spirt of Dragon Quest built in the GTA game engine. I want that gameplay with dragons, wizards and slimes.
The cancel button is your friend. Do not hesitate to use it.
But what Dinosaur lovers like Mr. Bateman have missed is that while marketing and financial planners love conservatism, video game players DESPISE it. That's why a gaming magazine has to apologize for recommending a game that is more of the same--because there is no market on earth that values change and novelty as much as video game players! Which is why, ironically, the risk averse nature of video game production has caused the vast majority of new commercial video game projects to lose money! Every developer tries to remake last year's best selling game, and act surprised when no one wants to buy their almost-but-not-quite-as-good-as-Doom-3 video game.
So very many games spend so much money on gorgeous graphics and production value that they have no hope of getting that money back without being on the top 10 list of video game sales. To cite the lack of originality as proof that originality is not needed is ignoring the fact that so many video game companies have been really bad at making money lately.
Yet the age of dinosaurs is ending. Cell phone games, PDA games, Game Boy Advance, and even web-based games are the new mass extinction event. It can be cheap to make video games again. Despite the Game Cube not doing so hot, Nintendo is still one of the most profitable video game companies because its so damn easy to make money selling 2D game boy advance games that cost many orders of magnitude less to write than home console/PC games.