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Creativity, a Problem for the Gaming Industry?

Steeda95GT writes "A Reuters story reprinted at Forbes.com is an interesting read, saying that 'The gaming industry will shrink unless we start to see new games'. It talks about how the ratio of original titles to sequels is dropping dramatically, but it also goes on to say that upcoming sequels (Doom 3, Halo 2, Half-Life 2, GTA: San Andreas) will be successful only because their predecessors were."

522 comments

  1. Creativity? by panxerox · · Score: 5, Insightful

    No, its guts. Guts to try new things to break away from what is known in games, to produce the kind of games that new customers really want. The market is what you make it.

    --
    "It's so convenient to have a system where everyone is a criminal" - A. Hitler
    1. Re:Creativity? by BlueCodeWarrior · · Score: 5, Insightful

      Not just guts to try new things.

      Guts to throw your cash into funding for trying new things.

    2. Re:Creativity? by ashot · · Score: 4, Insightful

      Altough I agree that there is a lack of creativity/guts in the industry in general, I disagree with the proposition that a sequel implies that a game necessarily lacks creativity.
      I particularly object to slapping HL2 with this label; if you've seen the previews and the screenshots you know that this game will be revolutionary in many respects (graphics/game-play/physics engine/characters), the fact that it is a sequel is not relevant.

      Also, what about the the massive multiplayer games? I think they are the future, and the sky is the limit there.

      --
      -ashot
    3. Re:Creativity? by Mistlefoot · · Score: 4, Insightful

      The story starts out talking about Pacman but then finishes with discussing only modern "video intensive" games.

      I'd bet that "yahoo games" or popcap games are as popular as the traditional store bought games.

      Simulation type games (Monoploy Tycoon - SimCity) aren't touched neither, nor are Sports type games.

      This article doesn't really seen to a variety of games at all. Yet it implies that "new" games aren't coming out. They are.

    4. Re:Creativity? by rpj1288 · · Score: 1

      Like Lucas Arts lacked guts and killed Sam&Max before it could be released. *I soooo want the companies to decide if I want to buy a game or not. *Sarcasm, people.

      --
      Marvin knew: "Think of a number, any number..."
    5. Re:Creativity? by JPriest · · Score: 5, Insightful

      I think the problem is the current focus on stunning graphics rather than fun gameplay. The 10 best games I have ever played are all on old systems. Could just be becasue I was younger back then, but that seems to be the case. The future of the current gaming industry is online gaming and LAN parties. No AI is more fun than playing a human.

      --
      Saying Java is nice because it works on all OS's is like saying that anal sex is nice because it works on all genders.
    6. Re:Creativity? by Mikey-San · · Score: 5, Interesting

      I think you're confusing revolutionary with evolutionary.

      Half-Life 2, while great-looking from the gameplay that's been shown so far, isn't revolutionary. It isn't using inverse kinematics for the first time in its physics engine, it isn't the first graphics engine to pass pixels more than once, and it isn't the first game to use vehicles in game play.

      It might improve on these things, but it's not ushering in a new era of elements we've never seen before.

      --
      Mikey-San
      Karma: +Eleventy billion (mostly affected by watching Celebrity Jeopardy)
    7. Re:Creativity? by jerky42 · · Score: 1

      How about Duke Nukem 4? If/when it ever comes out, it will have to be personally delivered by strippers to meet expectations.

      HL2 is derivative. Same character+almost the same situation=derivative, no matter how much frosting is on it.

      I think HL:Blue Shift and Op For were excellent games and fleshed out the HL universe. HL2 may be terrific in its own right, but it truly is an incredibly safe choice by Valve.

      And this "code leak delay" seems more and more just a front for actually finishing the game (don't get me started about STEAM).

      --
      The strong do what they can, while the weak suffer what they must.
    8. Re:Creativity? by Spy+Hunter · · Score: 5, Insightful

      You know what? As a consumer, what I really want is Half-Life 2. I want Doom 3. I want Grand Theft Auto 5. I'm not afraid to admit it. I don't think there's anything wrong with producing game sequels. I think incremental improvments are still improvements. I like an original, completely different game just as much as anyone else, but all these people bitching about the number of sequels/clones are missing the point. The game industry is huge now, and still growing. There's more than enough room for sequels, clones, *and* original games. If you can't find any original games out there, you're just not looking hard enough (hint: there's more to the game industry than what you'll find at your local Wal-Mart).

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
    9. Re:Creativity? by Anonymous Coward · · Score: 0

      I'm intrigued by your ideas and would like to subscribe to your newsletter.

    10. Re:Creativity? by MilenCent · · Score: 3, Insightful

      A lot of people may play the Yahoo! games, they aren't a large segment of the market, because not a lot of money changes hands over them. And Yahoo! games, from my own perspective, seem fairly light-weight. (PopCap is probably a bit better though.)

      SimCity, while a great design for its time, has had four sequels of various types (I include the SNES version). I think the last version that Will Wright had direct input on was SimCity 2000. (I could be wrong on that.) And Sports games are arguably the least creative genre -- even the first sports video game was a copy, and there isn't really that much to distinguish each Madden (X) from its corresponding Madden (X-1).

    11. Re:Creativity? by cbreaker · · Score: 1

      I agree with you; people quite often demand a sequel because they liked the original so much. It's not that the game companies want to stay safe, it's that they give people what they want. They want Doom3. They want Halo 2.

      --
      - It's not the Macs I hate. It's Digg users. -
    12. Re:Creativity? by BTWR · · Score: 4, Interesting

      I know this will be tagged as a typical "Nintendo Fanboy Rant," but Nintendo is nothing if not gutsy. They pumps tens of millions into games like Pikmin and Animal Crossing which have absolutely no basis to weigh sucess on. What I mean by this is that while Vavle made a great game like Half-Life back in '98, they were basically saying "Let's pump money into a proven money-making genre and fill it with awesome ideas no one ever did before!"

      While it did fail (miserably), Nintendo also took a chance and developed the Virtual Boy. Sony and MS, on the other hand (while respectable companies) have decided to make systems and games which are already proven winners (violence, RPGs, FPSs). And I think we can all assume that the Nintendo DS is a really creative idea (which can very well sink the company or put it back to #1). Just my $0.02...

    13. Re:Creativity? by cbreaker · · Score: 4, Insightful

      Current focus? It's ALWAYS been the focus of video games! From the first video arcade games, to the ataris, nintendos, segas.. It's always been about graphics as much as anything else. It sells, people like cool graphics, they always will.

      Nope, good graphics don't make a game any more then special effects make the new Star Wars movies. There's always been bad games and there's always been good ones. Cutting-edge graphics are a constant, they will always be of major importance.

      --
      - It's not the Macs I hate. It's Digg users. -
    14. Re:Creativity? by BW_Nuprin · · Score: 1

      AI in video games shouldn't really be thought of as artificial intelligence, although I can't think of a way to put it that is as brief. When you're playing against the computer, you're really playing against the programmer. I'm putting a bunch of 'pieces' down to try and stop you from accomplishing your goal. Maybe thats not as fun to you, but from my end, its the most fun I can possibly have, so I really fear the day when online gaming precludes the need for "AI".

    15. Re:Creativity? by Anonymous Coward · · Score: 1, Interesting

      This game is a huge breakthrough in technology as was just shown at GDC in the Value/Softimage EXP presentation:

      1) First game with a muscle system.
      2) First game with eye shaders at level of detail where they simulate cornea buldge.
      3) The editors they were showing for path planning and AI schedules are an insane breakthrough over how games are currently made.

    16. Re:Creativity? by Frymaster · · Score: 5, Insightful
      I think you're confusing revolutionary with evolutionary.

      exactly! currently, the overwhelming majority of games fall into the following categories:

      • first person shooter
      • real time strategy
      • simulation
      • puzzle/solitaire
      • arcade action

      everybody remembers when sim city first came out. it was revolutionary. why? because it developed a whole new category: simulations.

      now there's a billion sim-foo games out there and the whole genre is in evolution mode: the sims "homeland security" expansion pack for example.

      what the gaming industry needs is a genre-defining game. something that breaks open a whole new gaming motif like doom and sim city and warcraft did.

      of course there will be those who say this isn't possible - that all the gaming paradigms have already been defined and nothing is really new anymore. but that's okay: we can't all be geniuses.

    17. Re:Creativity? by Tri0de · · Score: 5, Interesting

      perhaps true, but many of us have real lives and find it truly impracticle to play oneline; I have maybe two hours a week, in ten minute increments, to play games (and no problem or compunction about plunking down $50, $100 or more to buy one). I am not interested in keeping up my skillz to match a bunch of teenagers with no job or family who are online for two or ten hours a day, so for me (and a lot of my 40+ ex hacker buddies) 'massivly multiplayer' just does not matter; just like I love MTGathering but hell if I'm going to spend $3K on cards, my friends and I all play with proxies (copies of cards) so it's a matter of skill, not having no life outside of the game. (no disrespect meant to someone whose entire life is gaming, I was there once and games are a very valuable tool of intellectual development, IMHO)
      At 43 I'm one of the original video game generation, starting with \spacewar and various Apple1 sims. I still love gaming as much as I did 20 or 25 years ago but if I have a choice between jumping my wife's bones or hanging with a bunch of 15 year olds in some 'clan' the kids can go on without me. Sorry, I've got the doctorate to work on and other stuff to do to bother with a LAN party, so I won't pay one cent more for that functionality; good AI (defined as something that can suprise me 9 times out of 10 and approach each situation differently even in replays) is worth an extra $30 or $40.

      --
      "Everyone is entitled to their own opinion, but not their own facts."
    18. Re:Creativity? by mriker · · Score: 5, Insightful
      The future of the current gaming industry is online gaming and LAN parties. No AI is more fun than playing a human.

      I think it depends on what type of game experience you're looking for. If you're looking to shoot at things in a crosshair in a first-person view without a pesky story to get in the way, I might agree with you. Otherwise, I think your view is perhaps the most ridiculous and over-used sentiments in the gaming community.

      Maybe I'm wrong, but looking back at amazing gaming experiences such as Fallout, Deus Ex, Half-Life, Splinter Cell, and Star Wars: Knights of the Old Republic (to name a few), I can't imagine how any these games could've been made better with human characters, rather than AI characters. Heck, I can't imagine how these games wouldn't be total shit if the characters were human-controlled. And where are you going to find all of these humans to play these characters for you in a manner which is the slightest bit as interesting as the AI characters?

      In environments where games are designed to focus on the hero of the story, AI characters offer the best available experience. In a human-only gaming environment, you're just another name, and with only a few exceptions (ie. the most talented players), no one else in the game world could give a rat's ass who you are. That works great for some games, like Unreal Tournament and Counter-Strike, but games in that vain will never, ever replace great single-player experiences. Don't get me wrong; I enjoy both types of games. But I predict that the future of gaming to be much like it is now, as far as the relative number of single-player games vs. multi-player games on the market is concerned.

    19. Re:Creativity? by Sparr0 · · Score: 3, Interesting

      Revolution doesnt have to come in the form of a new genre. Old genres can see revolutionary ideas. I consider Starcraft to have been a revolutionary game. It was the first RTS to use a 'trigger' system for the maps, making it even MORE infinitely replayable. It also had the first well balanced non-cookie-cutter races (the 3 SC races have different mechanics/rules governing their expansion).

      The worst thing to see in modern games is not just a lack of revolution, but even a lack of evolution. HL2 might not be doing much that is new, but its combining state of the art concepts in a new way. Compare that to Warcraft 3, the antithesis of a revolutionary game, in which not only is there nothing new and very little almost-new but there is also a disastrous lack of even BASIC features common to almost every other modern RTS game. It is like a 5 year step backwards in gameplay and a not-impressive graphical engine, only succeeding on its predecessors' shoulders.

    20. Re:Creativity? by Spacejock · · Score: 1

      Same story here. I'm 36, and I've been employed full time since 1988 and married since 1991.

      Although I enjoy gaming a lot, the only multiplayer online game I managed to play was Battlefield 1942. You can jump in for a quick bash, and leave whenever you like. The only time I got a decent online game of C&C, the other bastard quit when I overran him.

      The AI in Battlefield isn't bad. The original release was ludicrous - every enemy unit on the map would target you within seconds and you'd have battleships, planes, snipers etc plastering you over the landscape the minute you spawned. Now they ignore you a bit more, which is much better.

    21. Re:Creativity? by mixtape5 · · Score: 3, Insightful

      It really doesn't have much to do with a lack of creativity. We can look at original games as base games and sequals as secondary games. as there are more and more base games there will be more and more sequals, there are still original games being made, but because many of the original games were so good there is a demand for a sequal.

      if there are ten original games a year the next year there will be ten base games and ten more orignal games. the next year there will be 20 base games and still only ten more original, that goes from 50-50 to 66.67-33.33 and the next year when 30 games are bases and 10 are original the ratio is even further appart.

      --
      WoW: Scheod 70 orc warlock on Shadowmoon
    22. Re:Creativity? by iswm · · Score: 4, Funny

      Also, what about the the massive multiplayer games? I think they are the future, and the sky is the limit there.
      Totally. MMOL lumberjacking is where it's at.

      --
      Buckethead
    23. Re:Creativity? by nfotxn · · Score: 4, Insightful
      But you're looking at it from the perspective of a gamer. One of the biggest problems facing the industry is lapsed gamers like myself. I haven't cared about graphics or physics engines since Quake came out! I don't think I ever will again because after a decade or so you figure out that technology is pretty certain to get better.

      One big problem I see as a bit of an outsider these days is just how inward gaming has become. It has it's own website, cartoons, language and television stations. Massively multiplayer games are exactly the wrong thing because they only encourage more niche culture and make gaming even moreso inward and exclusive. Interacting online is neat but I don't think most people want to become some Everquest playing vegetable who hasn't been exposed to sunlight in 96hrs.

      To me the most interesting ideas have been those that encourage all sorts of people to play games like DDR and the Eye Toy. Gaming needs to involve more people and get out of the Penny Arcade mindset of in-jokes and niche vernacular. Creativity requires inspiration and when you live in that world of 16-21yo middle class males, well, of course things are gonna start getting as stale as your buddy's BO after a three day LAN party.

      --

      _nfotxn

    24. Re:Creativity? by Anonymous Coward · · Score: 0

      New paradigm: You think you are playing a machine but really you are playing against people in 3rd-world countries who are paid 25 cents an hour.

    25. Re:Creativity? by Anonymous Coward · · Score: 0

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    26. Re:Creativity? by James+Lewis · · Score: 1

      "The future of the current gaming industry is online gaming and LAN parties." I disagree. Online gaming will certainly have a big place in the market, but it will never be able to submerge a player into a plot or world the way a single player game can.

    27. Re:Creativity? by shigelojoe · · Score: 2, Interesting

      And Sports games are arguably the least creative genre -- even the first sports video game was a copy, and there isn't really that much to distinguish each Madden (X) from its corresponding Madden (X-1)

      Which is why I propose that rail guns be included in Madden 2005.

      Kidding aside, I can think of one huge way sports games can evolve to something beyond cookie-cutter creations; let players change the rules of how the game is played, a la Calvinball.

      For instance, why not let players of baseball games change the rules of the game so that hitting the ball out of the park is an out instead of a home run? Or make it so that more than one baserunner can be on the same base at the same time? Using a system like the one used to make triggers in Starcraft, players could create their own rulesets. Frankly, I'm somewhat surprised it hasn't been done already. Of course, as you said, the sports genre is definitely the least creative genre.

    28. Re:Creativity? by Jeff+DeMaagd · · Score: 1



      As for multiple sequels, if there is a long line of them and they still sell, maybe the sequels are actually halfway decent? Each sequel might add enough to the franchise to keep it ineteresting so that people will buy #4, #5 and so on. If handled right, people will still keep buying.

      Admittedly, there's a counterexample like the Star Trek movies and game series, I'm not sure what happened there, there are maybe four good movies out of ten, and the Star Trek games I've played were crap.

      Also, original titles often fail.

      I've heard, although admittedly rumored:

      A great many games don't break even. The one in ten that makes it big are hopefully a big enough of a win to pay for the shortfall in development & marketing costs of the nine failures. With odds like that, and the marketing of an existing known success behind the game when making a sequel. It is easier to put them on store shelves, it is easier to market, easier to generate interest and so on.

    29. Re:Creativity? by blincoln · · Score: 2, Funny

      I think the problem is the current focus on stunning graphics rather than fun gameplay.

      I keep hearing people say this (and the ever-popular "gameplay was better in the 80s"), but when a game *does* come out that has a more basic arcade-style feel (like P.N.03 on the Gamecube) it does terribly. P.N.03 even has good graphics in addition to the old-school gameplay mechanics, and it still sold pretty poorly.

      The future of the current gaming industry is online gaming and LAN parties.

      I certainly hope not. I hate multiplayer games. The only one I ever had fun with was Starcraft, and I wouldn't have been into that either if the single-player campaign hadn't been as well done.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    30. Re:Creativity? by Ateryx · · Score: 1
      Also, what about the the massive multiplayer games? I think they are the future, and the sky is the limit there.

      This (in my mind at least) will really show what the final outcome of console vs. computer gaming will be. Will people want to play MMPORPGs on a console? Sure, some games are just classically fun on a console (see Madden 200#, Mariokart, Need for Speed:Underground, etc...) but I struggle to play SoCom with a controller when I know CS/AmericasArmy/UT2004 are waiting on my computer, with better graphics and easier to use controls. I've owned every major console, and have found myself using the older systems more than the new ones--buying more old console games than new console games. This isn't because I just want to recollect upon my childhood, but because those games are much more fun to play on a console when I want to get away from my computer. Donkey Kong Country >>> Rainbow 6 on a console.

      --
      "The truth suffers from too much analysis"
    31. Re:Creativity? by the_ed_dawg · · Score: 2, Insightful
      The future of the current gaming industry is online gaming and LAN parties. No AI is more fun than playing a human.
      LAN parties: yes. Online gaming: some people. I've never met a gamer who hasn't enjoyed a LAN party. However, I detest playing online games in general for all the 13-16 year olds who haven't learned how to STFA. I don't have the time to game like I used to, so I would rather play a Final Fantasy, Neverwinter Nights, or GTA over dealing with the "noise" that has become of online gaming. I guess that the gaming world will just have to pass me by. :)
      --
      There are two types of people: those prepared for the zombie apocalypse and those who will be eaten.
    32. Re:Creativity? by SillyNickName4me · · Score: 4, Insightful

      I learned long ago to not judge a game, and esp. not call it revolutionary untill after having played it for a while.

    33. Re:Creativity? by SillyNickName4me · · Score: 3, Insightful

      In other words, more eye candy (which has been a trend for a few decades now) and some enhancements in the editor and AI.. As long as the AI is scheduled instead of tought, I don't think you have much of a breakthrough there, at best an incremental enhancement.

    34. Re:Creativity? by Brandybuck · · Score: 2, Interesting

      Maybe that's why I consider the game industry so boring. That's because most of the games I like/liked don't fit into your list of categories. The one exception is "simulation", to hold the likes of Simcity.

      Where do you put Civilization? It's not real time strategy. It's a turn based strategy. But that term usually applies to the now vanishing wargame, which Civilization is not in the strict sense. And where do you put the classic roleplaying games like Ultima, Bard's Tale, etc?

      --
      Don't blame me, I didn't vote for either of them!
    35. Re:Creativity? by ottothecow · · Score: 1
      As a gamer, I have come to realize that yes, it's always cool when a sequel is coming, but I have figured out why. The biggest one that came close to me is Tribes and Tribes 2. I started playing tribes late in the game and Shifter quickly became the only mod/ruleset that I would play. When tribes 2 was coming, it was cool, there would be new things but still tribes. When it actually came out, I realized that what I really wanted was a sort of expansion pack. I wanted the new graphics (although tribes graphics are just fine gameplay-wise) and the new vehicle setups...but I didnt like that it didnt play the same, it was still tribes, there was a shifter mod--why was it different?

      what I really wanted from the sequel was a game that played the same (but maybe added some cool and balanced features) and more importantly made it cool and added new players. So now look at a more current perspective. Why do people want a HL2? on the multiplayer side, they loved CS and they want CS2, they are tired if the shrinking player base and this would refresh it without forcing a change from the game they love. THIS is what stops the innovation, they know a sequel can be sucessful, but the people dont accept the changes and thus either the game falters, or they patch it and make it closer to the original.

      --
      Bottles.
    36. Re:Creativity? by SphericalCrusher · · Score: 1

      Guts and resources basically. Oh, and a little of that ol' money management skills.

      Look at Fable. The hype is up and there is nothing behind it but a small team of unexperienced programmers and a good idea...

      --
      "Instant gratification takes too long." - Carrie Fisher
    37. Re:Creativity? by Anonymous Coward · · Score: 0

      Part of creativity is combining old things in new ways.

      Just as an example, combine the Sims with Sim City (already done to a certain extent), combine that with Civilization, and combine *that* with Star Control or Master of Orion. Allow the player to jump to any level of the civilization and play anything from a lowly street sweeper to the President of the Galactic Federation. If you build a sports arena in one city, in goes a module for a sports simulation.

      The cool thing about it would be that in a massively multiplayer version you could simulate a lot of stuff that has been done only weakly if at all until now -- you could shoot people and steal cars like in GTA3, annoying the mayor of the city, the Mayor might decide to rebel against the nation he's in, and the nation could go to war with other nations on the planet. You'd need a common method of storing and retrieving data, a pretty good AI to take over when there isn't a human player, and a fair way of determining who gets the most powerful positions (elections?), but it would be a lot of fun to try it out, and new modules could be added periodically to extend the game.

    38. Re:Creativity? by Anonymous Coward · · Score: 0

      The categories the parent gave are incomplete. Under his categories, I'd say its a Country Simulator.

      Here's my game genre list:
      * Adventure (Zork, Siberia)
      * Shooters 1st&3rd (Quake, Postal, GTA)
      * Role Playing (Ultima, NWN, Morrowind, Might & Magic)
      * Management (SimCity, _______ Tycoon)
      * Simulation (MS Flightsim, Jane's ______)
      * Strategy (Europa Universalis)
      * Real-Time Strategy (C&C, Majesty, Myth 1-3)

      There are many many cross-breed games out there too as well as probably a couple sub-categories in each of those. Technically, every game is a simulation of something. For a game to be in one of my above listed categories, I view it as that game's MAIN category.

      Take Sim City for instance. Yes its a stategry game (strategy to keep your city going), yes its a simulation game (simulates the city administration), yes its a role playing game well kind of (RP as city planners), but ultimately its a management game.

      For simulation games, I think of those where you are simulating a real-world thing like car driving, plane flying, tank driving, space-vehicle flying. I would not concider a space-trading game to be a simuation though. That's a harder one to pinpoint w/o giving it its own category, but I guess under mine I'd say its a strategy/management game.

      Oh and for Ultima, Bard's Tale, etc ... obviously under Role Playing.

    39. Re:Creativity? by JeremyALogan · · Score: 2, Informative

      everyone's bitching about how warcraft was based on something else, so wasn't revolutionary. what they forgot to realize is that neither was Doom... anyone remember Wolfenstein 3D (originally released May 5, 1992.)? I'm sure there might have been some predecessors to that as well

    40. Re:Creativity? by Cylix · · Score: 1

      Definately evolutionary...

      However, that isn't so bad in the sense that there are still things that can be improved upon.

      I'm only speaking from point of game mods entirely. Beyond the flashy graphics and single player experience it looks as if this game has been designed from the whole perspective of community involvement.

      For me, the shining star is the flexibility to modify the original game. I've been following the documents available and hoping they deliver what they promise. So, more code, tools, and a wealth of functions to draw from coupled with the engines new abilities should prove to be interesting.

      I know this is not revolutionary, but definately something for me to exercise some quality lazy time. I'm not really interested in many new FPS games and I tend to stick to my older favorites.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    41. Re:Creativity? by Moofie · · Score: 1

      ...which is fine, if you take the profits from those safe bets and re-invest them in new ideas.

      Which never happens.

      --
      Why yes, I AM a rocket scientist!
    42. Re:Creativity? by WorkEmail · · Score: 1
      It is just like everything else, it has it's peaks and valleys. True, there hasn't been that many things that have come out in the last few months that have been very impressive, but give it time.

      In the last 5 years gaming had a few major hits, and great accomplishments, I loved Soldier of Fortune II on PC, Medal of Honor Series, Halo on Xbox and PC, and also the GTA games.

      I don't like that people keep putting out articles called "The Death of BLAH BLAH OR BLAH"

      There hasn't been much revolutionary in gaming, but that doesn't mean the end of anything, it just means that there is something very innovative and revolutionary right around the corner.

    43. Re:Creativity? by Anonymous Coward · · Score: 1, Informative

      but doom and wolf3d were both developed by the same people, so they (the people) were still revolutionary

    44. Re:Creativity? by Anonymous Coward · · Score: 0

      3D Maze for the ZX81, released 1982. You are in a maze and you shoot bad guys until you find the exit.

      All first-person shooters are nothing more than that.

    45. Re:Creativity? by Feanturi · · Score: 1

      I particularly object to slapping HL2 with this label; if you've seen the previews and the screenshots you know that this game will be revolutionary in many respects (graphics/game-play/physics engine/characters), the fact that it is a sequel is not relevant.

      The fact that it is a sequel to a game that sold well certainly helps HL2 become that revolutionary object though. More money=more development capital, right? Imagine with me a moment: Would you expect HL2 (We'll call it Third-Life because it's not a sequel in this imaginary world) from a fresh company? I find it unsurprising that game sequels (as opposed to movie sequels) tend to be better than their predecessors, as new technology has been embraced by the time the sequel starts development. And they've got the money to take advantage of that new tech by then.

    46. Re:Creativity? by NashCarey · · Score: 1

      There are some very creative formats out there. Like this game is free. www.ruaware.org But certainlt not a direction the major market is ready for.

    47. Re:Creativity? by Angry+Pixie · · Score: 2, Funny

      I'm a fan of figure skating, and after watching the World's tonight, I've been thinking I wish I had a great figure skating video game, something like Tony Hawk's series, wherein you portray a famous skater like Michelle Kwan or Irina Slutskaya, or create your own, and then skate in different locations, performing stunts, and wining medals.

      I think this would be a great game, and it's probably very creative. Unfortunately, there are no box crates to blow up and no power-ups to help you survive against the mini-boss, and playing this game online would suck because the cheats would be limited to making the judges vote higher for you or lower for another player. :(

    48. Re:Creativity? by kfg · · Score: 2, Interesting

      To employ one's guts one must first have the new idea. Ideas are hard. Novel ideas are hardest. When you have hundreds of people thinking of novel ideas in one given area for a number of years all the obvious ones get used up pretty damned fast.

      Then novel ideas get a damned sight harder.

      It's said that every sitcom is just a rewrite of something from I Love Lucy. I think that's an exageration. I think every sitcom is just a rewrite of something from I Love Lucy or Burns and Allen.

      Shakespeare lifted every one of his stories. He rewrote them beautifully, but none of them were his original idea. Disney is famous for lifting ideas. As I recall The Lion King was the first Disney original. It's also pretty damned derivitive.

      Quick. Come up with the next idea that's going revolutionize the world as we know it. It's out there somewhere. All you have to do is think it up. Easy peasy.

      What's the most common question aspiring writers ask of established novelists?

      "Where do you get your ideas?"

      "I send a check to a post office box in Schenectady and they send me back an idea."

      That's exactly the same question game developers get asked.

      Maybe they should try the same answer. I could use a post office box people send money to. Not that I have any novel game ideas. I'm stumped myself, and I'm reasonably bright, creative and interested in games.

      Sure, there's a great deal of fiscal timidity in the market. You want to make money, not lose it, so there's a natural inclination to go with a winner.

      Especially if you can't actually think of something new.

      New and good.

      That's even harder than new.Not all ideas are created equal.

      And quite frankly I don't really mind if they don't have an idea. I'd be perfectly happy if they just made improved versions of the best games extant where such is possible, and leave 'em alone where it isn't. I don't need a godzillion games. I don't have time to play a godzillion games. A solid half dozen with infinte replay would be spiffy.

      But that's not what they do. They feel compeled to come up with a new game, can't think of anything decent, and either pump out crap or crapize the good game instead of putting out a solid update.

      I think I'll go play some chess.

      KFG

    49. Re:Creativity? by Anonymous Coward · · Score: 0

      I'd have thought that someone like you would prefer Go to chess. But then, both are fun in their own way. I do prefer Go, though, so it's a bit easier to teach to newbies.

    50. Re:Creativity? by tpillon · · Score: 1

      I think that Doom III also will be successful on it's own merit, not just the reputation of it's predecessors. the first two iterations of Doom were so long ago that many of the new generation of gamers don't even know they existed! It may be similar to the previous games but the hardware and technology are so different, there's no way it can be 'unoriginal'. I know I won't buy Doom III because of Doom or Doom II, I'll buy it because it looks great (both graphically and gameplay-wise - though it still could tank in the gameplay department...)

      --
      --Do Not Write In This Space--
    51. Re:Creativity? by Little+Dave · · Score: 2, Interesting

      You're dead right. I think people are confusing "sequels" with "remakes".

      A sequel in the modern sense is not a "Jet Set Willy 2" rehasing of exactly the same game but with a few extra rooms, but a continuation of a series.

      It works in the same way as long running literary series - I find myself looking forward to a new Dark Tower novel, or a Jack Ryan story in the same way that I'm anticipating Half Life 2, UT2k4 or any of the other quality franchises out there. Sequels can move a series on, can provide new insights and offer a deeper gaming experience in a familiar world. Did people cry about the death of creativity when Agatha Christie produced *yet another* Hercule Poirot novel?

      Of course, this doesn't always hold true - the Tomb Raider series springs to mind - but then tastes vary.

    52. Re:Creativity? by Bacardi151 · · Score: 1

      Sports gamers do not want creativity in their sports. Each year all that happens is that they get more demanding because game 'X' doesnt produce a realistic 'y' feature. If anything its the exact opposite. Most want to game as true to life as humanly possible. If the developers can't keep up, then they are bashed.

      The trend that has started the last few years is that some gamers will pick up a couple of games in the same type of sport to not miss out on features one game has over the other.

      I would really like to see how many people would change the rules of a particular sports game. Interesting, but all you will hear is how can the developer spend time on this feature and not incorporate 'x' feature.

    53. Re:Creativity? by shadewind · · Score: 1

      Seriously, playing against AI is more fun than playing against humans because single-player games most of the time actually follows a story. Mulitplayer games tend to be rather repetetive.

      --
      I couldn't come up with any better sign....
    54. Re:Creativity? by DuncanE · · Score: 2, Interesting

      If your sig is:
      A computer once beat me at chess, but it was no match for me at kick boxing

      It sums up your point perfectly.

      AI is a long forgotten art. And MMORPG's are the way the game companies can forget AI altogether.... they just get us gamers to do/be it!!??

    55. Re:Creativity? by abionnnn · · Score: 1

      Actually, Command and Conquer had a trigger system too, but it was hard to use especially because all you had was a texteditor back then.

      Starcraft just did everything more professionally and made it a breathe to use for someone making a map. It was also one kick ass game, regardless of the fact that it was the same kind of game as all the other RTSes out there. Each race required a diffrent sort of mind set to use, every strategy had a counter strategy, at the end the best player wins.

      I agree about WC3, it was really disappointing a truely a step backwards. People may like the "hero" concept but this was implemented in a more sane way by westwood in Tiberian Sun and Red Alert 2, with units getting a rank. Sure it was crude but it worked to give each unit a disctintion from the rest.

    56. Re:Creativity? by Xaymot · · Score: 0

      Guts? What about cahones or b@lls, or heart, or perseverence, or GOD? Guts... hah hahahaha that was the dumbest response ever. People haven't used the word "guts" as a euphamism for determination since ROCKY... H AHA HAHAHAH

    57. Re:Creativity? by gexploiter · · Score: 1

      what about games for true geeks, like a game about the struggle to eliminate viruses from a network or the hassles of installing a windows OS?

    58. Re:Creativity? by Anonymous Coward · · Score: 0

      I particularly object to slapping HL2 with this label; if you've seen the previews and the screenshots you know that this game will be revolutionary in many respects (graphics/game-play/physics engine/characters), the fact that it is a sequel is not relevant.

      If it isn't relevant, why bother to call it Half-life 2?

    59. Re:Creativity? by kfg · · Score: 1

      I'd have thought that someone like you would prefer Go to chess.

      You've got me pegged pretty well. I much prefer Go, but I've got a chess computer worth a crap, and a bright 13 year old down the street who's starting to give me a bit of trouble, so I think it's time for a tuneup. I never done book learnt my chess beyond Bobby Fischer's book and if I don't play a lot I start to lose it.

      I'll probably teach him Go one of these days. Smells like a next winter project though.

      KFG

    60. Re:Creativity? by Anonymous Coward · · Score: 0

      Sorry, all those genre's existed in some fashion before computers - BC ;) - from when I was a kid about 40 years ago:

      first person shooter - running around in the back yard with friends pointing a pretend gun and going bang...

      real time strategy - I guess I have to exclude chess since that is turned base, so I can't say I played these before... but then I was never into Football, Basketball, and was never in the military.

      simulation - God, a ton of board games using this genre...

      puzzle/solitaire - yep them too...

      arcade action - Yes 40 years ago I think I may have played my first pinball game ;)

      It is incredibly hard to come up with something that has NEVER been thought of before (despite what the patent office says). It takes true genius. But we still enjoy games even if it has been done before.

    61. Re:Creativity? by Anonymous Coward · · Score: 0

      People quite often demand a sequel because they liked the original so much. It's not that the game companies want to stay safe, it's that they give people what they want. They want Doom3. They want Halo 2.

      If only. I wanted Deus Ex 2, and they gave us Invisible War. I want System Shock 3, and there's no sign of that on the horizon...

    62. Re:Creativity? by Perky_Goth · · Score: 1

      and yet, you're here on slashdot.
      i rest my case ;)

    63. Re:Creativity? by Anonymous Coward · · Score: 0

      I can't imagine how any these games could've been made better with human characters, rather than AI characters. Heck, I can't imagine how these games wouldn't be total shit if the characters were human-controlled. And where are you going to find all of these humans to play these characters for you in a manner which is the slightest bit as interesting as the AI characters?

      Read The Diamond Age (yep, another Neal Stephenson... he gets a lot of citations here!). In that, the "evolution" of movies and computer games is "racts", basically interactive VR in which "NPCs" are provided by actors.

      Wondering where to find people to play those roles? Try prostitutes. Plenty of 'em, and maybe they'd quite like a way of selling their bodies that doesn't involve strangers' bodily fluids.

    64. Re:Creativity? by dustmite · · Score: 1

      I don't buy the assertion that a game is going to be successful just because it's a sequel. Game players are a notoriously fussy crowd - if the game isn't really good, they just won't play it.

      A few might buy copies just because it "might be good because the previous one was good", but these sales will fizzle out quickly with word of mouth that a game sucks. Also in gaming most people are exposed to games either by watching someone they know play the game, or by piracy, or via game demos (e.g. I bought Q3A after playing the demo).

      Most sales of a crappy game are probably from parents buying games for their kids, they don't know what's good so they go with names they recognize or names of major movies on which the game is based (e.g. Matrix), thinking "my kid will probably like this because he loved the movie".

      Guaranteed, if Doom III sucks, it's not going to turn a profit for Id Software.

      Admittedly I'm playing a pirated FarCry at the moment - but I fully plan to buy it, because I think it's really good.

    65. Re:Creativity? by Snotnose · · Score: 1

      I can see some fun being had where the idea is you get points for dropping a tree on someone, meanwhile others are trying to drop a tree on you. Could be a wacky, fast paced game. Team up with someone to run a 2 person saw, or have chainsaw powerups. You'd have to avoid players using hatchets/chainsaws on each other, but it could be a fun game.

      Wow, wonder if you could make a TFC map to do this?

    66. Re:Creativity? by Anonymous Coward · · Score: 0

      I remember Sega tried this with an old console called the Dreamcast - we all know what a success that was in the end for Sega as a company.

    67. Re:Creativity? by mriker · · Score: 1
      Paying people to pretend to be other characters is a horrible idea. First off, you're gonna be paying a LOT more money for that experience than if characters are pre-programmed. Second, we're talking about one-on-one, real-time interaction. The characters would likely be FAR less interesting, thought-out, deep, funny, and integrated into the game.

      And finally, if you're playing a game at different times of the day/week/month, the person pretending to be a character you've already met could be different each time, making the experience inconsistant and frustrating (unless they've read up on your game experience up to that point, which would take forever on a larger scale, thus making such an experience even more expensive). It's just an awful, awful idea that will never work. It's hard to believe that anyone would ever seriously consider it as an option.

    68. Re:Creativity? by drinkypoo · · Score: 2, Insightful
      Civilization has always been called turn-based strategy. You should (if you have not already) play the card game with a group of intelligent people some time, it's quite tricky but not nearly as deep as the computer game because it's not nearly as long. Incidentally if you want to talk about the now-vanishing wargame you should play Final Fantasy Tactics or ... Advance - I've never played FFT to be honest but I really enjoy FFTA on the GBA. It's sort of a spiritual successor to Dragon Force on the Saturn, and while the plot and characters are completely juvenile the combat system is generally enjoyable to use and it has very nice graphics for a handheld game. Everyone has told me that Final Fantasy Tactics (a PSOne game) is fantastic too, but I haven't picked it up yet.

      Ultima and Bard's Tale are from a time innocent enough to label all roleplaying games as simply "RPG" and be done with it. IIRC Ultima had a clock and Bard's Tale was entirely turn-based. Then there's the old D&D games (Pool of Radiance or Hillsfar, anyone?) that we got to play on seriously primitive systems like the Apple 2. That's a graphically presented second edition dungeons and dragons simulation running without any apparent slowdown on a 1.023 MHz 6502, and the gameplay was slightly cumbersome but still in many ways (the fonts come to mind) the gameplay is on par with games of today. RPGs were some of the first games to really succeed brilliantly because they primarily require imagination - though on early systems, quite a bit of complicated programming might come into play as well to make it fast.

      I personally feel that Civilization and its descendants are a genre unto themselves. (Civ CTP, AlphaC, etc.) It's closely related to the genre whose bottom is something like spaceward ho and whose top is apparently MOO3, as both are empire building games. Have you noticed also that the latest simcity is starting to gain a great deal of scale? I think in a couple more iterations we'll have Simnation (now it's something like simcounty.)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    69. Re:Creativity? by OneEyedApe · · Score: 1

      Sounds like Majestic

      --
      Life sucks, but death doesn't put out at all....
      --Thomas J. Kopp
    70. Re:Creativity? by drinkypoo · · Score: 1

      The only question is, will TFC still give a victory to a team with the "most" points if both teams have a negative number of kills and no caps?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    71. Re:Creativity? by ukyoCE · · Score: 1

      You're right, Nintendo fanboy or not. I'm a "Sega fanboy", and they're still pushing out amazing games (though since the Dreamcast I haven't kept up as much).

      That's why I loved the Dreamcast - I'll play original games like Jet Set Radio and Crazy Taxi and Seaman any day, over a more overpriced system liked the PS2 that's a haven for me-too shooters and other clone games. I plan to buy a Gamecube even if its lifecycle is already over, because that cute little box has more good games on it than the XBox and PS2 combined.

    72. Re:Creativity? by MilenCent · · Score: 1

      But don't you see? This can't go on forever. (Well, there are some people who'll buy just because the new game has an updated roster, but these are lost souls.) There are not an infinite number of new possible features to add. We aleady have game scoreboards rigged to look like network broadcasts! I'm looking forward to the day we start seeing things like nude codes for cheerleaders -- desperation may be a horrible thing to experience, but it can be quite entertaining to watch.

      As for developer bashing... everyone does it, and not just in sports games. Everyone picks on things like ugly hardware scaling and visible polygons as if they were causes for capital punishment. Gamers are incredibly fickle, and their opinions are largely the products of spin, advertising, and reviews written by people who don't have a lot of incentive to be critical than quality in game design. (This being why XBox is number two in the U.S.)

      Metroid: Zero Mission has one of the best game designs I've ever seen -- the game is intricately designed to make it possible to beat the game with less than 15% of all the items, be beaten with 100% in less than two hours, do all sorts of things outside the "official" completion order, and it's all intentional. Incredibly clever idea, and it's very hard to ensure that such bold players can't get stuck anywhere, while ensuring that "normal" players won't see the super-secret passages, take them and get in over their heads.

      But no one raves that it's really tightly designed. Of course, really great designs are unobstrusive and difficult to see -- I own the game, and only found out about 15% games when browsing around GameFAQs. Hard to rave about something you don't know about.

    73. Re:Creativity? by MilenCent · · Score: 1

      .....!

      Hey, that's actually a pretty cool idea! I tip my hat to you sir.

    74. Re:Creativity? by tonywong · · Score: 2, Interesting

      That would be an evolution of this:
      http://coinop.org/g.aspx/100392/Timber.html

    75. Re:Creativity? by AaroneousMaximus · · Score: 2, Insightful

      Indeed, it's amazing how many of the people in this very thread are arguing which version of Halflifedoomquakeathon is better. It's like trying to tell someone who's in love with his girlfriend what an ugly bitch she is. Ok, maybe not the best analogy, but the point is that most of you people here really like the video game industry as it is now. You're already included, but in order to expand the industry, the market needs to be expanded. Which means - selling games to people who DON'T LIKE complicated games. RPGs, FPSs, Massive Online games, all included. You know what is probably the REAL best game in the world? SOLITAIRE! That is, if you base upon use. Yes, say what you will about microsoft monopolies and availablity, but it's not all that. Most people want to sit down with something fun, not have to learn it for three days, and just play. No, the future is not in massive online games, it's in those crumby little puzzle games they put on cell phones.

    76. Re:Creativity? by scrytch · · Score: 1

      > Where do you put Civilization?

      It's a genre called "4X" (a term these days co-opted by forex scamsters), standing for eXplore, eXploit, eXpand, eXterminate (Alpha Centauri did a genius thing and actually renamed them and built it into the game mechanics: Explore, Discover, Build, Conquer). It's a niche genre, and RTS's looked ready to eclipse it, but it still hangs in there.

      > And where do you put the classic roleplaying games like Ultima, Bard's Tale, etc?

      CRPG. Same as non-online CRPG's now, just more archaeic for back then. Anyone who wants to wax nostalgiac, go back and replay the bards tale games -- I guarantee you'll find the graph-paper-mapping experience numbingly dull even if it was interesting back then. Unfortunately, I don't see publishers funding a non-online CRPG anymore, which is a shame; I despise MMORPG's. If I wanted a plot written and orchestrated by the MMORPG crowd, I'd never read a Tolkein book, I'd just ask the local high school to send me a bunch of essays about "Orcs and battles and stuph".

      --
      I've finally had it: until slashdot gets article moderation, I am not coming back.
    77. Re:Creativity? by jkheit · · Score: 1

      I think everyone can legitimately confuse evolutionary and revolutionary. Basically the only difference is degree and time. Certain things have evolved over the last 100 years or so. But I bet if we take a car today and compare it to a car from about a century ago, we would find the differences to be revolutionary. The reality is that people have different thresholds for that degree and time frame. Ergo we have marketing people telling us we're going through our one zillionth revolution, and 20'something geek-know-it-alls that would condemn a teleporter as obvious in hindsight to start trek.

    78. Re:Creativity? by Anonymous Coward · · Score: 0

      Get a job as a sys admin. Then you can play that game everyday and get paid for it ;-)

    79. Re:Creativity? by nfotxn · · Score: 1
      No, the future is not in massive online games, it's in those crumby little puzzle games they put on cell phones.
      Exactly, my money would be on companies like Pop Cap and technologies like Java MIDP.

      See, the way I figure it is that human culture has come up with all sorts of games throughout it's many cultures and periods. The requirement for obscenely complex and expensive computer hardware is only a recent footnote in history. Ultimately people just want to play games and not subscribe to a Game Playing Lifestyle like Sony's marketers would like to sell us. When the technology becomes transparent and convenient enough like a deck of cards you can keep in your pocket is when you start to really make progress. Geeks like to think because they have obscenely complex GPUs and RPGS that they are authorities on gaming. That just simply is not a reason why or the reality.

      --

      _nfotxn

    80. Re:Creativity? by Anonymous Coward · · Score: 0

      ah... that must be Riker and hot chick- ruled planet.

    81. Re:Creativity? by Artifakt · · Score: 2, Interesting

      The overwhelming majority of games also fall into the following categories:

      Fantasy = Elves and Dwarves
      Darkly Mature = Vampires and Zombies
      Arcade Action = Antropomorphic Animals
      Simulation = Intense Resource Management

      It may take a genius to invent whole new categories, and maybe the first designer who looked at games such as Bard's Tale or the SSI silver box D&D series and realized most players were getting tired of having to draw maps on graph paper to finish them was a genius, but maybe it just takes a bit of dissatisfaction with the existing limits.
      Right now, Id is designing to put back the hordes of monsters found in some levels of Doom and Doom 2, and taken out in Quake, because 100's of monsters/level with Quake's genuine 3D, improvements in lighting and such would have overloaded even high end home PCs of that era. Hordes of monsters is apparently something many first person shooter fans want.
      What you're calling evolutionary change can broaden the market. I always liked finding secret areas in doom myself. When Hexen came out, based on the doom engine, it lost points with me because hanging around to search for optional secret areas meant fighting new monsters, as they were set to infinite respawn, and sooner or later they would drain you out of ammo if you loitered. It's a mere evolutionary change to make a game so that players can turn off such a feature, but it broadens the base the game is likely to appeal to.

      --
      Who is John Cabal?
    82. Re:Creativity? by innocent_white_lamb · · Score: 1

      everybody remembers when sim city first came out. it was revolutionary. why? because it developed a whole new category: simulations.

      It did? Could'a fooled me. Graphically-rich simulations, maybe. But simulations in general? This is a lot older than SimCity and it's a run-the-city simulation game too.

      --
      If you're a zombie and you know it, bite your friend!
    83. Re:Creativity? by innocent_white_lamb · · Score: 1

      I can see some fun being had

      That fun has been had, at your local arcade.

      You can still enjoy it, as a matter of fact.

      --
      If you're a zombie and you know it, bite your friend!
    84. Re:Creativity? by Pxtl · · Score: 1

      Amen Brode. The problem is this - good games are made by people who like good games. Bad games are made by people who want money, not art. So, we have good gamers making games for other gamers (unfortunately most of my friends are stuck in this mindset) and businessmen-cum-designers making unoriginal copies of old games to stick on PDAs and Java sites.

      And its not like the industry doesn't get their chances. I've played all through - there _are_ hardcore games attainable to normal people. I know girls who absolutly love GTA. Lindsey loves UT. Nobody learned the lesson from The Sims.

      But instead, the industry moved the wrong way. UT2k4 is a spectacular piece of game design, but handles more like Quake3 and BF1942 than more casual games.

      Hell, I think MMOs could be sold to normal people with the right play model. Basically design it _against_ antisocial freaks and _for_ casual people. I think that games like Second Life, with no advancement, no monster-whacking, just people having fun and making things - that could be the future of MMOs. The only catch is that casual players don't want a subscription based game.

      I can frag with the best of them. Do I think all gamers should have to? Hell no.

    85. Re:Creativity? by Trejkaz · · Score: 1

      Thyere is a Homeland Security expansion pack for The Sims? What does it do, connect you to the net so the FBI and CIA can read what your Sims are saying, in case they might be cyberterrorists? :-/

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    86. Re:Creativity? by nfotxn · · Score: 1
      Yeah, the biggest thing facing MMOs is payment. Designers can fix the social mechanics of the game but they aren't banks. Most young people don't have credit. Infact if I were to make an MMO I'd probably incorporate a point of sale method for online pay such that users can pay cash. Or wait for Paypal to get better market penetration.

      I agree whole heartedly that games have become too much about commerce and technology but not the art. It's time for gaming to become multi-disciplinary. I'd hire some behavioral psychologists and kinesiologists. The caffeine addled geek is so 1997.

      --

      _nfotxn

    87. Re:Creativity? by AltaMannen · · Score: 1

      Funny, none of my games are in your list of categories, mine's all filled with plumbers, secret agents, weird creatures with the same voices as celebrities, robots, disney characters, and all my simulation games are either rally games or golf games. And that druggie Pac-Man..

    88. Re:Creativity? by celimage · · Score: 1

      As soon as Pong appeared the medium of television changed. It suddenly became something that people could interact with, while interacting with each other. Games have since gone thru several incarnations. What is lacking in games is a group dynamic. Multi-player games are a step in the right direction but basically it is still very much a solitary win or lose situation. The next generation of games will be leaning more toward simulation with a group dynamic going on. What has been impeding the process is that game manufacturers have been using Hollywood passive entertainment as a creative source and not developing a new medium or exhibition method that has more social dynamics to it. Passive entertainment will always have a place but interactive entertainment needs to create its own unique entertainment models. What is necessary is to create and produce algorithmic entertainment that uses group as well as individual interactive experiences, more like focus groups and simulation rather than just storytelling. Dennis Jennings Celestial Image http://celestial-image.com

    89. Re:Creativity? by leland242 · · Score: 1

      Congratulations - you have just described Nintendo's business model. A perfect example of this would be Soul Calibur II. It's fun as hell even if you don't know a single combo and becomes even better if you take the time to learn. Example #2, Mario Kart - sit down and drive, as you learn the courses and some tricks, it gets even better. Both the first and 100th time you play are still fun. My point is that I'm old (26). I have a limited amount of time to "waste" playing video games. I want to sit down, not read anything, and start playing. It should be easy. I've been playing games for at least 20 years - I find the history of videogames, with this sordid tales of lawsuits and the 80's "crash" to be fascinating. When I see some of the issues with modern games, I get the feeling that current developer's are ignoring history.

  2. Garage Games by Anonymous Coward · · Score: 4, Interesting

    The big companies aren't willing to take any risks. That's why there is GarageGames.

    1. Re:Garage Games by Smitedogg · · Score: 4, Funny

      And exactly how is selling 3d Mahjong and 'Marble Blast Gold!' risky? Dogg

    2. Re:Garage Games by Zardus · · Score: 4, Insightful

      Its more stuff like ThinkTanks, that feature kinda psuedo-unique gameplay that's a bit hard to master but very fun. Reminds me of the good old days of shareware games on DOS.

      --
      You can mod your friends, you can mod your nose, but you can't mod your friend's nose.
    3. Re:Garage Games by 88NoSoup4U88 · · Score: 1

      GarageGames is a nice effort : But not hitting any nails on their heads imo.
      The thriving mod-scenes surrounding first-person shooters -is- of importantce for creativity being employed in games.

    4. Re:Garage Games by 88NoSoup4U88 · · Score: 1
      'Its more stuff like ThinkTanks, that feature kinda psuedo-unique gameplay that's a bit hard to master but very fun.'.

      Pseudo Uniqueness .. Might be it when you have been locked in a dark cellar for the last four decades : ThinkTanks is an almost -exect- replica of 'Combat' : A game that appeared on the atari2600.

  3. Who needs... by jwthompson2 · · Score: 5, Insightful

    originality and creativity when repackaging the same game and slapping a subtitle on it will rake in millions? The Sims comes to my mind...GTA is in a similar boat in my mind...

    --
    Even if I knew that tomorrow the world would go to pieces, I would still plant my apple tree. -Martin Luther
    1. Re:Who needs... by SoLO · · Score: 5, Insightful

      I guess shift from GTA1&2 to GTA3 wasn't very "creative".

    2. Re:Who needs... by _Sharp'r_ · · Score: 4, Insightful


      Industries that turned into re-dos of old ideas with only a small number of new ideas long ago, but don't seem to have hurt very much financially from it:

      Books
      Movies
      Music
      Magazines

      I'm sure you can think of even more if you take a few minutes. I think the article is a little premature to say the gaming industry will shrink if we don't see more creativity. They don't seem to have any evidence of that beyond one developer's opinion. If you look at the hard numbers, I'd suspect that the overall industry continues to grow as more PCs and game consoles are sold to new households around the world.

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    3. Re:Who needs... by MilenCent · · Score: 4, Insightful

      Well....

      BOOKS: There's still new literature being published. If you have something really new and interesting, there are still places that think this is an asset instead of a liability. And even in relatively traditional genres like mysteries, there is some degree of innovation.

      MOVIES: Again, studios still sometimes make thoughtful, enlightened work. The success of such films as Clerks and The Blair Witch Project make it clear that it's possible to make successful original cinema with little cash, a great inspiration to all those guys with a camera and a dream. Computers have really lowered the entry barrier on this one.

      MUSIC: Well, you can believe the RIAA's story that piracy is hurting sales, or you can look at their preponderance of girl stars and boy bands, and Clear Channel's locking up of mainstream radio. Even so, there are plenty of independent bands out there that may not be famous or get rich, but are doing what they want, and having fun doing it.

      MAGAZINES: Kind of a weird thing to bring up. Magazines tend to be driven more from utilitarian principles than out of a need to entertain and create. Even so, the field is constantly expanding and changing.

      It's a basic human trait to seek novelty. The possible audience may go up, but people *will not* play the same game over and over again, forever. Even Tetris got old after the thousandth game. The question is, are new games different enough from old ones that people will keep buying them?

      I'm also not so sure the audience is increasing. As more people get computers the market is becoming saturated. Most people don't need more than one, and the perceived benefit to upgrading is diminishing.

    4. Re:Who needs... by Anonymous Coward · · Score: 0

      Sure it was creative. But it wasn't much of a revolutionary thing. So they took a 2D game and turned it into a 3D one... Big deal... The gameplay itself was essentially the same.

    5. Re:Who needs... by cybpunks3 · · Score: 1

      --
      It's a basic human trait to seek novelty. The possible audience may go up, but people *will not* play the same game over and over again, forever. Even Tetris got old after the thousandth game. The question is, are new games different enough from old ones that people will keep buying them?
      --

      If that were the case, nobody would play Chess anymore.

      The fact is, buying a sequel you really are, in the end, just playing the same game mechanic over and over again. It's like buying a new fancier chess board every few months thinking you are playing a whole new game.

      Heck, a game of 2D Tetris might be considered a novelty these days given the industry's complete shift to 3D simulation-like games.

    6. Re:Who needs... by Bodrius · · Score: 1

      All your examples translate into "there's still some innovation there", but don't contradict the original argument. The same could be said of the game industry, and still the article would be right: the general trend is towards repeating well-known successes.

      99% of literature is boilerplate repetition: romances, thrillers, science fiction, fantasy, etc. repeat time after time narrative recipes with very minimal changes. Most paperback novels have about as much originality as a porno movie.

      Does that mean that if you have a great original idea it will not be appreciated by your typical large editorial?

      Nope, I'm sure they'll be very happy to publish it if it's good. But it's almost certain that most of their novels are unoriginal copies/sequels, and intentionally so.

      Since it's easier to come up with a decent standard novel that follows the rule of the genre than it is to bring original literature, this can create a vicious cycle.

      This is typical of large "creative" industries.

      --
      Freedom is the freedom to say 2+2=4, everything else follows...
    7. Re:Who needs... by RobertFisher · · Score: 4, Insightful

      You have some good points, but there is one key distinction you are missing.

      There IS certainly innovation among all those categories (books, films, music, etc.), but the VAST MAJORITY of the innovation is usually being made on a very small scale, with just a handful of talented individuals working on the edge. Movies are a great example. Blair Witch was not produced by a Hollywood theatre, nor are the dozens of indie films snatched up by Hollywood distributors at Sundance and other film festivals. They are made by a few people, almost always on a shoestring budget (often funded on someone's credit cards!). A number of these films are made with astonishingly low budgets... El Mariachi was done on $10K, and many not much more than that. The same goes for books (where just a single person working in their spare hours can produce the next classic), music, and zines.

      Now... back to the game industry. What can anyone do with $10K these days? That would hardly be enough money to purchase one high-end workstation with Maya and other requisite software tools. You see, people are EXPECTING highly polished graphics and gameplay out of each new video game. Long gone are the days where a single Russian program can whip out Tetris in a few weeks of effort, and create a sensation. I'm sure that thousands of slashdotters have tremendous ideas for awesome games, and many of them have the programming skills to pull it off. But if they are to to compete with the current big-name titles, they have to play by their rules. Who will do the artwork? The motion capturing and animation? The original music score? The voice-overs? The analogy to films would be like if the movie-going audience demanded to see Return of the King-quality battles and special effects in EVERY film they see. If that were the case, then the indie film industry would be dead as a doornail too.

      There is room for innovation here (think of games like Snood) but the game-going audience needs to lose their addiction to big-name licenses and fancy production values and focus on the one thing that gaming is about : fun.

      Bob

      --
      Science, like Nature, must also be tamed, with a view turned towards its preservation.
    8. Re:Who needs... by DrYak · · Score: 1

      The analogy to films would be like if the movie-going audience demanded to see Return of the King-quality battles and special effects in EVERY film they see.

      That's ACTUALLY the case. That's why all big-budget movie are "big special effects" movie
      AND THERE ARE peopple that only like to see latest big movie because it's advertised as having biggest special FX budget ever, and that'll never go to see some obscure FX-less movie done by an unknown independent but very good palestinian director with it's shoulder cam

      On the other hand there also people who don't mind if they try some small funny and interesting game, even if it lacks ultra-life-like realism
      these people will like the game, the developper will get a small success that will help him to get more credti and budget for his next production
      I think we will see small interesting game developper growing into big success, the same way some interesting small movie directors grow into big commercial success

      --
      "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
    9. Re:Who needs... by Brewdles · · Score: 1

      OK, I think you've picked two very wrong games to lump together there.
      I go into a games store, and I see the GTA games. Each of them has different settings, characters, stories, vehicles, etc. Then, I glance over at the fucking Sims Isle. Aren't the dozen or so expansion packs really just adding new graphics to the same old shit?

    10. Re:Who needs... by jwthompson2 · · Score: 1

      What is the core mission in the GTA series. Steal cars, be violent in various ways...GTA's 'updates' may not be quite as lame as the Sims but the core of the game really isn't changing much.

      --
      Even if I knew that tomorrow the world would go to pieces, I would still plant my apple tree. -Martin Luther
    11. Re:Who needs... by Anonymous Coward · · Score: 0

      "The analogy to films would be like if the movie-going audience demanded to see Return of the King-quality battles and special effects in EVERY film they see."

      Heh. This is precisely why I haven't gone to the theatre since the LOTR rapped up. Nothing currently out there impresses me enough to pay $13.50 anymore.

      I am waiting for Alone in the Dark though. The studio said they would be finished working on it in a month or two. Can't wait. (I am a 3D animator which is why I like films with lots of 3D)

    12. Re:Who needs... by Jagasian · · Score: 1

      GTA1 and 2 were 3D games.

    13. Re:Who needs... by MilenCent · · Score: 1

      But why has chess been around for thousands of years?

      It's because it's a hell of a lot deeper game than Doom 3, that's why. Compared to the length of human history, chess has been around for much of it. How many other games have fallen by the wayside since then? Of course, we're less likely to know about them. It's highly unlikely that even Quake games will be around *that* long. (Chess also has the advantage of being public domain, and not tied to the fortunes of a company.)

      Furthermore, chess is, in a way, merely a medium by which two people can express their intelligence at each other, more than the game itself. The experience differs greatly depending on your opponent. There's some of this in internet multiplayer gaming, but those games are nowhere near as rich as chess.

    14. Re:Who needs... by MilenCent · · Score: 1

      But paperback novels rarely become best-sellers, "minimal" changes means more in writing than in a computer game (where a simple name change can reverberate meaningfully throughout an entire work), and there are plenty of genres that have died out over the centuries.

      Dox Quixote was written, partially, as a response to the tales of chivalry of his day, a genre that is never really seen anymore. On the other hand, Don Quixote has survived for hundreds of years.

      Basically yes, it's easier, and more profitable, to produce a lot based on a formula than try for a unique product that takes a lot of time and effort. But there's more recognition that there must also be some advancment of the field in those other industries, looking towards long-term survival. (It's also more readily possible to produce a story, music, even movies in your garage these days than a professional-level computer game. You're more likely to see creativity in solo productions than team efforts.)

      On the whole, the problem of companies cashing in in the short term over looking to long-term reward is a problem shared by a lot more than just creative industries. Just look at Enron.

    15. Re:Who needs... by Rinikusu · · Score: 2, Interesting

      /* What can anyone do with $10K these days? That would hardly be enough money to purchase one high-end workstation with Maya and other requisite software tools. You see, people are EXPECTING highly polished graphics and gameplay out of each new video game. */

      I have to disagree with that. Ever heard of a tiny little platform called the Gameboy Advance? There are some *amazing* games for this little device (which, btw, from what recall, has sold more than the PS2, the GameCube, the XBox, etc) with amazing gameplay that still rely upon 2D sprites to get the job done. See Castlevania (any) or Final Fantasy Tactics, etc etc.

      Then there's the oddity of PopCap games. They're doing really well, and they don't have earth-shattering graphics, either.

      The problem is a choice of SCALE. Everyone seems to think all the games developers want the next DOOM or QUAKE or GTA in terms of success. Which, of course, every developer probably wouldn't MIND having success along those lines, but many are content with being successful enough to keep producing games for a living (and putting a little aside for retirement).

      --
      If you were me, you'd be good lookin'. - six string samurai
    16. Re:Who needs... by MilenCent · · Score: 1

      Yeah, alas, at the moment you are correct.

      But the success of things like Snood (which I believe is *not* original, it's a clone of Puzzle Bobble/Bust A Move, a mistake even Greg Costikiyan made) indicates that some people *are* looking for something different. As time passes, and "mainstreaming" gaming gets more and more insular, this market segment can only grow.

    17. Re:Who needs... by scrytch · · Score: 1

      > There IS certainly innovation among all those categories (books, films, music, etc.), but the VAST MAJORITY of the innovation is usually being made on a very small scale, with just a handful of talented individuals working on the edge.

      I think that's almost tautological for some definition of innovation. Innovation means, literally, "making something new". New things have not developed an economy of scale, because productions with a scale economy are in a well-worn path: industries know exactly how to produce and market generic action flicks, but have no idea what to do with movies like Pi because the "art house" demographic is notoriously fickle and hard to pin down (except perhaps on college campuses).

      In short, almost everything new starts small.

      --
      I've finally had it: until slashdot gets article moderation, I am not coming back.
    18. Re:Who needs... by bLACKtAG · · Score: 1

      FYI there are those of us game industry artists that actually LIKE GAMES too! I can speak for myself and my various friends in the industry by saying that we are always down with collaborations for anyone with a good idea. (when we have the time of course) Games made as side projects by artists and programers can bring new ideas to the table along with the graphics to entice people to play. Does this happen often? No. But it can be done for the cost of a game engine license and our own home computers! It doesn't take much more than a love for the craft.

    19. Re:Who needs... by Bodrius · · Score: 1

      Hardcover books rarely become best-sellers either. Books in general rarely become best-sellers, that's the whole point of a best-seller: it's a "hit" in contrast with the rest of the market.

      Minimal changes: you can make dramatic textual changes, and end up with a pretty bad translation of a novel. Those are not the changes we are talking about, not in writing, and not in code.

      We are talking of Semantic Changes. A minor change in the name of a character will only reverberate throughout the work if it has MEANING.

      The same can obviously be said of Computer Games: I've been playing Age of Mythology and Rise of Nations recently. Both are pretty much the same game (Age of Empires), yet the first manages to ruin pretty good mechanics by giving a lackluster mythos (ironic), while the second builds a refreshing new game from a few gameplay tunings, a graphic re-design, and a different approach to "campaign".

      The phenomenon described about the computer game industry is not a sign of "shrinking", it's a sign of maturity, and I would rather say that the industry will not shrink BECAUSE of that phenomenon.

      All "creative" industries are based on the "hit" concept: they hedge their bets on boilerplate productions to finance the few hits. But in order to finance the hit, they need some degree of predictability, and they will purposedly keep the majority of their material as boilerplate.

      This is not just for cashing in for the short-term. It is a long-term strategy to minimize risk over the lifetime of the business: if they were cashing in for the short-term, they would finance only potential hits, and hope to strike another Doom.

      We have seen that happen in computer games: ION Storms.

      I think this is unavoidable for an industry, and while it could make computer game development less fun and revolutionary, it will make it a more successful business.

      Note: you are infinitely more likely to produce a professional-level computer game solo, in your garage, than a movie. You are equally unlikely to produce a "blockbuster", but it's far easier to make an indie game than to coordinate an indie movie, because surprise surprise, a movie IS a team effort, while an indie game neet not be.

      --
      Freedom is the freedom to say 2+2=4, everything else follows...
    20. Re:Who needs... by MilenCent · · Score: 1

      Creative industries may seem to be hit-oriented these days, but it hasn't always been so.I believe there are reasons to consider the hit-driven nature of most modern entertainment to be a symptom of our times, and potentially transient.

      I think it's dangerous to assume a creative business needs to have a hit structure, even if it seems to be prevalent. I'm not convinced it will always be this way, though frankly I couldn't tell you why at the moment.

      And the fact remains that even in the music industry, it's possible to get unique visions onto store shelves, while it's very difficult in game development. Many very successful companies who might want to produce a risky, creative game, the kinds of ideas necessary to push gaming ahead, are not, not even occasionally. And some companies (Nintendo and Sega currently, Atari in the old days) do continue to produce wildly inventive games, and make a good profit off of them.

      I'm afraid we're going to have to agree to disagree on this one (even though I frankly hate that phrase). While other entertainment forms have broken out into the mainstream, gaming still caters primarily to young male adults.

      I used to consider what you said, about games being easier to do in your garage, to be true, but the art and music burden alone would put any truly professional-looking project outside the reach of most individual developers.

      You're right about movies, but it's easier to get a team together if you're doing a garage project.

      By the way, a bit off the topic... how is Age of Mythology ruined by the mythos? I'd think a game like that would basically live or die off the gameplay alone, but I've never played it.

  4. Moving on by nidarion · · Score: 3, Insightful

    The end of the internet and the descent of the gaming industry into an uncreative apocalyspe has been forseen at least 2-3 times every year for the last 20 years. It's time to accept the instability but long living state of both industries and move on with our lives.

    1. Re:Moving on by McAddress · · Score: 1

      Considering Mosaic came out only 11 years ago, and arguably that is arguably the the begining of the internet, it is highly unlikely that people have been predicting the end of the internet for the last 20 years.

    2. Re:Moving on by nidarion · · Score: 1

      Ther internet isn't just HTTP, it's FTP, it's USENET and IRC, and it's beginnings in ARPANET were more than 20 years ago, so they've been predicting the death of the internet the first time people started to spam on Usenet groups. :)

    3. Re:Moving on by Anonymous Coward · · Score: 0

      Mosaic == WWW && WWW != Internet
      McAddress, please delete your slashdot account. You are not wanted.

      It's time to leave.

    4. Re:Moving on by MilenCent · · Score: 1

      The Web is just a part of the Internet, which *has* been around longer than 11 years.

      But you're generally right, the game industry and the Internet are both still young.

      Actually, the United States isn't that old compared to the likes of England and France, and we're seeing right now what damage can be done by even one bad president. And civilization is very young when compared to the amount of time humans have been on the planet, what's to say we're not this eon's trilobite?

      We all think the things that have been around since our childhood have some kind of magical staying power, but really, a lot of these things are transitory.

      It is very possible for the Internet and the game industry to die -- that many people have said it before and it hasn't happened has no bearing on whether it will happen this time or not. We shouldn't run screaming from each tiny threat to their existance, but neither should we discount them.

    5. Re:Moving on by McAddress · · Score: 1
      Good thing I have some Karma to kill.

      Too bad you have to post AC because you afraid to post something under your real name. Or maybe I modded you down for saying something stupid and they put restrictions on your account. Maybe I once called you a script kiddie. Maybe I once indulted windows. Maybe you were angry and bored on a Saturday night because you could not get a girlfriend. I hope you at least had the guts to put me down on your foe list.

      Grow some balls AC.

  5. Not Creativity. it's EA by Anonymous Coward · · Score: 2, Insightful

    And also companies like EA (Sierra).

    Tribes died, WIng Commanders, UO, etc, etc. It's all charts, numbers, and rehashing as opposed to highly motivated developers and a creative team.

  6. If it's good, it's good by l810c · · Score: 5, Insightful
    While I agree with most of the article, I don't know about this line:

    But it is not just EA chasing after proven material. Upcoming titles such as "Halo 2," "Half-Life 2," "Doom III" and "Grand Theft Auto: San Andreas" are all expected to top sales charts this year, in large part because the games that preceded them were so successful.

    Sure this will get them noticed more, but if the games don't have innovative graphics and gameplay, the popularity of the previous titles is not going to mean shit.

    1. Re:If it's good, it's good by lukewarmfusion · · Score: 1

      I disagree with your last statement: "Sure this will get them noticed more, but if the games don't have innovative graphics and gameplay, the popularity of the previous titles is not going to mean shit."

      You'll buy it because you'll assume it's going to be at least close to the original game, and the original had great graphics/gameplay, whatever.

      As far as general creativity goes, I think there are two major kinds of improvement:

      1. The Game itself - is the concept, usability, gameplay, etc. any good? The gameplay of GTA3 was awesome.

      2. Presentation - is it visually appealing? Does it have a soundtrack? How realistic is it?

      This isn't to say that a game needs to be visually stunning, but presentation is a little more than just icing.

      Some of the greatest games did not rely on a new 3D engine, or require expensive CPUs or video cards.

      But hell if I didn't enjoy Halo, Half-life, and GTA because of the presentation.

    2. Re:If it's good, it's good by l810c · · Score: 1
      I was just kinda summing up what makes a good games. We agree on Gameplay, by Graphics I wasn't necessarily implying it has to be a ground breaking like Doom3 should be, but visually appealing :)

      Sure there will be lots of people will rush out buy these on the day they are released(or even pro-order them). If they are crap, however, word will spread. That would turn them into Hits instead of MegaHits. And with the develpment cycle and resources that went into each of those games, they Need to be Megahits for them to be profitable.

    3. Re:If it's good, it's good by zerocool^ · · Score: 1

      Sure this will get them noticed more, but if the games don't have innovative graphics and gameplay, the popularity of the previous titles is not going to mean shit.

      I disagree. Warcraft III had neither stunning graphics nor innovative gameplay, and somehow it sold a trillion copies. Sequals can prop another game up.

      ~wx

      --
      sig?
    4. Re:If it's good, it's good by Fjord · · Score: 1

      GTA isn't a good example, because it is a very plot based game. Even if GTA:VC had the same engine as GTA3, I would have liked it because it was a much different story in a very different setting (the 80s). There are also the extras like the talk radio.

      Likewise, if GTA:SA uses the same engine as VC, I will buy it. Zelda is another such series.

      I could barely tell you the plot of Doom, and couldn't even begin to say what the differences between it and Doom 2 is.

      --
      -no broken link
    5. Re:If it's good, it's good by Anonymous Coward · · Score: 0

      If Doom 3 is anything like Doom 2, there's no way in hell that I'm going to buy it.

    6. Re:If it's good, it's good by Da+Fokka · · Score: 1

      I disagree. Warcraft III had neither stunning graphics nor innovative gameplay, and somehow it sold a trillion copies. Sequals can prop another game up.

      The good thing about Blizzard games is that they don't try to innovate just for the sake of innovation. If something ain't broke, don't fix it. If you've played warcraft 2, warcraft 3 will be vastly the same to play, except for some minor fixes which are all definite improvements. I'd prefer a well-rounded game that's not very innovative to a new idea that plays like crap any day.

    7. Re:If it's good, it's good by Da+Fokka · · Score: 1

      Doom's plot?!
      1. Creatures from hell take over moon base
      2. Kill them.
      3. ???
      4. Profit!

    8. Re:If it's good, it's good by TheLink · · Score: 1

      Can't tell difference between Doom and Doom2?

      You can't have played both very much.

      It's the super shotgun. Really.

      --
    9. Re:If it's good, it's good by Brewdles · · Score: 1

      I could barely tell you the plot of Doom, and couldn't even begin to say what the differences between it and Doom 2 is

      When I look at it now, it's pretty much just the maps and the double barrel shotgun that separated the games. Damned if that ever stopped me playing them both to death though.

    10. Re:If it's good, it's good by Fjord · · Score: 1

      I was referring specifically to the plot. I couldn't tell you the difference between the plots. Does he go to Mars again? Don't recall and couldn't tell you.

      I played them both a lot, but I did play Doom 1 a lot more.

      --
      -no broken link
    11. Re:If it's good, it's good by Jad+LaFields · · Score: 1

      Com'on, the plot was that the demonspawn invade earth! Duh! ... of course, the only reason why I or anyone else remembers that was because the game's tagline (slogan?) was "Hell on Earth". The entire plotline could be gleaned from looking at the box. And that, my friends, is the sign of a good game. =)

      --
      [SIG] It's like putting a moose in the blender -- a recipe for disaster!
  7. Hmm, by Tibor+the+Hun · · Score: 5, Funny

    Does that mean that gaming industry for Macs is doubly threatened? (death of Apple first, then death of games)

    The movie industry seems to be doing just fine on sequels, I think the game industry will be fine though.

    And just for the record, no I didn't read the article.

    --
    If you don't know what AltaVista is (was), get off my lawn.
    1. Re:Hmm, by Imperator · · Score: 4, Funny
      Does that mean that gaming industry for Macs is doubly threatened? (death of Apple first, then death of games)

      It gets worse: MacOS X is based on BSD.

      --

      Gates' Law: Every 18 months, the speed of software halves.
    2. Re:Hmm, by arose · · Score: 1

      Best reason to read slashdot: collective humor.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
  8. so by Anonymous Coward · · Score: 0

    new stories, new engine, and usually new developers, whats not creative? the demand?

  9. Sequels can't sell if they aren't entertaining by lemist · · Score: 3, Insightful

    I don't think the sequels will be succussful because of the originals, i think they will be successful because the simple fact that they are entertaining! People may initially buy a game because its a sequel to a game they loved, but if the reaction to the sequel is negative, word spreads and the game doesn't sell. Its very simple economics, the sequels must be as good (and in many cases better than) the original or there's no profit to be had.

    --
    "Anything that's invented after you're 35 is against the natural order of things" - Douglas Adams
  10. New, must-have games drive console sales. by Hawthorne01 · · Score: 0

    It's always been that way, it will always be so. Space Invaders and Pac-Man fed Atari Sales, Super Mario Bros. made the Nintendo, and GameBoy had Tetris. And there just hasn't been that for consoles as of late. Halo wasn't the X-Box's killer app, and sequels aren't going to do it for them, either.

    --
    "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
    1. Re:New, must-have games drive console sales. by Anonymous Coward · · Score: 3, Interesting

      I don't know about you, but the reason I bought the XBox was for Halo.

      Morrowind to a lesser degree, as well.

    2. Re:New, must-have games drive console sales. by thadeusg · · Score: 1

      Same here, but for PS2. Gran Turismo 3 baby, yeah.

      Everything else (Halo) I'd wanna play (Halo) is out on the Xbox.

      Why isn't there a single mention of racing games that I've seen yet? Is that not it's own genre? I for one can't f-in wait until GT4 hits the shelves. For now I'll have to drool over the master car list..(Isuzu's got added, FINALLY SOME RESPECT!!)

  11. Successful only because their predecessors were? by SlamMan · · Score: 4, Insightful

    Successful only because their predecessors were? Thats certainly a backwards way of looking at it. They're successful because they kept doing (and by expanding upon) what made their predecessors good games.

    They may not be original, but that certainly doesn't mean they won't be fun, which is what gaming's supposed to be about. Why reinvent the wheel when you know what people like?

    --
    Mod point free since 2001
  12. To Reply: by falzer · · Score: 5, Funny

    To reply, you must answer the following question:

    What is the 11th word in the seventh paragraph on the first page of this article?

    1. Re:To Reply: by Cyn · · Score: 1

      'slurpee'.

      no wait,

      'the'

      I wonder if that's statistically likely anyway. Oh well. Slurpees are damned good tho.

      --
      cyn, free software and *nix operating systems enthusiast.
    2. Re:To Reply: by ejaw5 · · Score: 5, Funny

      AAH! You just reminded me of the stupid copy-protection what-word-is-on-page-xxx schemes used in games from the late 80's/early 90's. This comes from memory of playing Where in the US is Carmen Sandiego:

      Congratulations! You have succesfully captured the criminal and the stolen goods will be returned to its rightful owner. You have been promoted to gumshoe. To continue, you must enter in the word on top of page 219 of the Fodor's USA Travel Guide.

      (flips through book, see's first word on page)

      >Georgia

      (oh crap! wrong word!)

      That is incorrect. You have failed the copy protection!!! Game Over!

      --

      $cat /dev/random > Sig
    3. Re:To Reply: by ball-lightning · · Score: 1

      The game that I always remmember having to do that with was a game called HQ, was like a primitive RTS almost. (I remmember the most fun was nuking random countries, good stuff)

    4. Re:To Reply: by Anonymous Coward · · Score: 0

      Master of Orion - the original - also had a system like this, you flip through the book until you find a match for a little ship icon, and you name it. Since there were only about 20 icons it was pretty easy to memorize.

    5. Re:To Reply: by AtariKee · · Score: 1

      Pelt

      --
      "You're getting brutal, Sark. Brutal and needlessly sadistic."
      "Thank you, Master Control"
      -Sark and the MCP
    6. Re:To Reply: by Anonymous Coward · · Score: 0

      Pssst!
      This version won't quit the game. It just won't promote you.

      Maybe there's a crack for it, but I haven't the patience to look.

    7. Re:To Reply: by Anonymous Coward · · Score: 0

      The best copy protection scheme ever was that of Sim Earth: It asked you stuff about the planets like "What is the density of Uranus? (Earth=1)" or "What is the density of Earth?". Just have a good book handy and...

    8. Re:To Reply: by Anonymous Coward · · Score: 0

      I remmember the most fun was nuking random countries, good stuff
      You don't happen to be the president of the United States of America do you?

    9. Re:To Reply: by Xhad · · Score: 1

      The best part is when you lose the manual...but the game gives you the first letter, so it turns into a guessing game.

      Game: "Type the third word in the Monstrous Manual entry for 'Bone Naga'. First letter: U"
      Me: "U-N-D-E-R-D-R-A-W-E-R-S. It's probably 'undead' but I feel like a sandwich."

      Anyone else ever get a rerelease of a game that didn't come with the manual at all, so it gives you a little cheat sheet with all the copy protection answers on it? You'd think if the game is that old they'd just remove the prompt and be done with it.

  13. 4 kinds by nycsubway · · Score: 1, Interesting

    I think there are really only four kinds of games:

    Arcade style - pac-man, pong, donkey kong, any card game

    Third person - Games where the character(s) are viewed/controlled from above; Kings Quest, Warcraft, etc

    First person shooter - duke nukem, doom, GTA

    racing games - need for speed, etc.

    Some games span more than one category, like GTA, but most (graphical) games can fit into one of these categories.

    1. Re:4 kinds by st0rmshad0w · · Score: 1

      You forgot type number 5: Cancelled Games

      Most recent example being the Sam & Max sequel, which was killed despite a HUGE cult following that eagerly awaited its release.

    2. Re:4 kinds by Anonymous Coward · · Score: 0

      Yeah, you're right, the Fifa games are definitely on par with Warcraft. Good thinking.

    3. Re:4 kinds by DrMrLordX · · Score: 1

      This doesn't look like the Lincoln Tunnels, Sam

    4. Re:4 kinds by rokzy · · Score: 1

      FYI (for the next time you talk about games you haven't played) GTA is 3rd person

      me? I think there are 6 types of games: 1st person, 2nd person, 3rd person... 3rd person plural... er, accusative... and something else.

    5. Re:4 kinds by thoth · · Score: 2, Insightful

      Your categories are super broad, which helps. If I read it correctly, games like:

      all platformers (Ratchet & Clank, etc.)
      all sports games (SSX Tricky, etc.)
      all strategy games (Civilization, Dominions 2, etc.)
      all flight sims
      all real time strategy (Warcraft, Age of Empries, etc.)
      all CRPG's (Morrowind, Star Wars KOTOR)
      all MMOG's (Everquest, etc.)

      all fit into your "third person" category.

      These games are even genre spanning like Thief, System Shock, etc.

      That's quite a bit of diversity which gets all glommed over in your category system.

    6. Re:4 kinds by ashot · · Score: 1

      1. yes, you can split up games into category based on whatever you want (number of players, point of view, type) etc.. whats your point?
      2. your categories suck; they are inconsitent in type, and thats why 'some games span more than one category'. The best way to split up game is by the type of game play, and this is how its done at major game sites, magazines and the like.

      --
      -ashot
    7. Re:4 kinds by Anonymous Coward · · Score: 0

      GTA is a first person game?? Maybe in the cars. Did you even PLAY GTA??? The first 2 were overehead games and the 3rd is a 3rd person game. Get a clue man!

    8. Re:4 kinds by NortWind · · Score: 2, Funny
      Third person - Games where the character(s) are viewed/controlled from above; Kings Quest, Warcraft, etc
      Congratulations! You've put "Grim Fandango", "Diablo II", and "Star Craft" into the same gaming category. They said it couldn't be done.
    9. Re:4 kinds by No+Such+Agency · · Score: 2, Funny

      What, you never found the town portal scrolls in Grim Fandango? They really help in the final battle against the Infected Kerrigan.

      --
      Freedom: "I won't!"
    10. Re:4 kinds by bersl2 · · Score: 1

      There are 1 to 37 basic plots, but people seem to keep writing. Of course, there are many more books than games, though people make them for many of the same reasons they write. And as the "industry" matures, it will be just as hard to make a classic.

    11. Re:4 kinds by nycsubway · · Score: 1

      That was actually my point. There are a finite number of basic plots you can have, and a finite number of ways to present those plots.

      Those 4 basic ways of graphically representing a game are 4 that i felt covered most games. The plots might be different, but the graphics, 2D or 3D, or 2/3D have a narrow range of possibilities.

    12. Re:4 kinds by CrowScape · · Score: 1

      Which is why we should just give up with graphics and revive the Z-Machine for use in all future games.

      --
      common sense: noun
      What those who are ignorant of the subject matter think; usually wrong.
    13. Re:4 kinds by bersl2 · · Score: 1

      Yeah. I realized that about halfway through writing my comment. But I couldn't let the "X number of basic plots" thing go, so I still posted.

    14. Re:4 kinds by nycsubway · · Score: 1

      It was pretty interesting to read about the X number of plots. I always knew Hollywood would run out of ideas if they keep producing films at their current pace.

    15. Re:4 kinds by arose · · Score: 1

      It has been revived a long time ago, although it looks like glulx may replace it.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
  14. This story was on Slashdot a while ago... by Gary+Yogurt · · Score: 2, Interesting
  15. I know one sequel I want to see... by Jonin893 · · Score: 3, Informative

    Sorry, Sam & Max's cancellation is still upseting me. http://www.savesamandmax.com Nothing wrong with sequels. GTA3 was vastly better than GTA1 and 2. Just because it's a sequel doesn't mean it isn't going to be creative. Just think about the amount of Final Fantasy games, or a lot of the Nintendo games. Pretty much every incarnarnation of Mario has been very creative and original. I think part of the problem may be piracy and the fact that the top selling games like Half-Life sell an ungodly amount of copies more than other solid selling FPS games like No One Lives Forever. Thus, people copy what sells big, not what works.

    1. Re:I know one sequel I want to see... by magores · · Score: 1

      Only because you mentioned it...

      NOLF 2 is fun stuff.

      Die Mime Die!

    2. Re:I know one sequel I want to see... by westlake · · Score: 1

      Half-Life began with a very strong single player game and story which could be spun off into an almost infinite number of single and multi-player mods and sequels. This is what I think we lost in the cancellation of Fallout 3.

  16. Not too sure... by ccnull · · Score: 4, Insightful

    Analysts have been saying the same thing about Hollywood for 20 years, but every year the box office is consistently bigger than the last (and rising faster than inflation) -- and much of that is powered by sequels. In 2003, 6 of the top 10 grossing movies were sequels. And when Hollywood is short on sequels, they recycle old ideas -- Spider-Man was the #1 film of 2002, and it's free to spawn more sequels anew.

    Bottom line: Creativity has been floundering for a long time, but people keep buying games, keep watching TV, keep going to the movies. Businesspeople would be fools to abandon a known quantity (the revenues of any sequel are easily predictable) in favor of new stories and fresh faces, not matter how much some of us would love to see them. To think that people will suddenly stop buying games because they're all sequels is silly; gamers really have no choice except not to play... and only in WarGames/I. is that a real option.

    1. Re:Not too sure... by bigman2003 · · Score: 4, Funny

      It looks like 'The Passions of the Christ' will probably be the number one movie of 2004.

      Isn't that just a remake of a 2000 year old story?

      And you thought that videogames were re-hashing the same old ideas...

      --
      No reason to lie.
    2. Re:Not too sure... by James+Lewis · · Score: 4, Insightful

      Yes, and what have we seen in the last few years? The rise of the independent film, and these films by their nature demand that they be new, fresh, and creative to be successful. They may not be the MOST successful movies, but as a whole these types of movies are a lot more successful than they used to be. I wouldn't be surprised to see the same thing happen to the video game industry, with mod makers filling the shoes of independent film makers. Of course, the biggest problem here is that while making an independent film is getting easier and less costly every year, making a game is becoming MORE costly and harder every year. That's why mod developers need everything but the content up front. The tools, the engine, etc. And they need a way of selling the game afterwards. That means either having game companies that support modding offering fair compensation for sales of modded games and allowing its creaters to retain ownership of their IP, or having a good opensource engine and set of tools developed.

    3. Re:Not too sure... by Anonymous Coward · · Score: 0
      No. Its a story about one directors masochistic megalomania

    4. Re:Not too sure... by skifreak87 · · Score: 1

      While making video games might be considered art, selling video games is a business. If you're in the business of selling video games, generally your main goal is to reduce risk. While one could argue the main goal is to increase profits, increased profits w/ increased risk isn't necessarily desirable. In the business world, a sure $50 will generally be preferred over a 50% chance of $100 w/ 50% chance of $0 even though mathematically spekaing, both have the same expected value. If I'm a company selling games and I can either make a rather predictable amount of money or possibly the same amount by doing something new and exciting but possibly a lot less, I'd have to be crazy to take that risk. People who create new revolutionary games aren't doing it solely for money because it doesn't make economic sense to deviate from what you know works unless you have brilliant foresight. Unless people stop buying these sequels in massive numbers, they will still be created no matter how much the hard-core gamers hate them, they are not the ones driving the industry's profits (despite the fact that they are probably the most vocal).

      Economically speaking, a known technique for evaluating investments is to use the Sharp index (and creating a game you intend to sell is an investment, your return being generated from sales of that game) which basically boils down to the return premium (that over the risk-free rate, something like T-bills which are pretty stable in terms of payout) divided by the deviation in payout (the risk). So you'd pick the investment that gives you the most return per unit of risk.

    5. Re:Not too sure... by Lucius+Septimius+Sev · · Score: 1

      If mod makers started making money off of their MODs game companies would close up the abilty to make such extensive ones.

      Yes we would still have MODs but not like the types that have been coming out of DIY basements across the world. Most of the mods suck infact I would say that almost all of the mods we see not to mention the ones that are never finished blow.
      It is only a very small number of them that are any good let alone good enough to eclipse the number of people playing the original game.

      Many of the best ones for half-life have gotten extensive support from valve programmers to keep the top mods for half-life very clean. They would have never done so if those mods went public without their company keeping ownership.

    6. Re:Not too sure... by Anonymous Coward · · Score: 0

      It's worse - most of the Christian story is a rehash of the story of Krishna, which was already 1500 years old at the time. The rest pretty much comes from Mithraism, which was also a couple hundred years old already.

      An imitative lack of creativity is not a new thing for humans. ;)

    7. Re:Not too sure... by James+Lewis · · Score: 1

      Why would game companies do that? They're just like any other company... they want to make money. Getting a percentage of what mod makers sell would certainly do that. What's more, they have full control over who they allow to sell their content and not, so if there is ever a conflict of interest, or the company feels the game isn't up to the standards needed for a pay-for game, they can easily dictate whatever terms they choose. However, it is in the interest of the game developers to play fair with mod developers, as mod developers will go to whatever platform offers the best insentives.

    8. Re:Not too sure... by Anonymous Coward · · Score: 0

      That's nothing. Haven't you seen the previews for Troy? Now there's a rehash of a really old idea.

      At least Holywood hasn't tried Gilgamesh. Yet.

    9. Re:Not too sure... by Lucius+Septimius+Sev · · Score: 1

      Most game companies are too busy developing their own products to make a very small profit off of MODs. Look what happened to Counter Strike. Once it became popular Valve gave them a little scratch to keep everyone happy.

      That will be the model not companies working hand and hand with independent developers that may not produce anything anyway. At the end of the day they do not have to work with anyone because it is their product not the publics. The guys at Counter Strike got lucky if Valve was EA they might not have even gotten anything let alone enough to pay for college debt free.

      Goose seems to think that was a dam good deal and I have to agree with him.

    10. Re:Not too sure... by James+Lewis · · Score: 1

      Valve has specifically stated that they intend to use their Steam system to allow modders to sell subscriptions to their mods. And how would it be a "very small profit". If everyone who had played CS had paid $10 for it, and Valve got $5 of that, they would have easily made a few million. Doesn't sound like a "very small profit" to me.

  17. Bah by DrMrLordX · · Score: 1

    The same criticism has been made against movies made over the last 10-20 years, and yet, we find in modern theatres such wonderful, innovative, and novel pictures as . . . uh . .. hmm, well, I'll get back to you on that one. Also, be glad the video games are still in the "sequel from hell" phase and not yet fully into the remake from hell phase.

    1. Re:Bah by bigman2003 · · Score: 1

      Remake from hell? Your link went to the website from hell. Who the hell made that thing?

      --
      No reason to lie.
  18. Learning Curve by superpulpsicle · · Score: 1

    Sure you can introduce a brand new type of genre with unbelievable creativity. But people fear wasting $50 on something they end up no enjoying or understand.

    In the end, everyone buys and support the same games. It may sound stereotypical, but only hardcore gamers are experimental consumers. Until their word of mouth get on the street, these "newly creative" games go no where in the market.

    1. Re:Learning Curve by bigman2003 · · Score: 1

      I'm not saying you are wrong, but I am going to disagree with you on this.

      I don't think that hardcore games are the ones out there buying the 'newly creative' games.

      I buy a LOT of games each year, along the lines of 40 or so.

      I spend a LOT of time reading about games, researching what is coming out, reading reviews, etc. I do not go to the store and blindly purchase anything- I know what I want, usually months before it becomes available. My wife and daughter are SOOO happy that Pandora Tomorrow has finally been released- that is about all they've heard about for the last month or so.

      On the other hand, I see people at the games store, just randomly picking up boxes, reading the backs, and buying whatever sounds good. Occasionally I will say things like "dude...the camera is supposed to really suck in that game" and they stare at me funny. Either because they are wondering why in the hell a stranger is talking to them, or the don't know what the hell a 'camera' has to do with a video game, or, I'm just a freak. I try to restrain myself now because having people rushing over to protect their children isn't good for my image as an upstanding citizen.

      I think I am far more likely to purchase Half-Life 2 than my neighbor is. He is probably much more likely to pick up 'Big Mutha Truckers' due to its...unique...gameplay. Sure, I buy a lot of games that are different- but after reading about them for so long, I'm not really 'taking a chance' on anything.

      It's like Joe Consumer playing the stockmarket. He usually won't do nearly as well as someone who does the research, understands the system, and has the patience to wait for something really big to happen. I'm like the friggen Warren Buffet of video games.

      --
      No reason to lie.
    2. Re:Learning Curve by Anonymous Coward · · Score: 0

      I think they stare at you because you call them "dude."

    3. Re:Learning Curve by bigman2003 · · Score: 1
      --
      No reason to lie.
    4. Re:Learning Curve by Anonymous Coward · · Score: 0

      Right on.

  19. Doom 3 by CyberVenom · · Score: 2, Insightful

    I hope Doom 3 will be able to stand out on its own, even without the support of its line of predecessors, but even if it turns out to be "just another sequel" as far as plot and gameplay, lets not forget its merit as a techdemo. Many of the games on the market today are based on id's engines, and even if Doom 3 itself is not the great game we are hoping for, the technology behind it will undoubtedly power at least a few great games to come. Aside from that point though, I would have to agree: the game market is becoming saturated with copycat and sequel titles. What the game market needs is not more games, but more focus on creating innovative new gameplay. Case in point: I still waste a few hours every few months playing the original Pitfall just for the fun of it. Now who can say that for most of these modern FPS, RTS, or MMORPG formula games?

    1. Re:Doom 3 by WasterDave · · Score: 0

      Prince of Perisa *is* a sequel, it's just a sequel to the Tomb Raider games on the PS1.

      Dav

      --
      I write a blog now, you should be afraid.
    2. Re:Doom 3 by Anonymous Coward · · Score: 0

      Using your time in high school as a reference point does most of us no good at all. We do not have any idea when you went to high school.

      Now conversely, those of us who know when the last Doom game came out, now know when you attended high school- thanks for that information. But I do not believe that was the information you were wanting to share through your post.

    3. Re:Doom 3 by Anonymous Coward · · Score: 0

      >1) Doom 3 is retro. The last Doom game came out while I was still in high school.

      Without a frame of reference, I guess you went to high school the same time i did way way back in 1983

    4. Re:Doom 3 by telstar · · Score: 3, Funny

      You failed to mention that it took you nine years to complete high school 'cause you were too busy playing DoomII.

    5. Re:Doom 3 by NitsujTPU · · Score: 1

      Prince of Persia was an old PC title from when I was in middle school. I don't really see the two series as equivalent. I also didn't like the Tomb Raider games.

    6. Re:Doom 3 by FortissimoWily · · Score: 1

      "Honestly, I wouldn't be surprised of LARPing became the next big thing, and games that are offshoots of RPGs became bigger, such as the White-Wolf titles, only with more roleplay."
      That wouldn't surprise me, either, with the apparent surge of popularity RP'ing has gotten in recent years (I'm of the opinion that freeform roleplaying sections on web forums has helped many new people to get into the hobby). That'll be interesting to see...

    7. Re:Doom 3 by Anonymous Coward · · Score: 0

      Yup, and Tomb Raider was never much more than a 3D version of Prince of Persia. All of this discussion is like peeling an onion.

      If something truly revolutionary were to come along, we probably wouldn't be able to recognise it as a game...or even a story.

  20. Panzer Dragoon Saga!! by Sharadin · · Score: 0

    We need to see a sequel to this! This is, by far, the greatest and most unique RPG ever created. It's such a pity less than 8,000 copies were made - everyone should have experienced this treasure.

  21. Worked for Hollywood by Anonymous Coward · · Score: 2, Insightful

    The same 30 or so basic plots have been recycled in Hollywood for past 100 years. I'm sure the video game industry will survive just the same.

  22. logical mistake? by rokzy · · Score: 2, Interesting

    >upcoming sequels (Doom 3, Halo 2, Half-Life 2, GTA: San Andreas) will be successful only because their predecessors were

    the fact that the originals were successful suggests the designers did something right. so what does it mean that they will *ONLY* be successful because their predecessors were?

    in other news: "$team won the $league, but only because they beat all their opponents"

    the only thing they might mean is that the games suck but they will still succeed on hype, but how the f*ck can they say that when they aren't even anywhere near release date yet?

  23. Maybe.. by PixelSlut · · Score: 5, Interesting
    I think Doom 3 would be successful regardless of the name. For one thing, it's the next game engine by id Software. Everyone buys their games, if for no other reason than to see what the graphics are like. Each engine revision introduces a lot of innovation and creativity in terms of technical and graphical features. In addition, they have some absolutely amazing artists and animators working at id Software right now and it's already clear that the art and animation in Doom 3 will be the finest that has ever appeared in a game yet. The obvious areas of criticism will likely be the game length (it's already known that Doom 3 will be a fairly short game) and that it is deeply stuck in the traditional FPS style that was created by id Software. Their "start here, go here, and kill everything in the middle" gameplay is getting a little old to me, personally.

    I think Half-Life 2 will be successful not purely on its name. Half-Life had no name to begin with, and the company that made it had no prior history. That was their first game, and it became one of the most successful games in history. They've had time to learn from their mistakes and do cool new things in this game.

    Halo 2 I know nothing about. I have no interest in it since it will probably be an Xbox-only title, so perhaps someone here who finds Xbox interesting can give us some insight on the potential technical innovations for that game.

    GTA: San Andreas. How can you make a statement one way or the other on this one at this point in time? They have yet to release any actual information on the game yet. We haven't seen any screenshots or feature lists or anything. If they're knocking the possibility of innovation based purely upon its name, then let's take a trip down memory lane and remember the differences between GTA and GTA2.. then GTA2 and GTA3 (clearly the biggest difference), then GTA3 to Vice City (not really a huge difference technically, but I think the gameplay was much improved and it was even more fun than GTA3 for most people). Anyway, the point is that without any information about what GTA:SA will be like, you have no room to knock it at all. They may have expanded this game to be a fucking huge region instead of a single city.

    1. Re:Maybe.. by Hellbuny · · Score: 1

      Anyway, the point is that without any information about what GTA:SA will be like, you have no room to knock it at all. They may have expanded this game to be a fucking huge region instead of a single city.

      While I look foward to GTA:SA, just imagine the next game... *looks foward to GTA:USA*

      --

      meep!
    2. Re:Maybe.. by Animats · · Score: 2, Interesting
      Everyone buys their games, if for no other reason than to see what the graphics are like.

      That "everyone" is a niche market. "Wow, vertex shaders!" "Real-time displacement mapping". Not that many people look for that stuff.

      If you want to see what's coming in graphics, download a SpeedTree demo. SpeedTree generates large-scale terrain with grass, trees, and ground, through which you can move in real-time. Each tree is different. There's full level of detail; get close to a tree and examine the bark and leaves. Leaves and branches sway in the wind. There's a library of tree types, or you can define your own. SpeedTree technology will be appearing in mainstream games soon. The demos require a graphics board with a good OpenGL; GEForce 3 or better will work. The demo is Windows-only, although it's possible to use SpeedTree on other platforms.

    3. Re:Maybe.. by Anonymous Coward · · Score: 0

      That "everyone" is a niche market. "Wow, vertex shaders!" "Real-time displacement mapping".

      I think what they meant is that everyone will be downloading Doom3. The above mentioned dorks will be the only ones running out to the store to buy the game while having an orgasm.

    4. Re:Maybe.. by Artifakt · · Score: 1

      I represent the 80,00,000 people who won't buy a FPS without Mip Map Texturing, and who would like to say "Oooh, Shiny - Halflife 2, huh?. Well, maybe just this once..."

      --
      Who is John Cabal?
    5. Re:Maybe.. by Anonymous Coward · · Score: 0

      Everyone buys id games? I haven't. Not a single one, and I've been gaming on the PC since the days of Commander Keen. I've tried all of id's FPSes, but in the end I found out they are all the EXACT SAME GAME, except that in each new version they increase the poly count and add three more shades of black. Frankly, no matter how technically good the graphics are, I think id's FPS games have always been ugly. Earth tones. And more earth tones. And even more earth tones. If it's not earth tones, it's grey.

      Yawn.

      And like I said, the gameplay has never amused me for more than a few minutes. Frankly, I just don't get why id's games are so popular. They're ugly and boring. So what if they've got pixel shaders or whatever. That makes it high-quality ugliness. Not impressed.

  24. Doom 3 by NitsujTPU · · Score: 4, Insightful

    I think that Doom 3 doesn't really fall into the catagory of the other games.

    1) Doom 3 is retro. The last Doom game came out while I was still in high school.
    2) Doom 3 is a significant advance over the last sequel. It's not just new levels.

    Saying Doom 3 is just a sequel is like saying Prince of Persia: The Sands of Time was just a sequel. There's no comparison.

    Still, I think that companies will start coming out with more creative games soon. Honestly, I wouldn't be surprised of LARPing became the next big thing, and games that are offshoots of RPGs became bigger, such as the White-Wolf titles, only with more roleplay.

  25. Re:Successful only because their predecessors were by SteveXE · · Score: 1

    Because sooner or later people will get sick of the same old "wheel" and want something new. The wheel was re-invented on psx and saturn, the birth of affordable mainstream 3d capable hardware. Games werent always made of polygons.

    Ive been an avid gamer for as long as i can remember, which is why im qualified to comment here. I dont claim to know what the next leap of gaming will be, 1st it was mud, then 2d, then 3d, but i can say the true next generation of gaming wont be around for a long time because all anyone cares about is new faster hardware and pretty graphics. Nobody thinks outside the box anymore, nobody.

    Thats not always a bad thing, i mean damn, there are a ton of games coming out this year that i must own, and same went for last year, but all of it is the same, nothing is really new.

  26. The public has already found what it wants. by Faust7 · · Score: 4, Interesting

    "The ratio of original titles to sequels is dropping dramatically," said Ryoichi Hasegawa,

    "We have to think very carefully about the type of audience we're reaching with our games," Andrew House,

    These two quotes sum it up perfectly.

    It's not that new, original, refreshing mechanics of gameplay aren't -- it's that they're not what's marketable. By far, the largest chunk of the gaming public is that which loves sports games, racing games, FPS's, and traditional RPGs.

    Games like those can only deviate from their core gameplay so much before they stop appealing to that chunk. Furthermore, it's not just about mechanics, but style. Except for RPGs, nitty-gritty "realism" is what dominates; just look at Need for Speed, Project Gotham, Unreal Tournament, Halo, Madden. That style dominates and will continue to dominate until a large-scale shift in gaming culture happens, something on the scale of the transition from 2D SNES cuteness to grim-and-cool 3D PlayStation.

    What of titles like Pikmin, Fusion Frenzy, Cubivore, or that one game where you go down tunnels and match up music with what's written on the walls? Marginalized, utterly marginalized. They are all fantastic games -- and had they come out during the golden age, the '70s and '80s, when game mechanics were just beginning to be explored and there were very few established norms, they might have become classics.

    1. Re:The public has already found what it wants. by Anonymous Coward · · Score: 0

      Sure, and Britney Spears is similarly as marketable.

      Marketable doesn't always means good, as anyone from almost every industry can tell you.

  27. i blame EA... by Anonymous Coward · · Score: 1, Informative

    and many other large western publishers. they centralize development, buy up little studios, and limit their creativity. the independant studio's demise is part of the problem. the other part i feel is the decline of japanese developed game sales here. look at many of the top selling games today. compare that with years past. NOT TO SAY that western developers arn't good at making games, but the japanese show a mastery of game design that is seldom matched in the west. look at the top selling games in japan and you see that the tastes of eastern and western players are going in oppisite directions, and that limits the industry.

    1. Re:i blame EA... by Mike+Hawk · · Score: 2, Interesting

      Yeah, cause Japan isn't guilty of churning out sequels...

      Mario
      Zelda
      Metroid
      Sonic
      Street Fighter
      King Of Fighters
      Pokemon (hell this year they are just re-releasing Red/Blue!)
      Final Fantasy
      Metal Gear

      I could go on, but the point stands. And I'm tired of typing for today. Silly AC.

    2. Re:i blame EA... by Rallion · · Score: 1

      What the AC said wasn't that they don't make sequels. It's that they make good games, be they sequels or not. That they're masters of game design. And on that point, I think your list just proves him right!

      He's right though. It seems to me like western games are just games, at best great games. Japanese games are often real works of art.

  28. It's Like ClearChannel... by schnarff · · Score: 4, Insightful

    You know, video games are going the same way as radio -- more and more of the same crap, over and over and over again. No one wants to give anything new a chance, even though there's plenty of new stuff out there. The only difference is, I don't know that there's been much of a change in the corporate ownership structure in the video game industry like there has been in radio (i.e. the ClearChannel takeover). But then again, I suppose there wasn't much in the way of diversity in video game companies to start with, was there?

    The saddest thing about it is, if there were ever a new game that did what, say, Legend of Zelda did back in the 80's, the company that put it out could make zillions. It's not like they'd lose much putting out crappy stuff meanwhile, either. ::Sigh::...if only companies weren't so damn risk-averse, maybe society could progress a bit.

    1. Re:It's Like ClearChannel... by Anonymous Coward · · Score: 0

      That's because the budget for getting a AAA game to market these days is several million dollars. And in order to get that kind of money, most game dev shops have to work through a large publisher. Large publishers like sure things, not groundbreaking longshots.

      The days where games were cranked out mostly by a single programmer are long over.

    2. Re:It's Like ClearChannel... by TampaTim · · Score: 1

      ::Sigh::...if only companies weren't so damn risk-averse, maybe society could progress a bit.

      Is it companies that are so damn risk-averse? Or people? You make an interesting comparision to Clear Channel, but why are they so big? Risk! Listening othe radio is a low-risk proposition for the listener. You can turn on your favorite radio station and be pretty sure that you are going to get some music you like. So you basically take what Big Radio feeds you, because you know they won't play anything that puts everyone off.

      But you could go hunting down some CD's from indeoendent artists, people you;ve never heard of, but the risk is that most of the stuff you will find will suck and be a waste of your time.

      We make Big Radio Big. We are lazy. And we don't want that risk.

    3. Re:It's Like ClearChannel... by Sarth · · Score: 1
      It's not entirely the game companies fault..

      Interesting, potentally innovative/cool/fun ideas that had great potental, have died horrible, horrible deaths at the hands of us, the consumer.

      For example, The cancellation of the D'ni Reconstruction Effort, and the cancellation of EA's Majestic.

      We, the consumers, hath spoke, and we sayeth that risk is not worth the reward. Because we're in general, dumbasses.

      --

      ... and, so began, the legend of the Five-point Atkins Exploding Heart Technique!

    4. Re:It's Like ClearChannel... by Anonymous Coward · · Score: 0

      Majestic was rejected by consumers because it was utter crap.

      Game companies come up with a LOT of ideas every year. Out of those, a few turn into proposals which reach the eye of a publisher. Maybe a handful of those proposals get accepted and payment begins for development work.

      So you have a tiny proportion of ideas squeaking through to begin with, most of which are homogenized by the publisher. And only on very rare occasions will you get a real gem (a game that is both groundbreaking AND wildly popular). The rest are either rehashes of previous success stories, or games that tried to be groundbreaking and failed miserably.

      Majestic fell into the latter category.

  29. The unique ones often go unnoticed... by Magus311X · · Score: 4, Interesting

    Recently I just picked up Disgaea for PS2. I read a few reviews on it, and PA seemed enthralled by it, but I couldn't justify the full $50 GameStop insisted I pay. I mulled it for months, and finally decided why not and included it in a stack of games I bought.

    I seriously regret having put it off for months.

    The story, though fairly basic, is sometimes downright hilarious. There were three times where I seriously had to contain myself, and throughout the rest of the plot there are many of chuckles. A lot of things are simply said in the dialogue that really came out of left field. And it all comes through with great anime style, and quality voice acting. This is akin to the "Monty Python's Quest for the Holy Grail" of tactical RPGs.

    There's a lot of hidden things to explore. The demon senate concept is amusing to say the least, though I haven't managed to persuade any senators by force yet. The item world is ridiculous, and turns the game into a FF Tactics meets Dungeon Crawl concept since its always different, and I end up with all sorts of crazy items if I survive.

    And the core game itself? Pretty good. I'm 9 chapters in after about 30 hours, and have a feeling it'll be 60 hours before I just beat the core game -- but they're going by as fast as they did for the original FF Tactics. Nevermind the fact the game supposedly has a ton of different endings, and that I could spend forever leveling up to level 9999, getting all sorts of insane items and ridiculous looking attacks, etc.

    Yet, good luck finding it. 14 stores and one had two in stock. I'm sure this was a low-volume venture by Atlus here in the states. I've thoroughly enjoyed it, but most folks haven't even heard of it. Which is a shame.

    ----- ----- -----

    1. Re:The unique ones often go unnoticed... by Technician · · Score: 2, Interesting

      but I couldn't justify the full $50 GameStop insisted I pay.

      This puts lots of games into the low selling list. I know the programmers want to get paid, however the high price of a game without a demo is still a pricy pig in a poke for most people. I had a case where the demo ran better than the game. This alone reduces my willingness to buy a high cost game. (Nerf Arena Blast Demo runs on HD, game requires CD in drive slowing gameplay) Unfortunately this descrepancy sent me to google to find the no-CD crack on the net just to get it to run like the demo. If a game won't install on the HD and insists on the CD being in the drive, please let me know before hand. If copy protection is used, let me know before hand. I only let the young kids work from working copies. They too often wind up under the wheels of the chair as carpet protectors. I would rather loose a 20 cent blank than a $50 game. Work copies are cheap insurance. I'm very reluctant to spend $50 on a game that I won't let the kids play because they might break it.

      --
      The truth shall set you free!
    2. Re:The unique ones often go unnoticed... by adler187 · · Score: 1

      Look out for La Pucelle to come out in early May. It's by the same developers of Disgaea (Nipon Ichii) and looks pretty damn cool. There hasn't been much information yet, but here are some sites.

    3. Re:The unique ones often go unnoticed... by DarkHelmet · · Score: 1
      If a game won't install on the HD and insists on the CD being in the drive, please let me know before hand.

      This is entirely irrelevant. If you're complaining because you can't install your program to the hard drive, and want your game to perform better, download a copy of Daemon Tools, rip the CD to ISO, copy the ISO to your hard drive, and play it from there.

      If you're going to complain, complain about something that *can't* be remedied, or worked around.

      --
      /^[A-Z0-9._%+-]+@[A-Z0-9.-]+\.[A-Z]{2,4}$/i
    4. Re:The unique ones often go unnoticed... by Technician · · Score: 1

      If you're complaining because you can't install your program to the hard drive,

      Um, you're missing a point. I expect software to work out of the box as advertised. Using a 3rd party patch to fix broken software either increases the TCO or violates the EULA or both. I would rather know the software is broken before I buy it so I can choose to not buy it instead of deciding to violate the DMCA. Ever try to return software because it won't run without the CD in the drive? You don't have a fighting chance after you open it and try to run it as advertised. I'd rather not have to deal with potential lawsuits to use my purchases. I'd rather have the choice to vote against copy protection problems with my wallet.

      Buying a non-returnable pig in a poke is no way to buy software.

      --
      The truth shall set you free!
    5. Re:The unique ones often go unnoticed... by Anonymous Coward · · Score: 0

      Lol, you trying to make a point with 'Nerf Arena Blast'.....

    6. Re:The unique ones often go unnoticed... by Technician · · Score: 1

      Don't laugh. It runs the Unreal Engine, (OK old version and needs updated) has bright friendly maps and mixes well with the younger kids. It's not an M rated title. This is very important to some people who are sensitive to how their kids are raised. It will run on older hardware for the budget minded. It's NOT COPY PROTECTED. It's a PG version of UT. It's cheap (under $15) and plays well on a LAN. It has much fewer problems with hardware than trying to run Activision's Siderman or Lucas Arts Pod Racer (other non-gore games. Pod Racer claims LAN play. The game is seeing how far you get before the game crashes. Forget a lan party - too few machines will run Pod Racer). Need for Speed is copy protected. I didn't bother to buy extra copies of it for a LAN party when we found it won't run off work copies.

      Lol, you trying to make a point with 'Nerf Arena Blast'.....

      So other than it's a litle dated, what's your point. It runs with few crash problems, It'll run on work copies, It has great LAN play. With a Google Search, it will even run without the CD in the drive (in violation of the EULA) with no aditional software installation.

      It has lots of play value for the money. I wish I could find more titles like it. Software that simply works on a wide variety of hardware without the hastles and for a reasonable price.

      --
      The truth shall set you free!
  30. Perhaps people would buy original games ... by tenzig_112 · · Score: 2, Interesting

    If they didn't have to risk $50 a pop on a new and innovative title they might not like. This is why genres are so important [and frustrating] in the publishing industry. Both the consumer and publisher want a known commodity. Grand Theft Tony Hawk Pro Simmer 12 will always get the greenlight quicker than something people haven't tried before.

    I think that's why web-delivered games are getting to be a lot like the independent film scene. They cost much less to produce and distribute than console or PC-specific games so developers and designers can experiment more. Also, consumers expect more risks.

    For example, in the console market people will buy up racing & football sequels where the only changes are new stats and color schemes. On the other hand, sites that offer only "look I made a clone of that other game but in FLASH" fare tend not to do well.

    1. Re:Perhaps people would buy original games ... by prockcore · · Score: 1

      If they didn't have to risk $50 a pop on a new and innovative title they might not like.

      You know, very few games cost $50 a pop these days. I just picked up Battlefield: Vietnam for $29.99 at target (it's on sale right now, it normally sells for $39.99). While I was there, I saw that UT2k4 was $39.99 as well.

      The only games that are $49.99 are the games that are practically guarranteed to be big sellers.

      Plus, most games out these days have a demo. Anyone who spends $50 on a game they never heard of is an idiot.

    2. Re:Perhaps people would buy original games ... by bigman2003 · · Score: 2, Informative

      There is a huge difference in price between console and PC games.

      Nearly all console games debut at $49.99. And many will stay at that price point for a long time.

      On the other hand, PC games usually start out a little cheaper, and are discounted much more quickly.

      Today you can buy Splinter Cell: Pandora Tomorrow from Ubisoft for $49.99 on the Xbox. The same game (which just came out) is only $39.99 for the PC. And they were throwing in a free T-shirt if you bought the PC version. The T-Shirt sells for $14.99 separately.

      --
      No reason to lie.
    3. Re:Perhaps people would buy original games ... by prozac79 · · Score: 2, Interesting
      I agree. Most video games are a large investment in both time and money. They aren't like movies where you can spend two hours watching something and then go on with your life. If you like the movie that's cool, if not, well you only spent $5 for the rental anyway so it's not a big loss. However, if you put down $50 on a game, you want to know that your time will be well spent playing it.

      This is an area where I think a system like Xbox Live could really start to shine. Why not offer limited, playable demos through the Live service? Since you know that people will have a broadband connection hooked up anyway and it has this large harddrive that goes mostly unused, why not put some demos on it? If I had a nice menu of various Xbox titles that I could browse and select, I would probably go out and buy more games, particularly maybe those games I would usually overlook. It would take a while to download a playable demo, but people download movies and games all the time so this wouldn't be that much different. Heck, why not have it download in the background while playing another game? I know they have demo CDs and things, but having all the demos in one location would really be cool. It's like going to Apple's Quicktime trailer site where you can preview tons of movies in one stop.

      --
      "Oh dear, she's stuck in an infinite loop and he's an idiot" -Prof. Farnsworth (Futurama)
    4. Re:Perhaps people would buy original games ... by Anonymous Coward · · Score: 0

      Nice sig. Keep ringing the bell for that old conservative hatred!!

      Sieg heil is what we're going to be shouting in the next ten years. You can count on it...

    5. Re:Perhaps people would buy original games ... by TheLink · · Score: 1

      "Grand Theft Tony Hawk Pro"

      Hang on, I think you're onto something there ;).

      --
  31. I for one like sequels. by DeadBugs · · Score: 4, Interesting

    A game does not have to be "new and different" to be good. If it ain't broke don't fix it.

    I think that certain sequels like Grand Tursimo 3, Soul Calibur II, GTA3 etc. are better than many of the so called creative games.

    Not to mention that many sequels are very new and diffrent and have very little in common with the previous titles other than the name.

    Games are currently outdoing the movie industry in sales....so games are dead, long live games.

    --
    http://www.kubuntu.org/
  32. Uh...again? by josh+glaser · · Score: 2, Insightful

    I don't think the lack of creativity is a problem. I mean, sure, we've seen a lot of sequels lately, but also some really creative games. Paging through the reviews in my most recent EGM reveals Ninja Gaiden, Eye Toy: Groove, Breakdown, and a hole ton of other creative games. About half of the games were sequels, which is a bit much, but nothing to freak out about. Also, recently, we've seen a TON of really innovative games, and we're beginning to see sequels to them. Splinter Cell comes to mind, along with Wario Ware. GTA3 was exceptionally inovative, too. Thing is, with a lot of innovative games, nobody buys them. I love Animal Crossing, and its in a genre by itself, but it didn't sell too well, and Nintendo certainly promoted it a lot. That's not much motivation for companies to make innovative, fresh games, now is it?

    1. Re:Uh...again? by PygmySurfer · · Score: 1

      I mean, sure, we've seen a lot of sequels lately, but also some really creative games. Paging through the reviews in my most recent EGM reveals Ninja Gaiden

      You DO realise Ninja Gaiden is a remake of a NES game, right?

  33. Rubbish by Aelfy · · Score: 2, Interesting

    There is a *ton* of interesting, original and cheap independent games out there. The small indy developers are the only ones that can afford to take risks on originality in games.

    So before you complain about the lack of originality in games, open your sodding eyes for once and look past the big publishers.

  34. Tragically limited tastes and lack of risk-taking by Microlith · · Score: 1

    As we speak I'm playing "Sakura Taisen Monogatari: Mysterious Paris," which is an adventure game based off the long-popular "Sakura Taisen" series (known in the states as "Sakura Wars").

    The series only ever made it outside of Japan in its animated forms, but has had 5 games in its core continuity, 2 ports, 1 rewrite, and many spin-off games/non-game discs.

    Personally it's been one of the best gaming experiences I've ever had (playing through Sakura Wars 1-3, 4 was iffy.) The only problem is the core of the game isn't action. It's a combination of "relationship sim" where you take the main character Ohgami Ichirou and make decisions for him that lead him to gain/lose favor with the girls on his team. And to punctuate the episodes (since it plays like a 13-14 OAV Anime) there are turn based strategy segments. A simple game really but the story and characters are terribly fun.

    Rumors were made in 2002 and 2003 of a US release of "Atsuki Chishio ni" the PS2 rewrite of the first game (total rewrite using the new LIPS decision-making system and the ARMS combat system.) This has, however, proven mostly fruitless as far fewer people would likely take to the relationship-sim part of the game. But we won't know for sure. They won't take the risk of doing a release.

    So games suffer from, IMO, two problems:

    1.) Gamers in America (and possibly Europe) have tragically limited tastes in the kinds of games they would like to play.

    2.) The companies are too afraid of losing a chunk of change on a release that could quite easily bomb.

  35. This is crazy by YAJoe · · Score: 0

    These people miss the point and are wrong.

    According to them, Half Life 2, for example, will only be successful because of the original HL's success.

    Have they heard of the new speech-mapping engine? Have they read anything about the new rag-doll graphics engine and "materials"? Have they even seen the E3 video of HL2?

    These people are trying to downplay success in an attemp to make themselves feel good about not being as smart as Valve, Bungie, etc. HL2, Halo 2, etc. will be successful because they are good games in their own rights. They have plenty of creativity on their own and I believe they would sell about as many copies as if they were originals. Their predecessors are merely useful for name recognition, but nothing more. After all, there are plenty of games that take off without cult followings in place.

    I just hope they quit before they start saying really stupid things. I don't want to hear about another top-ten list...

    --
    My karma really hurts.
  36. What about... by BlueCodeWarrior · · Score: 1

    RPG?

    1. Re:What about... by freddyq · · Score: 2, Insightful

      I agree. Theres little innovation now in the Action, Racing or Sports genres - but the RPG genre allows for alot more creativity.

      Heck, flying around in a helicopter dodging gunshots gains a whole new meaning when your doing it to plant bombs on a building to lower property prices to help out Avery.

      There's an increasingly strong consensus in the games industry that there should be a narrative that goes hand-in-hand with what your doing - I think this will help creativity.

  37. HL2 will be great because HL was????? by Anonymous Coward · · Score: 0

    Ummmm, have you seen the demo video for Half-Life 2 or played the alpha of Doom 3?

    Most gamers aren't looking for complete originality, they're looking for an experience, be it single player or multiplayer, that's fun!

    1. Re:HL2 will be great because HL was????? by Trejkaz · · Score: 1

      On a personal note as a fairly avid gamer, multiplayer games generally only interest me if there is a cooperative facet to the game. I was incredibly sad to see that Doom 3 decided not to put in cooperative gameplay despite the fact that Doom 1 and 2 both had it.

      I gather Half-Life 2 won't have it either since the original Half-Life didn't, but hopefully the Sven Coop team will come up with something to rectify the situation.

      The ideal game in my mind at the moment would probably be some kind of two-player 3D Thief-like game with puzzles which require player cooperation to be solved.

      I think in an age where almost every gamer has an internet connection, making a cooperative-only game would not be as big a risk as you might think.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
  38. After the News at 11 by MickyJ · · Score: 3, Funny

    This just in: the CPU industry is going to die unless they make round chips instead of the square ones. More details after the news @ 11.

  39. The sequels. by LordK3nn3th · · Score: 2, Insightful

    And why were the predecessors popular? Because they offered what people liked. Half-Life grew in popularity not because of hype but because of how fun it was. Same with Doom, and the GTA series.

    --

    ---
    Never criticize religion on Slashdot. You will be modded down for "Troll" no matter how factual it is.
  40. Trust by firew0lfz · · Score: 4, Interesting

    in Nintendo...

    seriously, we need Nintendo to start making up games again - just like back in the day...

    wait a minute...

    Actually, now that I think about it, the whole concept behind an Italian plumber and his brother fighting an evil turtle with spikes (ok, its a
    "Koopa") to save Toadstools (mushrooms) and a really hot cartoon chick of a princess really by eating fireplants and shooting fireballs, and sprouting a racoons tail and ears to fly does make me wonder what they were doing when they came up with that concept....

    (Of course, then again you have to wonder about the Ninja Turtles, Sonic [a flying fox?, a superfast hedgehog?], Power Rangers, etc... Pokemon I can kinda understand, as uhm, they're kinda a pet thing...)

    --
    Try not to let life get in the way of living.
    1. Re:Trust by TomHandy · · Score: 4, Informative
      Regarding the Teenage Mutant Ninja Turtles. The guys who came up with the original comic book (that later spurned the cartoons, games, etc.) were huge fans of the comic book "Daredevil" and the Frank Miller comic book "Ronin". They sort of combined various elements of those stories and came up with the Mutant Ninja Turtles idea (some of the references in the show were a bit more obvious than others.... i.e. Daredevil was trained by a guy named "Stick", so the Ninja Turtles' sensei was named "Splinter"..... Daredevil fought against a group called "The Hand", so the Ninja Turtles went up against "The Foot").

      -Tom

    2. Re:Trust by No+Such+Agency · · Score: 2, Interesting

      Well, arguably TMNT was a spoof of sorts... or part spoof, part its own book... Anyway their origin was clearly meant to poke a bit of fun at Daredevil et al.

      --
      Freedom: "I won't!"
    3. Re:Trust by TomHandy · · Score: 1
      Yeah, definitely, didn't mean to say it wasn't also a spoof. Pretty clearly it was.

      -Tom

    4. Re:Trust by Fjord · · Score: 1

      does make me wonder what they were doing when they came up with that concept

      Not for nothing, but it was only recently that Japan outlawed psychedelic mushrooms.

      --
      -no broken link
  41. HEH. by adun · · Score: 5, Funny

    'The gaming industry will shrink unless we start to see new games'.

    *drawing his sword*

    I DUB THEE SIR FUCKING OF THE OBVIOUS!

    1. Re:HEH. by Anonymous Coward · · Score: 0
      *drawing his double barrel shotgun*

      I SPLATTER THEE SIR UNINSIGHTFUL

      oh mean come on mods

    2. Re:HEH. by Anonymous Coward · · Score: 0

      *erases both sword and shotgun that the other two had stupidly enough drawn with pencil instead of pen*

  42. Anti-capitalist pigs!! by finelinebob · · Score: 1


    Sequels sell. If people want to buy sequels, then what should game designers produce? Hmm ... that's a tough one.

    [Personally, I think any good game should be given at least one sequel chance. Why bi-yatch about Halo 2? Why not pick on Final Fantasy XI ... I mean, FINAL fantasy ELEVEN?! What's so final about that?]

    1. Re:Anti-capitalist pigs!! by PygmySurfer · · Score: 1

      Why not pick on Final Fantasy XI ... I mean, FINAL fantasy ELEVEN?! What's so final about that?

      Don't forget that Final Fantasy XI actually HAS NO ENDING, being an MMORPG. Nothing FINAL about it :)

    2. Re:Anti-capitalist pigs!! by Iffy+Bonzoolie · · Score: 1

      I think they called it Final Fantasy because they were going to go out of business, and the original Final Fantasy was their final chance to succeed. Unfortunately, I have no source to quote, so I could be completely full of it.

      -If

      --
      Run a pencil-and-paper RPG campaign with your far-off friends: Gametable!
    3. Re:Anti-capitalist pigs!! by Trejkaz · · Score: 1

      Oh, it has an ending. It comes when they shut down the servers.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
  43. Re:Successful only because their predecessors were by HeLLFiRe1151 · · Score: 1

    That's a fair point and to prove it, you only have to look as far as what happened to Epic and the Unreal Tournament series. UT was so hugely popular and UT2K3 was such an abysmal failure. Now UT2K4 is a rock solid game and is very popular, the reason is that a independent production crew brought in an entirely new idea for the series, which is the Onslaught mode.

    --
    I've got 101 mod points and you can't have them!
  44. sequals are good by mixtape5 · · Score: 1

    When I read this the first thing I thought of was the final fantasy series. Although, they really are not sequals the idea is still there. Take an older game that people liked, change the story, modify the battle system and put it on shelfs. It works and the games are still fun. The fact that more sequals are being made is natural because the original games of yesterday are sequal games of today. If an original game comes out today and is a huge hit, most likely there will be a sequal tomorrow. No need to worry!

    --
    WoW: Scheod 70 orc warlock on Shadowmoon
  45. (Shameless Plug) by CheeseMonkey · · Score: 3, Insightful

    This is not 100% true. Midway's trying to break away from the mold this year- check out their upcoming titles. The Suffering just came out- yes, the survival horror genre is a bit tired, but this one is at least trying to differentiate itself by being more action-oriented, having a branching plotline, other characters to interact with, meaningful decisions to make, etc.

    Ballers is coming up soon- I've played it, and I can say it's like no other game I've really played before- like the previews keep saying, it plays like a fighting game/basketball hybrid of some sort.

    And, last but certainly not least- coming up later in the year is Psi-Ops, which (ahem) is going to be fantastic :). But, seriously, it is a new IP with a completely new idea and (especially) a completely new play mechanic. There is no other game out there that plays like Telekenisis (the primary weapon in this game) plays. The closest thing I've seen is HL2's "magnet gun", but that is more of an engine show-off gimmick than an actual gameplay element.

    Anyway, point being it makes me sad to see this constant claim of no innovation in the industry when I feel like there are people out there trying to innovate. It's not their faul that, at the end of the day, innovation may not actually be what the public wants!

    --
    Nothing to see here.
  46. Forgot one! by pablodiazgutierrez · · Score: 2, Funny
    Doom 3, Halo 2, Half-Life 2, GTA: San Andreas

    Duke Nukem Forever is at least just as close to come out as some of these... :)

  47. Imminent death of net predicted by 0racle · · Score: 5, Informative

    This thread dates from 1989 and contains the phrase "Imminent death of net predicted" at least 6 times, with the first one appearing not long after the creation of Usenet. "Imminent death of net predicted" had a long and possible proud run.

    --
    "I use a Mac because I'm just better than you are."
    1. Re:Imminent death of net predicted by aled · · Score: 2, Interesting

      I remember an article about the inminent death of programming, twenty years ago.

      --

      "I think this line is mostly filler"
    2. Re:Imminent death of net predicted by Anonymous Coward · · Score: 0

      Well, what happened is that people just got used to bugs. They'll have to get even more used to them, as software systems grow more and more complex.

  48. Context: Industry Faces 'Crisis of Creativity' by securitas · · Score: 4, Interesting


    Enjoy some context (not intended as a criticism). Part of the reason is demographic trends and part of the reason is financial. The ideas in the article seem to support a shift to creativity as discussed in an article with some game industry experts last year.

    Reuters reports on the crisis of creativity in games 'as aging gamers' tastes increasingly shift toward sequels and games based on movies'. The supposed crisis was discussed by industry participants at the Game Developers Conference 2004. 'The gaming industry will shrink unless we start to see new games,' warned Pac-Man creator Toru Iwatani. Sony's Ryoichi Hasegawa said, 'Core gamers are advancing in age and they are becoming more conservative'.

    As the GDC panel sees it, the other big problem is the cost of producing games which encourages publishers and developers to 'take less risks on new, innovative titles.'

    The argument for creative new games and game types echoes an article we ran last year where experts say game industry trends favor a shift to creativity and creative talent. Iwatani appears to agree, saying he had seen periods that lacked creativity in his 20-year career but 'new and revolutionary new games appear in a two- to three-year cycle.'

  49. Sakura Wars games? Might as well shell out $50... by Cid+Highwind · · Score: 1

    ...for a copy of "Never Been Laid: 2003 (game of the year edition)"

    1.) Gamers in America (and possibly Europe) have tragically limited tastes in the kinds of games they would like to play.

    Gamers in America (and possibly Europe) already live with the stereotype of being fat, unwashed, socially inept perpetual virgins who only interact with other people over the internet. Playing "relationship sim" games is NOT going to improve that.

    --
    0 1 - just my two bits
  50. Multi-part games by Reorax · · Score: 1
    Even worse than sequels are multi-part games that force players to buy multiple games in order to not be left with cliffhangers. Xenosaga and .hack are the two main ones.

    Xenosaga's not so bad because it managed to form a somewhat coherent game out of its segment of the main plot, it's long enough to be a real game, and the games are being produced far enough apart for me to not feel like I'm being ripped off.

    The .hacks, on the other hand, make me want to kill Bandai. Though I've enjoyed them so far (I'm in the middle of the 4th), I can find no reason why it couldn't have been done on one disc. Each game is about 20-25 hours long, even if you spend lots of time exploring various fields and dungeons. They were all released within a year. When you unlock movies from a game (and you can unlock them all), you can watch them on the disc for any subsequent game, meaning it's not a space issue. If anyone can shed some light on why the whole game isn't on one, or even two discs, please do so.

    --
    This sig is only here so people stop skipping the last lines of my posts.
  51. kids grow up... by sashang · · Score: 1

    Kid grows up, plays games, gets bored playing the same type of game over and over again, gets older, makes new kids, new kids play same style game that parent played but for them it's novel because it's a new experience. Which is why games will continue to grow. Games sell an experience. If you haven't had that experience before then you'll play it. If you've had that experience before, the novelty wears off.

  52. Re:Tragically limited tastes and lack of risk-taki by Operating+Thetan · · Score: 1

    Gamers in America (and possibly Europe) have tragically limited tastes in the kinds of games they would like to play.

    And the Japanese don't? Considering the most popular games are the RPGS, 90% of which have exactly the same mechanics as Dragon Warrior did 20 years ago, I don't think it's just those stupid gaijin you despise who have limited taste. Ever seen the figures for sales of Western games in Japan?

    --
    Worried you might not keep your virginity forever? Try new Linux(TM), guaranteed twice as effective as LARPing
  53. And saying "it's all been done" itself has... by SGHarms · · Score: 1

    *ahem* been done

    Nothing new under the sun as Herodotus said..

    I mean, how many more sit-coms can we mine for movie concepts. I'm not trying to go Filthy Critic here, but what a bunch of lazy-ass grassfsckers.

    The sit-coms are a particular beef o' mine. These things are so flimsy they can barely carry 28 minutes of story let alone 90 minutes.

    It's like the aforementioned grassfsckers know this so they go all PoMo and "Charlie's Angel's" and mock the fact that they know they have to camp it up to make their shaky premise of a story carry.

    What poverty.

  54. The maturation of videogames.... by SpekkioMofW · · Score: 1

    That's why Iwatani-san is right when he says that innovation will return to the industry in a "couple years." In a couple years is when the new batch of consoles is due. Then companies have to innovate to get consumers to switch up.

    It was not all that long ago that almost every new videogame offered something that nobody had ever seen before. However, those days are gone. Critics need to accept that videogaming has matured significantly as a medium. Few people want to admit that...there are still those out there waiting for the other shoe to drop (the first shoe fell in 1983 when Atari's empire crumbled) and this "fad" to finally end.

    --
    Spekkio Master of War
  55. Ridiculous by Deliveranc3 · · Score: 1

    These debates are so ridiculous as to make me sick... gaming has the best record of anything in terms of franchises not carrying weight...

    A game is a world and when you beat a good one you may want to continue in that world there is nothing wrong with that.

    Tribes 2 and UT2k3 are great examples of sequels that didn`t deliver and therefore fell on their face. Daikatana hyped like mad and failed... when you compare it to movies or even books it`s obvious that games are being consumed on a much higher basis of quality...

    Games offer many more levels of review than any other medium before a purchasing decision. You can look at screens try demos read reviews even look over the storyline without destroying the enjoyability of a game totally. Word of mouth is pretty strong and piracy is always an option for those on a tight budget or those who have been burned before...

    Any debate about the medium (gaming) dying is ridiculous, it`s clearly a superior creative space from any other form of artistic impression and offers more dynamic content control for the author. It will no doubt mutate but survival is almost assured just based on the facts of the medium.

    /rant

    1. Re:Ridiculous by Anonymous Coward · · Score: 0

      City of Heroes looks interesting...I'm awaiting beta :)

      And the game is definitely unique/different...in a good way :)

      City of Heroes Link

  56. BS by kacymartin · · Score: 1

    For some reason I don't think the people at Forbes really know anything about FPS games. I think DoomIII and HL2 will do great because they are going to have breakthrough graphics. Screw them.

    --
    -Kacy
  57. Uniform Kits by Herkum01 · · Score: 1

    What Suprises me the most about current games the only thing that has been reasonably modular about is the game engine. The game engines, lets face it, are not exactly accessible for someone who is not interested in dedicating themselves to a part time job.

    The amount of programming knowledge easily becomes a barrier, through in artistry and some level design issues we have created a very high wall for someone to just pick up and design something. As long as the tools are relatively inaccessible you are limited in the number of people who can create games you limit the quality of games in general.

    Does that mean no good games are made, no of course not. However, how many people believe that their should be more good games out there than what gets put out right now?

  58. Re:Sakura Wars games? Might as well shell out $50. by Microlith · · Score: 2, Interesting

    And you, sir, can shell out $50 for a copy of "Stick up your Ass (Platinum Edition)."

    What you talk about is people, probably like yourself, who cast their opinions on people (vocally) based on what they play. Sadly, you and people like you are full of shit.

    Tokimeki Memorial and Sentimental Grafitti are more like your "Never Been Laid: 2003" than Sakura Wars is. Never played those but then I don't care to.

    Sakura wars plays out more like an anime than a relationship sim. Unforunately people like you short circuit the thinking process and judge the game without experience (I think they call that predjudice, you might be familiar with the concept.)

    This is another reason creativity and diversity in games is stunted in the US and Europe. People simply refuse to consider things outside your average blood and guts action games, RPGs, Sports, Racing, and Puzzle games.

  59. Doom 3 is a sequel? by Mr.+Underbridge · · Score: 1
    I hope Doom 3 will be able to stand out on its own, even without the support of its line of predecessors, but even if it turns out to be "just another sequel" as far as plot and gameplay, lets not forget its merit as a techdemo.

    This effect is getting so bad that we're not only seeing sequels, we're seeing *remakes*! Doom 3 is just a graphical upgrade of the original. You're right, Doom3 is *definitely* a graphics engine show-off.

    1. Re:Doom 3 is a sequel? by Trejkaz · · Score: 1

      Well if remakes suck then there is no way I'm buying Doom 3 or going to see Dawn of the Dead in the cinemas.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
  60. Re:Sakura Wars games? Might as well shell out $50. by Operating+Thetan · · Score: 0, Troll

    Sakura wars plays out more like an anime

    Anime, too, is another indicator of lifelong virginity. Are you a furry as well?

    --
    Worried you might not keep your virginity forever? Try new Linux(TM), guaranteed twice as effective as LARPing
  61. Halo 2 by bbk · · Score: 1

    Halo recieved a lot of support by Bungie fans. Bungie, before being purchased by Microsoft, was one of the premier Mac gaming companies, especially with their FPS series, Marathon, which took storytelling to heigths not equalled in FPS's until the System Shock games. They also released the Myth series of games, which made it to PC. Halo was a few years in the making when Bungie was picked up by Microsoft, and Bungie is quite a bit like Blizzard in terms of philosophy - they don't release less than stellar games.

    When Halo came out, there was no other FPS that compared to it on any system, at least graphically. On the Xbox, it was a Mario 64 level triumph (ie, nothing came close to it in terms of game quality for at least 2 years after it was released). It also introduced a Co-op style of play that wasn uncommon in FPS games before, but was so well executed, many FPS games now include that mode. Co-op play has to be played to understand how good it is.

    Halo 2 promises to be more of the same, better graphics, better environments, better AI on both enemies and allied players. I'm looking forward to it, as is almost every other Xbox owning person I know.

    Bungie.org is a good fansite if you're interested in learning more about Bungie.

    1. Re:Halo 2 by PixelSlut · · Score: 1
      I bought Halo for PC, but I was disappointed in the port. I feel that it is a pretty shoddy product, and not very well polished. It doesn't seem very well optimized at all.

      Like many, many other people I used to be a fan of Bungie until the Microsoft buy-out. Not to say I hold a grudge against Bungie.. you do what you have to do in order to make games the way you want to. I understand the business aspect of that, but it made me sad to see a game that was designed for PC and Mac get rewritten for console and then ported back to its original platform, and ported poorly.

      To keep this post from being modded down too much for its off-topicness so far, I'll try to go back to the original topic a little bit here. I would say that the Gearbox PC port of Halo has hurt the credibility of the Halo series of games. I mean, I look at Grand Theft Auto and how great GTA3 and Vice City were and, despite certain criticisms I have of the PC ports, it almost makes me want to go buy a PS2 so I can play San Andreas when it comes out rather than wait a year for the PC version to come out. But after playing the PC version of Halo, I have zero desire to do anything like that for Xbox/Halo 2.

    2. Re:Halo 2 by TrancePhreak · · Score: 1

      The first GTA3 game on the PC was attrocious. It was buggy, laggy, and had control problems. It wasn't until Vice City was released that most of these problems went away.

      --

      -]Phreak Out[-
    3. Re:Halo 2 by Jarnis · · Score: 1

      GTA3 was laggy only if you had crappy computer AND couldnt figure out to turn off the 'motion blur' effect.

      There were no noticeable control problems once you remapped the keys - in fact it worked better than PS2 because of mouse aiming. Sure, walking around was bit clumsy, but it was not dramatically changed in GTA:VC either.

      There were couple of bugs. There was a patch. Bugs go byebye.

      So, frankly, you are spouting crap.

  62. Re:Tragically limited tastes and lack of risk-taki by Microlith · · Score: 1

    The Japanese have a far higher density of people to which they can sell stuff.

    This allows for riskier ventures to pay off more often. As a result they often get cool hardware before the rest of the world (if the rest of the world gets it at all) and more diverse game types can show up.

    Sure, the more common designs are more popular, but there's no lack of creativity in both game designs and playstyles.

  63. games are still fun by period3 · · Score: 1

    Games aren't creative - so?

    Nobody complains that baseball isn't creative - that there aren't hundreds of variations of baseball that are popular. Same deal for tennis, chess, Tic-Tac-Toe, etc.

    I think games are going to be like most other 'games' (sports, board games, etc.) are now - a few major different types that people actively play because they are fun - not because they are 'creative'.

    Of course, there will always be those who play calvinball or other made-up games, but they are the minority.

  64. Re:Sakura Wars games? Might as well shell out $50. by Microlith · · Score: 1

    No, not a furry.

    Please tell me, do you have a long, wooden object protruding from your ass?

    If so you may want to pull it out and save the rest of the world from your attitude.

  65. New Games Don't Sell by MBCook · · Score: 4, Interesting
    I think the big problem is that new games don't seem to sell. It doesn't matter how great it is, making a sequel to a hit is like free money. Let's look at some innovative games:
    • Pikmin - Don' think it sold well. Probably wouldn't have even been released if it wasn't a Miyamoto game. At least we'll get a sequel (a good thing). Maybe it will sell better, it deserves it.
    • Ico - Talked about this the other day. Looked great. Played great. Didn't sell very well.
    • Sly Cooper - FANTASTIC game, I don't think it sold very well. There will be a sequel, maybe it will sell better.
    • Animal Crossing - I was ADDICTED to this game for months. When I stopped playing, I felt like I abandonded all my friends. It was great. I hope the sequel makes it here.

    I could think of many others. There are some that have another reason (for example many rythum games don't do too well in the US), but many were just great games that didn't do to well. I think a big part of the problem is that many parents buy games. So why risk their $50 or $60 on something the kid might not like when they know the kid has GTA3 or NBA 2k3 or some other game and they can just buy the sequel and the kid will almost certainly like it (even though it might not be that great).

    There are many games out there, and many are fun. But personally I don't buy very many games (innovative or not). There are games that I've played and then thought "I wish I bought that", but I'm not going to because I've already beat the game. But far Far FAR more often the game wasn't that good (or terrible) or it was just short. I can't afford to take the chance to buy games. If games were $30, I would buy more, but a $60 for a new game you've got to be kidding me if you think I'll buy any games that look interesting. I think this is proven by the fact that I have about 5x as many GB/GBA games as most other consoles. Losing $25 or $30 on a game that looked fun (FF: Tactics was nice, but just not for me) isn't so bad. But if the games cost more, I wouldn't buy very many.

    Sequels aren't always bad. Some are very innovative or really improve things (think GTA3 vs GTA2). As you can see above I'm eargly awaiting the sequels to many games. The problem is that some games get a sequel. Then they get another and another and before you know it you're on volume 10 of about the same thing. (Final Fantasy games don't count because each one is different, they're not true sequels (except X-2, which is almost "non-sequel" in it's own right)).

    The end result of all this (and I think moving away from the razor blade model of video games would REALLY help) is that we get mostly sequels and remakes/collections and such.

    I can't afford to take risks on innovative games. Of those above, I own Animal Crossing (because I rented it and got addicted to it and bought it) and Pikmin (because it looked fun and I trust Miyamoto). It's too risky.

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    1. Re:New Games Don't Sell by forkboy · · Score: 1

      A lot of the reason is the cost. Too many people have been burned spending $50 on a game that either sucked balls or was beatable in a few days. Game rentals are a really nice solution to this dilemma, but that doesn't help with sales.

      When it comes right down to it, I don't care if a game's a sequel or not, just that it's entertaining for a month or so of casual play.

      --
      This message brought to you by the Council of People Who Are Sick of Seeing More People.
    2. Re:New Games Don't Sell by DeadScreenSky · · Score: 1

      You do realize Animal Crossing is a sequel, right?

      Maybe that is the trick developers need to try - release a sequel in a country that didn't get to buy the originator, and they will once again be hailed for their originality! :P

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
    3. Re:New Games Don't Sell by filtur · · Score: 1
      I would like to add another gamecube game to your list.
      Viewtiful Joe
      You can buy it now for $30, it's like an old school side scroller on steroids. It's quite a lot of fun, and there's a rumor of a sequal. It's pretty damn hard too.

      In reference to Animal Crossing, I too feel the sting of leaving behind my animal crossing friends, Chief and Bob. If only they didn't say the same damn things everyday.

      Along with a lot of questionable choices (maybe just narrow-minded) Nintendo does take some chances to create some truly fantastic games.

    4. Re:New Games Don't Sell by MBCook · · Score: 1
      Yes, I know it's actually "Animal Forest +" which was a sequel of "Animal Forest", but it's the only one that made it to the US so I don't count it as a sequel becase for 99% of US gamers, it isn't.

      It was origional here in the US, so it doesn't count as a sequel is what I'm saying.

      Man this post is a waste of bandwidth ;)

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    5. Re:New Games Don't Sell by Ondo · · Score: 1

      I think the big problem is that new games don't seem to sell. It doesn't matter how great it is, making a sequel to a hit is like free money. Let's look at some innovative games:

      * Pikmin - Don' think it sold well. Probably wouldn't have even been released if it wasn't a Miyamoto game. At least we'll get a sequel (a good thing). Maybe it will sell better, it deserves it.


      This did sell well. According to N-Sider.com it sold 603,000 copies in the US and 504,000 in Japan. Not Zelda or Mario numbers, but very respectable. Better than Star Fox Adventures

      * Ico - Talked about this the other day.
      Looked great. Played great. Didn't sell very well.


      With reason. Although the game was brilliant, it took about 10 hours to beat and has very little replay. Best rental ever, but not a good buy for $50.

      * Sly Cooper - FANTASTIC game, I don't think it sold very well. There will be a sequel, maybe it will sell better.

      Don't know anything about this one.

      * Animal Crossing - I was ADDICTED to this game for months. When I stopped playing, I felt like I abandonded all my friends. It was great. I hope the sequel makes it here.

      N-Sider says it sold 633,310 copies in the US, and 268,620 in Japan. The Japanese numbers look suspect though - there were two versions in Japan, one with less features than the US version, then another with all the US features and a bit more. It lists both versions with the same release date, and says the original sold 588 copies. Regardles, it looks like pretty good sales to me.

    6. Re:New Games Don't Sell by Anonymous Coward · · Score: 0

      About those original titles that are impressive, get great reviews, but don't sell well. Say Ico and PoP. The sequels to games like that often have the kind of success that the originals don't, so all hope is not lost. Most franchises I can think of, it's the second or third rev that really had a big impact, sales-wise. This holds even outside games, e.g. Terminator/Terminator 2, Alien/Aliens. There is this pattern of cool, funky original that the enthusiasts see, and the sequel that builds on that to achieve a wider audience.

      People seem to hold up games like Ico and PoP as examples of how the gaming market doesn't reward creativity. I see them as potential entry points into a successful long-running franchise, a la Zelda. (I'd certainly love to get my hands on sequels to either of those two games.) Sequels aren't necessarily a bad thing -- they can make a retrospective success out of originals, persuading publishers to have a go at more of them. And also persuading them not to write off a game just because it wasn't a blockbuster on first release, as long as it made a good showing, and got some name recognition.

      A

    7. Re:New Games Don't Sell by Anonymous Coward · · Score: 0

      > Pikmin - Don' think it sold well.

      Ah, I remember Pimkin. I stuck it in, grabbed the controlled, started to sit down, and had finished it before my butt had hit the seat.

      Could we have had a few more damn levels please?

    8. Re:New Games Don't Sell by fatgraham · · Score: 1

      "Could we have had a few more damn levels please?"

      And thus the sequel was born!

      case in point, people WANT more of the SAME. and people BUY more of the SAME

      I'm sick of articles which tells us the market is saturated (when it's just genres which are saturated) and no doubt the author of the article has (if any games at all) 99% of sequels or movie tie-ins.

  66. Half-Life 2 by LordK3nn3th · · Score: 1

    As someone who has had some of a go on Half-Life 2 (yeah, yeah, I'm not the only one, *cough*), I say it will be popular justifiably, and not just due to the name. The alpha leak, as incomplete as it was, shows that the game is going to be simply fantastic. I know Valve justifiably got ants in their pants when it was leaked... but DAMN, ever since I played the beta I am hyped.

    I just wonder when it's going to come out.

    --

    ---
    Never criticize religion on Slashdot. You will be modded down for "Troll" no matter how factual it is.
  67. Re:Tragically limited tastes and lack of risk-taki by Microlith · · Score: 1

    Japanese rape simulator like the one you mentioned

    I'm sorry but I can no longer consider anything you say as having any meaning, since you display your ignorance so brazenly in how you speak.

  68. one word Doom 3 by derekvan143 · · Score: 1

    ok so its 2 words big dead anyway. Who ever said the gaming industry is not creative and included Doom 3 in their argument, obviously has not seen any screen shots from this game. It is graphically stunning, new monsters, great special effects, etc. The thing with 3D shooters is that there is only so much plot you can have. Your a space marine stranded on a planet with thousands of deamons that want your soul. Your on a mission and you space pod get stranded on an enemy planet, kill them all and get off the planet. Ok so the actual story line of 3D shooters usually sucks, but so what I dont play them to be entertained by an interesting story line, thats what i have FFX-2 and the sword of Mana for. Those special effects that the hardware of newer gaming rigs is capable of, are what make the 3D shooter shine. Well that and killing hundreds of thousands of flesh hungry deamons. Man my trigger finger is tired

    1. Re:one word Doom 3 by Anonymous Coward · · Score: 0

      Man my trigger finger is tired

      I think that's your wrist after beating off over Carmack's latest .plan

  69. Forbes itself is a second rate rag by Anonymous Coward · · Score: 0
    Me think that Business Mag knock-off's like Forbes is more endangered that the gaming industry.

    Have any of you read the stories about SCO in Forbes?

    If you want decent information read Economist

  70. shrink? by flabbergast · · Score: 1

    "The gaming industry will shrink unless we start to see new games," said Toru Iwatani, who created Pac-Man, one of the first video games to become a worldwide hit.

    I read the article, but I'm not really sure what Mr. Iwatani meant by "shrink." Consolidation of companies, ala EA? Or market shrink, which means people will stop buying video games?

    If he means consolidation of companies, then its not a bygone conclusion that we're going to see fewer new games. Why? Well, why make 4 Lethal Weapon movies? Because we're familiar with the characters, we understand the back stories and we've grown to love these characters. And the studio feels that it can invest $100 million and get a return on the movie. So, its easier to bank on a familiar name than not. These are companies, and they're looking to make money. But these summer blockbusters take in millions to pay the bills and help bankroll smaller projects that normally wouldn't get a chance, and maybe shouldn't have been given a chance *cough*My Big Fat Greek Wedding*cough*. I sure hope its not going to be like this, because a few bad summers and Hollywood's gonna blink right off the map.

    If he means the market will shrink because fewer people will buy games, I don't really buy into that. Again, 4 Lethal Weapon movies, as well as numerous others (Beverly Hills Cop, Superman/Batman/Spiderman/X-Men, The Whole Ten Yards, Star Wars, Star Trek, Bond, ...) are bankrolled because they're familiar and people will go see these movies because they love the characters. Likewise, we love Viewtiful Joe (well, I love Viewtiful Joe) and we play because we have an affinity towards those characters.

  71. Fewer Gaming Companies by neosiv · · Score: 1

    There are fewer viable companies to compete. The problem is that only big publishers like EA can get things out now, and they don't want to innovate they want to go with what is successful - hence the brand building.

  72. i agree by larry+bagina · · Score: 1
    most games these days don't really excite me like games I used to play in the early 90s (arcade and home PC). Look at an arcade machine or joystick from the early 90s - you probably had 2 buttons to go with a joystick. Now look at an xbox controller - it's got 2 triggers, 6 buttons on top and 2 joysticks. sure the graphics are pretty, but I'm not smart enough to figure out how to do anything.

    I got Rise of Nations the other day. It's pretty cool, but seems like civilization meets age of empires, so it's boring me already.

    Meanwhile, I downloaded scummvm and beneath a steel sky. That seems much more interesting.

    --
    Do you even lift?

    These aren't the 'roids you're looking for.

  73. Funding by Anonymous Coward · · Score: 0

    The major problem isn't a lack a creativity its that the game industry is taking more and more of a business approach to whats essentially an artistic field.

    What I mean by this is, if you approach approach someone for funding be it a bank, VC etc to get your company funding and you mention the term "entirely original concept", the sirens start sounding and the big sign pops up that says "WARNING: MAJOR RISK".

    After the dot com crash its often harder then in most other industries to get funding for an established idea let alone and entirely new one.

  74. AMEN! by p51d007 · · Score: 0

    I haven't run any FPS games in a long time.
    Why? Same thing over and over.....run around,
    kill things, pick up objects, open doors etc,
    go to the next level.....

  75. there's a reason by Anonymous Coward · · Score: 0

    Maybe publishers would be willing to risk it with innovative different games, if people would be willing to risk buying them.

    But they're not'.

    So they won't.

    Its more financially sound to make Ultimate Shooter XIV than it is to make something utterly new.

  76. It's just good business by KRL · · Score: 1

    Why bother creating a new title when you can make money on the heels of the old. The difference between vid game and movie sequels is that vid game sequels tend to get better because they BUILD on the old technology and the old storyline. Unless consumers demand new stuff (i.e. they stop buying), they will keep getting the old games in a new package. New costs money. Old is a sunk cost.

  77. Let me just say by Anonymous Coward · · Score: 0

    kaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhnnnnnnnnnnnnn nnnnnnnn!

  78. Creativity study on GBA by jvmatthe · · Score: 2, Interesting

    Readers might find this study of games on the GBA interesting. It has its flaws (discussed in the article itself, as well as further in the comments) but shows that at least one platform is a huge magnet for sequel/rehash/ports, namely the GBA. I suspect, but haven't investigated for specifics, that other platforms since the Atari 2600 (or thereabouts) are similar.

    To tie it into a "shrinking market" angle, I think that the size of the GBA installed base says that, at least at some level, there is a huge sector of the public willing to eat crap and call it great. Judging from the ongoing poor level of quality in all other media for as long as anyone can remember, it seems that this sector of the public is here permanently and thus there will always be a huge market for drivel. Oh well.

    1. Re:Creativity study on GBA by josh+glaser · · Score: 1

      It actually probably stems from the fact that the GBA is the easiest to make games for. That's why it gets lots of crappy games based on dumb cartoons, which are, you guessed it, poorly programmed generic platforming games. Add that to the fact that Nintendo seems to refuse to make a new Mario or Zelda game for it, and that it's a nice console to remake really old classic games for, and you get, well, the study of GBA games you mentioned.

    2. Re:Creativity study on GBA by TrekCycling · · Score: 2, Interesting

      You obviously don't own or have never played a GBA. The GBA has a ton of great games. They may not be 3D. They may not even be particularly innovative. But they're fun and isn't that the point? Yeah, there's crap. But there's crap on every system. I'd argue the CD-based systems get more crap because the GBA medium (carts cost more than DVDs or CDs) make developers think twice before releasing something they wouldn't hesitate to throw out for PS2. Yeah, lots of what you get on the GBA are old school games or ports. So what? Some of us still like that. Newer != better.

    3. Re:Creativity study on GBA by Trejkaz · · Score: 1

      Well strictly speaking there is at least one apparently-new Mario game for the GBA, even if it has Luigi in it too and isn't a 2D platformer.

      But I agree with the point you were trying to make, that they really have beaten the SNES game port horse to death.

      And their recent answer? "Hey, let's start porting NES games instead!" Fan-fucking-tastic.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
  79. Financial safety and design risks by Anonymous Coward · · Score: 0

    I would actually expect sequels to be a safe haven for creativity. New, weird, innovative titles are often turned down by publishers for being risky. Warren Specter went through about six publishers before he found one to take Deus Ex. I also doubt most consumers would plop down upwards of $50 to "take a chance" on a game with no pedigree and whose game mechanics are strange and untested, no matter how many glowing reviews are thrown at them. Design risks are financial risks. But sequels? Sequels have a dedicated user base already established meaning that designers have the opportunity to go hog wild while publishers fund them with the knowledge that the risk may be worth taking. Examples: the constant evolution of the Final Fantasy systems, Namco's reputation with fighting games to produce Soul Calibur.

    And to be honest, who among us doesn't want to play Half-Life 2, Halo 2, or the next GTA?

  80. And now for something... by KalvinB · · Score: 1

    completely different.

    "Life On-Line" is my current attempt at something different. It's essentially the game of life on-line but with the premise of the "Original Position." Upon logging in you're given a random life and a random name to go with it. What you do from there is up to you. When you die, you reenter the world as another random life.

    The protocol is open and explained at the web-site. There's also a minimalist client suitable for using as a basis for more advanced (graphically or otherwise) versions. Source code and .Net 2003 project space included. I'm going to try to put out an OpenGL based client by next weekend.

    Currently the Natural Laws are the original Game Of Life rules. But the engine is suitable for handling up to 256 different lifeforms and any set of laws to govern the consequences of interaction between the various life forms.

    The server is up and running though a bit slow since it's on a cable connection. Once it's verified to be stable it'll be moved onto a 10Mbit line and work will begin on more advanced "worlds."

    Ben

    1. Re:And now for something... by junoon · · Score: 1

      hey interesting concept but I could not get client to do anything... ahh maybe i am just too sleepy...

  81. Problem is funders and bad management... by kbonin · · Score: 4, Insightful

    As someone that just left the game industry for the second time - this time 'cause I got tired of looking for a job that didn't require a minimum of 80 hour weeks working on either a n-th generation sequel or a game that tried to differentiate itself through pushing the gore / splatter level:

    The problem is with the people FUNDING the game industry. The independent shops are being swallowed by companies that have made loads of cash getting away with pumping out sequels that have only minor engine improvements. This sucks, but worked for a while in a few profitable genres. Many companies that tried to push it died after too many generations (I used to work at Accolade, that's part of what killed them...)

    Unfortunately, people that funds games look at this seeming no-risk model, and refuse to fund anything that doesn't look like the same. They all want you to license an existing engine, and make a game that can be described in a single sentence as {profitable game A } crossed with {profitable game B.}

    If you don't follow this model, you don't get funds.

    As a related point, there are WAY too many companies in the industry for the amount of shelf space available, and the big players BUY shelf space, so its nearly impossible to compete anyway without cutting a deal with an existing major distributor. Want to do that? Guess what, you have to change your game to follow the same model as everyone else.

    In the mean time, the EA's and Sony's of the world are pushing their developers harder and harder - they've currently got a surplus of available headcounts to replace all the burnt out ones with...

    The industry needs more "angel" funders. But in this economy...

    1. Re:Problem is funders and bad management... by RedWire+Interactive · · Score: 0

      Well put and covered almost every point I was going to make. It should be noted though there are a couple of major players that don't always follow this model and are powerhouses because of it. Eg. Rockstar, while they probaly the dev studio with the most poorly thought out name in the industry, they have done some stunningly original stuff. I am not talking about GTA, yeah its edgy but its just sequels. Take a look at manhunt sometime, yes its packed with gore but it also has a stunning anticlimactic style of gameplay that I can't recall seeing in any other title. More then this, its becoming thier trademark.

      --
      -- - REDWiRE
    2. Re:Problem is funders and bad management... by Anonymous Coward · · Score: 0

      i still feel guilty about even touching t3:war of the machines while i was at atari QA.

  82. Just like in film... by AvantLegion · · Score: 1
    ... the big-selling, mostly cookie-cutter blockbusters pay all the bills, and finance all of the more forward-thinking games.

  83. Creativity asside. Graphics vs gameplay by UnseenEnigma · · Score: 1

    Games are judged by most almost exclusively on their graphics and to a lesser degree sound. Not many are willing to break the mold with their gameplay. Games are getting easier and easier then they used to be. I first beet super mario 3 when i was around 8. One of the girls in my residence collects old games and for a laugh we brought it down about a month ago. Apart from the bottomless pit of continues because it was set to two player we spent about 3 hours stuck on the first level of world 8. That was from a group of about a half dozen people who had all beaten it before. Games have gotten so easy they once skilled players now suck. Thats a game with effectively 6 buttons(4 directions). Most games now use most of a controller with well a lot more. Controls have gotten more complex so difficulty must go down to make up for the fact that people dont know how to even use the inovative stuff. This is how you get a "ideal" learning curve where things are easy to learn and difficult to master. Once you know the controls though the games are brutaly easy. Well thanks for anyone who actually read my entire rant PS Why cant rpgs have difficuly levels????

  84. "New" was never a requirement by cstec · · Score: 5, Insightful
    The premise that the industry will shrink if we don't see "new" games is patently false. We don't see new games because people don't buy new games. They buy the games they already liked, but different.

    Consider that men have been going to bars, drinking too much and going home with ugly women for thousands of years. (The oldest known human recipe is a Mesopotamian recipe for beer) Obviously humans can do what they like indefinately, even if they regret it the next morning.

    1. Re:"New" was never a requirement by nEoN+nOoDlE · · Score: 3, Funny

      Consider that men have been going to bars, drinking too much and going home with ugly women for thousands of years.

      Now that is patently false. I drink too much and go home with hot women... I just wake up with ugly ones.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
  85. Product Comparisons by ctaylor · · Score: 5, Interesting

    Big publishers go through several steps when launching a new title. They do market analysis, competitive product comparisons, greenlight sessions, profit and loss statements and so on. Basically, lots and lots of paperwork that mostly tries to compare the new product against already existing titles. It's easier that way.

    How do most game concepts start? "Super Killer Frenzy Shooter is a cross between Quarter-Life 3 and ReallyFarOutCry, with an RTS component based on..." Even game developers are constantly comparing games to other games by saying this is a little of that, and a little of this, or just like game X but with feature Y. I can only imagine that other creative industries do the same (movies come to mind.)

    This is not just the way big publishers do business. A lot of pitches I've seen from smaller developers include how they are different or better than a list of already released games. Mostly popular games.

    Most game companies are out to make money. Usually so they can continue to make games and not end up on the dole. So, we tend to look at what is popular and selling. It's very risky, especially with the game development budgets these days, to try something brand new. It still happens, it just doesn't happen as much as the early 8-bit days when it was literally one guy in the garage doing all the design, coding and art. Unless you look at the shareware, PDA and demo scenes where small teams and individuals are still making games there.

    Sequels are popular with publishers because a) they tend to cost less to develop since you can use assets/engines/design from the first game, b) if the first game was popular, the sequel _usually_ sells well unless it's a bad game, c) you can get more press since you don't have to sell the magazines on a completely brand new concept that they are not sure will appeal to their market and d) you find it easier to get "buy-in" from your internal sales and marketing staff when dealing with a known property.

    I don't think the games industry is non-creative, but we've definitely matured and tend to take less risks overall. Sequels and derivitive products are a way of reducing that risk.

  86. It's worse than just retro by Animats · · Score: 2, Insightful
    The big thing at the GDC seemed to be putting decade-old games on cellphones. It's about the revenue model. Cellphone companies charge by the month for gaming. They can thus collect revenue from classics forever.

    The basic problem is the one we discovered in the early days of virtual reality - no matter how good the graphics get, all you can really do in there is move around, shoot stuff, point at stuff, and select things from menus.

  87. Ratio vs number? by SharpFang · · Score: 2, Insightful

    Isn't the reason there's more sequels that there's more games?

    Like, the number of new games showing up is constant, but besides them, more sequels appear?

    I wouldn't be too surprised. Creativity not waning, but not growing either, market growing seriously, gap between market growth and available creativity filled with sequels. Nothing to really worry about.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  88. And the same goes for hollywood... by DMouse · · Score: 2, Insightful

    When was the last time that hollywood didn't go for a remake or a further installment of a previously successful franchise?

    Those of us in the real world are getting a lot more milage from watching euro films and the like. At least they have story tellers willing to be an original voice ...

  89. Ummmm... by aws4y · · Score: 1

    Painkiller
    FarCry

    Also simply because its a sequil dosent mean that the result will be subpar. In fact Doom 3 has a lot going for it as ID spawed the modern first person shooter with Quake 2 and made it look beautiful with Quake 3. I am honestly tired of people bemoaning sequils before they come out.

    --
    Did Glenn Beck rape and kill a girl in 1990? gb1990.com
    1. Re:Ummmm... by cybpunks3 · · Score: 1

      --
      Also simply because its a sequil dosent mean that the result will be subpar.
      --

      I think there has to be a flaw in the genes of homo-sapiens that insures that a vast number of people will never be able to spell 'sequel'.

  90. Solution: Porn! by Tablizer · · Score: 1, Funny

    Make games where you get to screw the best babes if you win. (Or perhaps win if you screw babes the best?) Porn saves every industry. Nevada mining was slumping so they went into gambling and prostitution. It was a wild success.

    1. Re:Solution: Porn! by Anonymous Coward · · Score: 0

      Luckily in Japan they have pron games. Unfortunately, for the rest of us we have to resort back to Playboy.

  91. Warcraft? by MolecularBear · · Score: 2, Informative

    what the gaming industry needs is a genre-defining game. something that breaks open a whole new gaming motif like doom and sim city and warcraft did.

    IIRC, it was Dune2 and not warcraft that did the genre-defining in the area of RTS. Dune2 was a single-player RTS and I remember being blown away by the game. I believe that soon afterward Command & Conquer came out (made by Westwood, the people who produced Dune2), and Warcraft close to that. I could be wrong - is anyone here motivated enough to look up the release dates?

    --

    Magnatune: Quality (DRM-free) MP3/FLAC/
    1. Re:Warcraft? by Anonymous Coward · · Score: 0

      dune 2 was first, followed by warcraft, then C&C

    2. Re:Warcraft? by Mr.+Troll · · Score: 1

      What about Total Annihilation? THAT was revolutionary RTS.....

      --
      Kiss my shiny metal ass
    3. Re:Warcraft? by Clock+Nova · · Score: 1

      Actually, that wasn't it, either. The actual originator of the modern RTS genre was "Herzog Zwei." Aside from being perhaps the most innovative game released for the Sega Genesis, it was one of the most innovative games to date on any platform. And it predates Dune 2. Look it up on MobyGames.

      --
      There they were, sitting in the van with all those dials, and the cat was dead. -V. Marchetti, CIA
    4. Re:Warcraft? by Moofie · · Score: 1

      To this day, TA is my benchmark for Ultimate User Interface Design. It totally spoiled me on every other RTS.

      --
      Why yes, I AM a rocket scientist!
    5. Re:Warcraft? by Feanturi · · Score: 1

      IIRC, it was Dune2 and not warcraft that did the genre-defining in the area of RTS. Dune2 was a single-player RTS and I remember being blown away by the game. I believe that soon afterward Command & Conquer came out (made by Westwood, the people who produced Dune2), and Warcraft close to that. I could be wrong - is anyone here motivated enough to look up the release dates?

      I have no release dates, just my own anecdotes that I was there for that wonderful New game that addicted me terribly. You have the correct order as far as I know. I believe C&C/Warcraft were somewhere in 1994/5. Dune 2 was a few years before that, I'm not exactly sure when but by a good margin anyhow. I found Dune 2000 horribly disappointing, but that was later made up for by Emperor: Battle for Dune (by Westwood of course)

    6. Re:Warcraft? by JDevers · · Score: 1

      Was Herzog Zwei realtime? I remember that it was hex-tile based and so not really a modern RTS, but thought it was also a modified turn based game (like Civilization set to synchronous turns)...

    7. Re:Warcraft? by Anonymous Coward · · Score: 0

      Yes, having thousands and thousands of unbalanceable units is very revolutionary

    8. Re:Warcraft? by Clock+Nova · · Score: 1
      Herzog Zwei was indeed real-time. It could be played full-screen against the computer, or split-screen against a human. And it was not hex-tile based.

      From MobyGames.com:
      Herzog Zwei is a real time strategy game, some historians would argue THE first real time strategy game.

      The premise is that two opposing forces are in combat with one another. Each player controls a jet airplane which zooms across the screen and may turn into a ground based soldier. These ground soldiers can hurt enemy units, but can not affect bases. To take over bases scattered across the map (and ultimately, the enemy base), players must purchase new units and transport them to certain positions. In this way, the player acts more like a transport and management for different types of units rather than a combat character themselves. If the plane is ever destroyed, it restarts at the player's base location. As previously mentioned, a level is complete when either side's base is lost to the opposing forces.


      I was released in 1990, so it predates Dune 2 by three years.
      --
      There they were, sitting in the van with all those dials, and the cat was dead. -V. Marchetti, CIA
    9. Re:Warcraft? by JDevers · · Score: 1

      I must have been thinking about some other Genesis or TGFX-16 game...

    10. Re:Warcraft? by sharok · · Score: 1

      You are confusing game units with game interface.
      And actually, it is revolutionary. Name one single other RTS game where you could so easily add community creations.
      Name one single other RTS game where you could chain commands of any kind so easily that it actually became a hindrance if you didn't limit yourself (like making one construction bot create the entire perimiter defense - if it gets destroyed, your defense building is stopped cold).
      TA was and remains the greatest as far as interface and AI is concerned. It was the VERY FIRST title where moving troops did not prevent them from returning fire or firing on enemy troops (C&C was a brainless bloodbath in comparison).
      TA is still the only title where you can set as many patrol points as you like (and not just going from one point to another and turning back).
      Finally, TA was the first and remains one of few titles to allow any number of units to be in a group (not like the 12-unit limit which is standard for some companies)
      The beauty of the TA interface is that, with only six commands, you can do everything you need. Build, then guard, then patrol are three commands you can easily set in succession for a single or a group of units. You can set units to guard a boss unit, and add a patrol route after. When the boss blows up, all remaining guard units will automatically proceed to the first patrol point and take up the patrol route, using whatever stance you affect them (fire on sight, fire if targeted, hold fire).
      There is only one thing lacking in TA : formations. That puts the burden on the player to have faster units guard slower ones, and make the slower ones decide where to go. Only like that can the player reasonably expect the whole group to arrive at the same time.
      For its day, TA was king of the user interface, and no pretender has even come close to equalling it yet.

  92. adult sex games..... by cheekyboy · · Score: 2, Insightful

    sex games havent been explored much, a little in the past on some amigas by hackers etc... but nothing major, perhaps because they are scared to be in that industry, but they can always use a subsidery to hide in.

    Specific porn people might enchance their Dvd interactiveness to the max, or make some PC based game, but nothing massive.

    But most games are based on some real life event, unless its a puzzle wierd game like tetris.

    So until we develop some insane AI that thinks like a 12 year old, we are doing still the normal thing, 'simming' real life with art.

    --
    Liberty freedom are no1, not dicks in suits.
  93. a suggestion by Ossadagowah · · Score: 1

    Bring back some classic 2D platform games, like castlevania, megaman, sonic, and ninja gaiden. Those kinds of games were free from camera angle problems and were a blast to play.

    --
    anata sekai o kakumei surush ga nai deshou? Anata no susumu michi wa yoi shite arimasu.
  94. Agreed. by Dimensio · · Score: 4, Interesting

    Some sequels represent a rehashing of an old idea with newer technology, sometimes to disasterous effect (Deus Ex: Invisible War, anyone?). Other times, a sequel is a good way for the developer to further flesh out the story, improving upon the previous game and still telling a very compelling story (Max Payne 2).

    Still other times you have a "sequel" to something that is so old, that the developers can't help but reimagine it for the current technology, and you have what looks to be a very promising title, such as with the upcoming Sam & Max game... ...oh, wait. LucasArts cancelled that so that they could devote more time and energy to inane and purile Star Wars franchise rehashes.

    1. Re:Agreed. by Knetzar · · Score: 2, Insightful

      There were a couple of great Lucas Arts Star Wars games. Both Tie Fighter and Star Wars Rebellion are among my favorite games. Now all they need to do is remake Rebellion into a multiplayer game.

    2. Re:Agreed. by Anonymous Coward · · Score: 0

      Rebellion (well, my copy's called Supremacy, but it's the same game) is already multiplayer. Two-player, anyway, and as there's only two sides that makes some sense.

      But yes, the X-wing series were all great (with the exception of XvT, which was a fun multiplayer blast but really rather lacking in single-player mode). And don't forget the Dark Forces series; Jedi Outcast is still one of the best action games from the Quake III period.

      Funny how all the stuff drawing on the original trilogy and expanded universe is pretty good, and all the games based on the new Lucas stuff tend to be crap...

    3. Re:Agreed. by Dimensio · · Score: 1

      Unfortunately, LucasArts has stopped producing quality titles (to the point of cancelling development on titles that look promising).

      I liked X-Wing. I loved Tie Fighter. Something went missing in X-Wing vs. Tie Fighter. Quality has gone downhill since.

    4. Re:Agreed. by obeythefist · · Score: 2, Insightful

      What was going on with Deus Ex 2? Why don't these developers actually learn?

      "Hey Bob, did you see how we dumbed down game x?"
      "Yeah that totally killed the sales. The reviewers savaged it and all the fans hate us now."
      "Great! How should we go ahead with DX2?"
      "Let's dumb it down."

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
  95. Again with the Warcraft! by MolecularBear · · Score: 2, Insightful

    Compare that to Warcraft 3, the antithesis of a revolutionary game

    Are you trolling here? While WC3 obviously implemented many RTS standards, I would hardly call it the antithesis of revolutionary. The game introduced the concept of Heros - special units that gained levels with battle experience. The various abilities they gained, the items they could purchase and use, the fact that they could be "rebuilt" once they died... these are very innovative concepts for an RTS. And since Heros were given so much power, one was obligated to use them which made them an integral part of the game. RTS is a pretty standard genre at this point, but I would argue that WC3 is a solid, creative implementation.

    --

    Magnatune: Quality (DRM-free) MP3/FLAC/
    1. Re:Again with the Warcraft! by Nasarius · · Score: 4, Informative
      The game introduced the concept of Heros - special units that gained levels with battle experience. The various abilities they gained, the items they could purchase and use, the fact that they could be "rebuilt" once they died... these are very innovative concepts for an RTS

      No no, they're really not. Warlords Battlecry did this about three years earlier, with much more depth.

      --
      LOAD "SIG",8,1
    2. Re:Again with the Warcraft! by Xenkar · · Score: 1, Informative

      I thought the whole idea of heroes was Kohan's claim to fame, which came out long before WC3. Of course there's probably a ton of other games that implemented heroes before Kohan did.

    3. Re:Again with the Warcraft! by Sparr0 · · Score: 2, Interesting

      WC3 has no formations, no unit stances (other than stand ground, attack move, move. I want guard, retreat, etc), no 'next idle builder/miner' button, no display of a unit's queued orders, no way to queue MOST of the orders in the game, the list goes on.

      As to the heroes, they are the worst example of a great idea. Warlords Battlecry (and WBC2, and in a few months WBC3) has MUCH deeper *PERSISTENT* heroes. Kohan had WC3-ish heroes before WC3 did. The same goes for Kingdoms Under Fire.

      There is exactly ZERO creativity in WC3, aside from the storyline. As I said before, they not only did NOTHING new (which pretty much solidifies the lack of creativity), but they ignored a LOT of things that every other good RTS does to make the game interface less of an impediment to gameplay. The only way you could even possibly consider WC3 evolutionary would be if you consider that it is marginally better than every other (all 2 or 3 of them) game using a map trigger system.

    4. Re:Again with the Warcraft! by ibullard · · Score: 2, Informative
      Heroes of Might and Magic[mobygames.com] did this in a turn based strategy game in 1995, four years before Warlords Battlecry.

      There I go...showing my age again.

    5. Re:Again with the Warcraft! by Nasarius · · Score: 2, Informative

      I love the HOMM series, but again, the Warlords series did it first :-)
      Warlords II in 1993 had heroes. It's worth noting that in both these games, multiple heroes are allowed, while in the RTS's mentioned, it's only one.

      --
      LOAD "SIG",8,1
    6. Re:Again with the Warcraft! by Anonymous Coward · · Score: 0
      WC3 has no formations, no unit stances (other than stand ground, attack move, move. I want guard, retreat, etc), no 'next idle builder/miner' button, no display of a unit's queued orders, no way to queue MOST of the orders in the game, the list goes on.

      Have you even played WC3? It has all those things you just said it didnt. I've never heard of the "stances" term before, but if you want to guard something, use patrol. Retreat? uh, try the "move" command in the direction opposite the enemy.

    7. Re:Again with the Warcraft! by Corporal+Tunnel · · Score: 3, Informative
      I doubt you have ever played Warcraft III.

      WC3 has no formations,

      It has formations. There's even a button next the map to turn them on and off.

      no unit stances (other than stand ground, attack move, move. I want guard, retreat, etc),

      guard = patrol, retreat = uh, "move" in the other direction

      no 'next idle builder/miner' button,

      there is both a button for this and a hotkey(f8 by default).

      no display of a unit's queued orders, no way to queue MOST of the orders in the game, the list goes on.

      queued orders are shown with totems/flags on the screen, and little green boxes on the minimap. most orders can be queued, including building structures. I can't think of any orders off the top of my head that can't be queued.

    8. Re:Again with the Warcraft! by raodin · · Score: 1

      A lot, maybe all, of these features were added in the expansion (and of course the patch that came out with it), if I remember correctly. The original release of WC3 had a pretty poor interface.

      Patrol and "move in the other direction" are not stances. Stances are when a unit has different behavior - such as following an attacking unit a short distance to attack it, then returning to their "post," (defensive, or guard) rather than chasing them across the map (aggressive). I don't recall WC3 having proper stances, while just about every other modern RTS does, even if they are sometimes hidden in the "advanced" features. Likewise, WC3's formations are much more primitive than many other games, which usually let you choose more than one option.

    9. Re:Again with the Warcraft! by Sparr0 · · Score: 1

      What the parent said with regards to the expansion. My list is accurate as far as my memory of the orignal WC3 goes. I do not consider "how fast can you click each (spellcaster/meleer/otherunit) and then click on the appropriate (spell/enemy/target)" to be a valid skill for a STRATEGY game. Being able to set each unit's behavior is a fundamental aspect of RTS, and standground/patrol/move/attackmove is not even remotely close to sufficient. Look at WBC2. It has all of the above, plus an order to guard another unit or building (attacking whatever is attacking THAT unit), one to retreat after a certain amount of damage, one to never engage in combat, etc etc.

    10. Re:Again with the Warcraft! by Sparr0 · · Score: 1

      See a reply elsewhere in this thread for your first points.
      As to the queue. Try queuing this as unit orders:
      Build a building. Then attack-move across the map. Then destroy two particular buildings. Then start patrolling from point X to point Y.
      or this for a building:
      build two of unit A. then research skill B. then start building unit C and continue until I tell you to stop.
      also lacking is the ability to queue orders for an uncompleted building, or to set the default stance (what few stances are available) for a newly created unit. I can continue to list things, and will do so as long as you continue to reply.

    11. Re:Again with the Warcraft! by WWWWolf · · Score: 1

      And even before that: Myth II (1998) didn't have just special units, but most importantly every unit accumulated experience (and thus combat skill) - and the veteran units got to the next mission/netgame.

    12. Re:Again with the Warcraft! by WWWWolf · · Score: 1
      It has formations. There's even a button next the map to turn them on and off.

      Okay, so there is a formation.

      How about Myth-style formations? Line formations (short, long, staggered), box formation, rabble, circle/halfcircle/vanguard... Nope, I don't think so.

    13. Re:Again with the Warcraft! by YokuYakuYoukai · · Score: 1

      King's Bounty was what the whole heroes of might and magic series was based on, and that came out in 1990.

    14. Re:Again with the Warcraft! by Jerf · · Score: 1

      If you're willing to leave the world of RTS, Master of Magic, turn-based fantasy strategy in 1995 had a credible hero system, with at the very least, all of the characteristics cited in the grandparent (except only one hero unit could be "rebuilt", if I'm understanding that correctly; the rest are gone when they die).

      Given the maturity of the system even then I'd be surprised if that was a first even then; I'm just saying I saw it back there, too.

    15. Re:Again with the Warcraft! by ultranova · · Score: 1

      Master of Magic had heroes in a turn based strategy game in 1993...

      Coming to think of it, chess had heroes (the kings) who had to survive the battle thousands of years ago...

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    16. Re:Again with the Warcraft! by Artifakt · · Score: 1

      That "aside from the storyline" point shouldn't be just an aside in your post. I'd say WC 3, (and its expansion pack, Frozen Throne), focused most of their creativity on the races and army structure. Different races stop being simple stereotypes when only the elves can harvest lumber without cutting down forests, or the undead use ghouls both as basic combat troops and to gather resources while everyone else effectively has non-combat type peasants. There are at least 12 races and factions in WC 3, and no two appear to have functionally the same troops, buildings, and build trees. (I haven't crunched all the numbers to be sure of that, but it's certain that there are an aweful lot of special features, unique to each army list.
      Races such as the Naga and Tauren (and the Panda Brewmeisters), each got fleshed out as genuinely different, and even stock types such as elves became the distinctive night elves and fire elves.
      It reminds me of a lot of 40's era SF, where the author assumed one change (like sentient giant beetleoids), and then wrote a story that explored 20 consequences and not just one or two (like if there were giant beetloids, they'd probably live underground, so they would tend to run into undead there, so their magic might concentrate on undead summoning spells, so...). That projecting what a difference in one area really means to 10 or 20 other areas looks pretty creative to me.

      --
      Who is John Cabal?
    17. Re:Again with the Warcraft! by Sparr0 · · Score: 1

      Story is a bonus. I can play through a great story (KOTOR, Giants Citizen Kabuto, etc) maybe 4 or 5 times. An above average story (like WC3) maybe twice before it gets old. What makes or breaks a strategy game is either the AI (which no 'modern' game has ever done well enough to make the CPU not need to 'cheat' by doing things at super-human speeds) or the quality of the *GAMEPLAY* as applies to multiplayer. Any game can last 30 minutes. Most games can last 3 weeks. WC3's story puts it in that second group. But its complete and utter failure as a RTS game keeps it from lasting for years like Total Annihilation, Starcraft, Rise of Nations, etc. These games took the cutting edge and demolished it, in both evolutionary and revolutionary ways.

      "There are at least 12 races and factions in WC 3..."
      "Races such as the Naga and Tauren (and the Panda Brewmeisters)..."
      "...and fire elves."

      *double take*
      *triple take*
      uhm... what? Did we play the same game? The one I played only had 4 races. Yes, they were somewhat unique in terms of their mechanics like you said, but I dont think that even measured up to Starcraft's building system (terran normal, protoss with the pylons, zerg with the creep) in terms of diversity.

  96. Not in Russia by Anonymous Coward · · Score: 0

    Russia has a booming games industry thats doing very well. Ever since the end of the cold war, regulations that the Kremlin placed on entertainment production was lifted and many Russian companies such as Berg and Sreggin Ltd have done very well in Russia and eastern Europe.

    1. Re:Not in Russia by seanismdotcom · · Score: 2, Funny

      *Phew* I was afraid this was another russian joke...
      In russian the game plays YOU!

  97. 'Only' because their predecessors were successful? by LeoDV · · Score: 4, Interesting

    Half-Life 2 is a terrible example of that. If it had been a game no-one had heard of but had the same graphics engine and gameplay mechanics there would be almost as much hype and hoopla around it, I can guarantee that.

    I wholeheartedly agree that there nearly isn't enough creativity in the video-game industry. Because it is a mass entertainment medium, the incentive to give the creative people real creative freedom is severely lacking. But also, because video-games are such a mass entertainment media, the laws of market apply to it, i.e. more often than not, a bad game will flop, and a good game will sell, sequel or no sequel. Like with movies. This is what recently happened with, say, Deus Ex 2, which had a lot of hype going for it and a huge fanbase but (even though I loved it) most people didn't like it and it flopped, even though it was a sequel to one of the most critically acclaimed games of the past decade.

    That said, there are several other things to take into account.

    First of all, what matters in a game isn't the title as much as the gameplay mechanics. In a movie or a book, a sequel implies a lot of things : same characters, same genre, same universe... Of course there are lots of unconventional sequels out there, but in a videogame what is appealing is the gameplay (in the broader sense, i.e. gaming experience, graphics, etc.) more than the characters or the story. Look at a game like The Legend of Zelda : The wind Waker. It's, what, the tenth sequel to one of the most successful franchises in videogame history? And yet wasn't that a very ballsy game? The Wind Waker was a very innovative game in more than one way. A very creative game, no matter how much of a sequel it was. Sams with an other hit console game like Prince of Persia : The Sands of Time. An other adaptation of an old school 2D game into a 3D masterpiece. Boooring you say? No, because even though it's a sequel, there are tons of creativity jammed into it. The gameplay mechanics, the famed rewind, the animation, the level design... The point here is that because videogames rely so much on gameplay mechanics, a sequel is far from meaning an uninnovative or non-creative game.

    Very far from it.

    The main problem with the videogame industry isn't that there isn't creativity, it's that there is no incentive to give the creative people the creative freedom they require -- much like Hollywood. As long as boring, unimaginative sequels will sell, why should execs look further than boring, unimaginative sequels? I only wish that there was a 'creativity crisis' in the video-game industry. Those things force the people with the big $$$ to take chances, to crop the useless fat out. Look at what happened with television : HBO proved with The Sopranos that a quality TV series could actually make money. Now we see all kinds of great shows pop up all around the place like Six Feet Under, K Street, but not just on cable, with The Shield, CSI, and many more like The Wire, Dead Like Me, and more I'm forgetting. Only a few years back the only reason I kept a TV was out of habit, for DVDs and the occasional documentary or Star Trek. Now I find myself cancelling dates (yes, I can get dates) to watch a great TV show. The problem with the videogame industry is that a good videogame takes a lot of money, and a lot of skills. The time when you could program a game on your Amiga in your bedroom while your brother drew the sprites and made a bad MIDI soundtrack for it is long gone. Once again, why is HL so good? Because they've been working at it since the first one came out! And because Valve hired some of the best programmers they could find! That's what, six/seven years of development and with very talented people. I can only imagine how much money has been invested in this project. And it paid off! The game is fantastic, even before it came out. It's got the best graphical engine anyone has ever seen (John C

  98. Who can forget Zak McCracken by AsmordeanX · · Score: 2, Interesting

    Remember that dark brown page with black symbols on it? That thing was hard enough to read even when you have the real copy right in your hands. A friend of my father actually transcribed the whole thing onto graph paper just so he wouldn't have to squint at it in the future. Now that is dedication.

  99. SquareSoft by MikeFM · · Score: 1

    Why do we need new ideas? We like what we're comfortable with. My favorite games are like interactive fiction and thus most of my favorites are by SquareSoft. Final Fantasy and similar games could use some fresh ideas in implementation but I like the concept. The biggest problem with games isn't that the concepts are bad. It's that certain aspects of the concepts were never really worked out and those boring points get more annoying the longer they go on. Work out those points and you don't need any huge shifts. Evolution, not revolution.

    --
    At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
  100. Few "New" games capture my interest nowadays by KarmaOverDogma · · Score: 2, Insightful

    because of the push for 1st person shooters and gorgeous rendered graphics, IMO.

    I am in my mid 30s. Most of the games I loved as a teenager are on MAME but don't allow for progression/devlopment - unless you play the sequal, of course.

    Precious few computer games of recent memory really engaged me for more than a few days. They were, in no particular order:

    1) Civilization II (the king of them all) and III
    2) DungeonMaster (a close second from the Amiga, which hit the PC way too late)
    3) Ultima III and IV (now I'm really showing my age...).
    4) Diablo II and the expansion pack
    5) Starcraft and Warcraft III
    6) Myst and Siberia
    7) uMoria (DOS and GUI).

    IMO, these games were either truly innovative or so improved on their predecessor to merit BUYING the game and reccomending it to my friends.

    also, IMO arcarde games were moved faster into obscurity by the fact that they focused to heavily on the street fighter genre. This is not to say that street fighter was not a great game because it was, but as time went by these were all I saw in the arcades.

    Similarly, when I go into the computer stores today to buy games, I see a clear focus on the 1st person rendered/shooter types to the extent that they appear to be crowding out ideas for other games. Unreal is great fun if your reflexes are great, but snipers picking me off from God-know where just takes the fun out of it for me. Maybe this is the criticism that the article had in mind about few truly innovative game ideas.

    Don't get me wrong, there's a lot to be said for gorgeous 3d rendered graphics and visual realism, but that should be the foundation, not the substance of a game.
    .

    --
    uR iGn0ranc3, Their Power
    1. Re:Few "New" games capture my interest nowadays by Anonymous Coward · · Score: 0

      7) uMoria (DOS and GUI).

      Take a look at the Angband follow-ups to uMoria... (as well as Zangband, etc.)

    2. Re:Few "New" games capture my interest nowadays by Ossadagowah · · Score: 1

      I agree with you; I despise FPS. I enjoy 3rd person and 2D side-scrollers so much more.

      Another big problem with many games is the plot, or lack thereof.

      --
      anata sekai o kakumei surush ga nai deshou? Anata no susumu michi wa yoi shite arimasu.
  101. Creativity vs. Finance... by Genda · · Score: 3, Insightful

    Look around...

    Why is music repetitive, cliche, formulaic?

    Why are motions picture even worse... special effects fodder? Mindless, action packed fantasies, design scientifically to appeal to the male and pimply... in the never ending quest to suck dollars out of young people's pockets.

    If anything... the games genre is even more clearly designed to go after that young male demographic, with a second wave of assault aimed at male adults (namely violent games that include some degree of sexually explicit content.)

    What has always been at the bottom of human experience is the compelling story, the deep and moving experience, a chance to go, do, be something you might never get the chance of doing or being in this life. A great game, has to first be a compelling story... it has to have a context, which is artful, involving, absorbing. It has to create a viable universe that allows people to discover themselves newly, heroic, or antiheroic. There will always be new and compelling paradigms for human interaction.

    One could combine existing game categories creating comletely new game types... one could come up with a new game genre all-together... The interactive novel, you press a button, and suddenly you're part of an interactive, compelling universe, a story driven by actions, choices, and an author's intent. A story that is complex. subtle, mysterious, that demands that you be smart, show finesse, and strength... Or maybe one could create a game which is a puzzle, where a team of players has to take elements, visual, linguistic (programmable code?), or alternately perceptual (music, motion, magic.) And combine them, related them, assemble them into a whole, a creation, a unique solution to the puzzle space. Then in an arena, teams compete, either for the love and appreciation of the spectators, or for some kind of game points... It took only a few seconds to invent something unique... A bright person could spin ideas out all day long... this isn't magic.

    People... it's a wide open universe, you can do anything y'damn well please. The limitation of guaranteed profit (the worst kind of fallacy), or get in quick, get out quick, hit and run, sloppy. greedy half-assed attempts to shakedown the lusers, is it's own resolution. In the end, people will just walk away shaking their heads and find something else to do with their time and money.

    It's not hard to create something unique. It's not hard to create something compelling and beautiful. It is however impossible to create anything that satisfies the bakers and beancounters, when the first contraint, is to make money without risk...

    One more reason, to give people who aren't bound by the profit motive, the tools and space to create new and unique play environments.

    Genda

    1. Re:Creativity vs. Finance... by davew2040 · · Score: 1

      It's not hard to create something unique. It's not hard to create something compelling and beautiful.

      Hm... gonna have to call you on that one.

  102. Re: release dates by Anonymous Coward · · Score: 0

    If they're so close that you have to look up the release dates, then they were probably in production at the same time, so it's not very clear-cut which team came up with the idea first.

    The next question is: why did 2 companies come up with a similar idea at the same time? Answer: It was probably the logical "next step."

  103. riiiiiight... by Anonymous Coward · · Score: 0

    The next question is: why did 2 companies come up with a similar idea at the same time? Answer: It was probably the logical "next step."

    yea. it's called the logical next step after seeing a successful RTS already implemented in dune II. did you read the parent post at all?

  104. Creativity != features; improvement != revolution by Roman_(ajvvs) · · Score: 3, Insightful
    It was creative, just not as revolutionary as you might think. In fact, if you're talking about features, they dropped the overhead perspective in GTA3, so creative != more features. I'd call GTA3:VC the pinnacle of GTA evolution, in the way it took good concepts developed in previous incarnations and pushed the positive effect they have on gameplay. The effect of the radio stations on atmosphere is a good example. excellent improvement, but hardly a revolution...

    --
    click-clack, front and back. I'm not moving this car otherwise.
  105. ExCUSE me? by OwP_Fabricated · · Score: 1

    Who the fuck is you to tell us what consumers "really want"?

    If they really wanted something different then the "unoriginal" and "evolutionary not revolutionary" stuff on the market, it wouldn't be selling.

    I myself would rather play a "evolutionary" FPS with good AI, a nice graphics engine, great multiplayer, and a passable story, than some avant-garde crap like Black&White.

    Different != Better.

  106. The Apocalypse of Gaming by Mulletproof · · Score: 3, Insightful

    Damn, I wish these people would stop crying wolf for once. The gaming industry has doomed for over a decade and now, oh my gosh! It might shrink! Ok, lets break it down for the doomsayer-- Every market goes through phases, which are normally driven by what sells. If FPSs sell in the gaming industry, guess what you'll be seeing a lot of????? GASP! First Person Freakin Shooters!!! Eventially people will get tired of FPS. A new cycle begins. Something else sells. I mean think about it logically, do you think they would continue to make it if people weren't buying???

    Come on, people, let's pull out heads out of our short term asses and realize:
    -The Gaming Industry isn't doomed
    -PC Gaming will not die out because of console competition
    -The industry goes through cycles and there's no shortage of creativity

    Oh yeah-- We'll be running out of oil in 25 years too.

    --
    You need a FREE iPod Nano
  107. Counter point by Xiamin · · Score: 2, Insightful

    Nintendo's seemingly endless investment in Pokemon games.

  108. Creativity, a Problem for Slashdot? by rock_climbing_guy · · Score: 0, Troll

    An Anonymous Coward writes, "A Reuters story reprinted at Forbes.com is an interesting read, saying that 'Slashdot will shrink unless we start to see new stories'. It talks about how the ratio of original stories to duplicates is dropping dramatically, but it also goes on to say that upcoming dupes (SCO Licences, MS FUD, Patent Litigation, New Mozilla Version) will be successful only because their predecessors were."

    --
    Wh47 d1d j00 541, 31337 15n't t3h r0xor5 ne m0r3???
  109. It's an adaptive system.. by Anonymous Coward · · Score: 2, Insightful

    ..just like everything else in business, and it will change when it NEEDS TO. People complain about Microsoft as well for similar reasons. These companies are businesses and will change when it makes a difference in their bank accounts. And that's the bottom line.

    Why would you try something new when you're guaranteed to make money on a FPS? They'll try new things when sales dip. As far as I knew, the gaming industry is at an all-time high. Why try and fix that?! Obviously I'm not undermining innovation, but come on, does the music industry lack creativity? NO! But that doesn't mean the creative stuff is on the top 40 every week. They play that shit cause it brings in the dollars. When the same music starts to get tired, they bring in some fresh legs.

    Why would Microsoft fix all the bugs in their code when it won't affect the bottom line? What are people going to use instead, Linux? Please. You trying to say Microsoft doesn't think it would be a 'good idea' to fix their bugs? Of course they know, but they've got more profitable things to worry about. (Like X-Box :)

    None of these companies are out there for good will. They're not stupid, and they definitely know the best use for their money. It's just amazing how many articles and posts are about these sorts of things.

    Acar

    www.PenguinMagic.com

  110. plenty of creativity on display at GDC by nothings · · Score: 5, Interesting
    I am independent game developer burned out on the mainstream industry, and not that thrilled with the web downloadable publishers who are turning out much the same as the mainstream publishers, writ small. But there was plenty of creativity on display at the GDC if you looked for it.

    At the IGDA awards, three games were given "Game Innovation Spotlights": the EyeToy, Viewtiful Joe, and WarioWare Inc. All three of these seem quite novel and worthy of the attention.

    At the Experimental Gameplay Workshop, both indies and mainstream games were shown. On the indie front, this year's Indie Game Jam games (full disclosure: I co-run this event); Yohoho! Puzzle Pirates; and Zoesis' The Demon and the Princess. On the commercial front, the creator of Namco's Katamari Damashii spoke about and demoed the game ("Was it difficult to convince Namco to let you do this game?" "Of course." was even funnier with the long pause for translation between question and answer); we had presentations about WarioWare and about the explorations of time as a game mechanic (specifically in Prince of Persia, Max Payne 1 & 2, and Viewtiful Joe).

    (There were a few more presentations about more academic "games": Ken Perlin's work on natural-language-programming for kids, "Haptic Battle Pong", and I forget what else, as I was developing a fever during the 3-hour EGW.)

    The winner of the Indie Games Festival's web downloadable grand prize, Oasis, is a fairly original and creative game (full disclosure: I did contract work for Oasis' developers on a different project), and since this is announced at essentially the same ceremony as the IGDA awards it has a fairly significant cachet.

    So I think the Reuters reporters just didn't go to the right events at the GDC.

    The story itself has plenty of debatable claims. Are gamers, as the article claims, getting more conservative, or are publishers just getting extremely conservative and releasing more sequels and focusing their marketing dollars there? Hint: nobody debates the truth of the latter.

    1. Re:plenty of creativity on display at GDC by Jagasian · · Score: 1

      Puzzle Pirates is a great innovative game. It combines Ultima Online, Tetris, Bejeweled, Super Puzzle Fighter, and Pirates into one great game. Check it out, as the demo is free, and the game runs on Mac, Windows, and Linux. My wife and I just started playing last night. Its the type of game that the whole family can enjoy.

      Not only that, but the developers are very FOSS friendly and independent. So give them a little support if you can.

  111. You ask too much, grasshopper by PsiPsiStar · · Score: 3, Interesting

    Why does the gaming industry need a new revolution?

    Warcraft III was evolutionary enough to be entertaining. It developed the notion of 'heros gaining experience' for realtime strategy games and all the aspects that went with that. It improved upon the AI. It introduced multi-angle 3d to realtime strategy as far as I know.

    Besides, how often has the publishing industry put out 'a new type of book.' Npt too often.

    But unless there's some benefit or call for a 'revolutionary' type of game, 'evolutionary' improvements can keep things entertaining for a decade.

    Besides, the advantage of 'sequel' games is that people can pick them up quickly and play them with their friends without a huge learning curve. They just need to learn the particulars of the current game. Too much 'revolution' kills the market because it takes too long for many people to learn to play the new game. This means fewer multi-player games, removing a big incentive for folks to buy and a particular game.

    I used to test games for Turbo Graphix. I kept telling them they should focus their efforts of making one or two good multi-player games.
    With the possible exception of bomber man, and dungeon explorer, they never did.

    --

    ___
    It's the end of my comment as I know it and I feel fine.
    1. Re:You ask too much, grasshopper by Anonymous Coward · · Score: 0

      Besides, how often has the publishing industry put out 'a new type of book.'

      It's been almost eight years.

  112. So very true... by Bill_Royle · · Score: 1

    A commercial from a few years ago comes to mind...

    "Why don't we make another RACING game???"

  113. Doom 3 is an advance? by Anonymous Coward · · Score: 0

    In what, graphics?

    Doom 3 looks like a typical Carmack work. Nothing new. Fancier graphics, and some innovations stolen from his competitors.

    Seriously, what has this guy really done for us?

    If you ask me, Doom 3 is likely to be the worst of the bunch. The least innovative of the sequels.

  114. Answer me something... by bonch · · Score: 1

    Well, you can believe the RIAA's story that piracy is hurting sales

    You honestly, truly, 100% believe that having something being put online for free download for everyone doesn't affect its sales in the stores?

    I've never understood Slashdot's reasoning for this. Piracy has no connection and doesn't hurt sales, yet when sales go up in Australia, suddenly piracy has a connection to sales.

    1. Re:Answer me something... by tapin · · Score: 4, Insightful
      The grandparent doesn't claim that it "doesn't affect" store sales.

      He claimed that the RIAA is claiming that piracy is hurting sales, and then pointed out that their hand-wringing was contradicted by their continued success.

      Be that as it may, I believe the grandparent's skepticism is well-founded. "Piracy" (what a terrible term) has -- according to pretty much every study that wasn't commissioned by payments from the major labels (and even a few that were) -- either a negligible or positive affect on sales.

      I've never understood Slashdot's reasoning for this.

      Well, first of all, -2 points for assuming that all of Slashdot has a single opinion on anything.

      If you've never understood the reasoning behind people arguing that sharing a product also being sold doesn't automatically hurt sales, you are apparently unfamiliar with the concept of "advertising". You've also never read any of Janis Ian's or Cory Doctorow's essays on the matter -- two people in a position to actually be able to compare their sales figures before and after.

      If you choose to remain ignorant of arguments being presented by either side, that's really not "Slashdot"'s problem.

    2. Re:Answer me something... by bonch · · Score: 1

      He claimed that the RIAA is claiming that piracy is hurting sales, and then pointed out that their hand-wringing was contradicted by their continued success.

      What continued success? Sales have been down every year. Oh, but Australia's was up. Which leads me to...

      Well, first of all, -2 points for assuming that all of Slashdot has a single opinion on anything. ...the fact that Slashdot's editors constantly post the viewpoint I described. I didn't say Slashdotters, I said Slashdot.

      If you've never understood the reasoning behind people arguing that sharing a product also being sold doesn't automatically hurt sales, you are apparently unfamiliar with the concept of "advertising".

      Yes, this laugh-out-loud argument is something I've seen posted over and over. Somehow, stealing someone's works by violating their copyright is "advertising." It's complete spin put in place by people attempting to justify their illegal acts. There is nothing moral or legal about taking an artist's works without their permission. And then you have the GALL to call it "advertising."

      It's depressing.

    3. Re:Answer me something... by kzarling · · Score: 2, Insightful

      laugh out loud argument? most people will not claim that file-sharing is advertising - you're right, that is laughable. instead, the point being made is that an argument against file sharing is that it ABSOLUTELY hurts sales, no question about it. the point about advertising is giving out free samples can encourage sales of a product. it is not necessary to then necessary to immediately assume that file-sharing is the cause of the declining sales. there is no question that sales have declined - that is a fact - but the cause of the decline is questionable. before file-sharing is blamed across the board, other possible causes must be examined, such as: -the "crappy quality" of most RIAA music out there. yes, there is "interesting" stuff being produced on the indie labels, but that is not what you find at best buy, nor is it what you hear on Clear Channel stations. it is generally accepted (at least among my family, among my friends, and in the opinions i have heard and read) that there is declining variety and innovation in mainstream music today. -the price of cd's. i refuse to pay $14.99 for any cd. i consider the RIAA and its record labels to be price-gouging the consumers. i know the RIAA has gotten in trouble before for price fixing. i do not believe that the prices of cd's are not artificially inflated. taken together, these two factors would lead you to believe that people are less willing to shell out as much money as the RIAA wants them to for crappy music. also, ove rhte past several years there has been all this talk about the economy going down the shitter - wouldn't this also just make people more reluctant to pay that much for a cd? and while file-sharing in this situation is probably only aiding these people by giving them a way out - i can still get this music even when i don't want to pay that much for it - consider another situation: consider a healthy economy and cheaper cd prices. so there's a cd for $10.99 that i think i want. i download a few of the songs, and i enjoy them, so i go buy the cd because it's only $10.99 and i'm making good money. if there's no file-sharing, then i'll probably go buy the cd anyway, because it's only $10.99 and i'm making good money. but there's also a case where file-sharing helps in a bad economy with high cd prices (like now). there's a cd i think i want, and it's $14.99. so i download a few of the songs to see if i like them. if they are total crap, then i've just saved myself $14.99 - and that's $14.99 that i can go spend on another cd instead, should i find one i want. if the downloaded songs turn out to be good, then personally, i will go out and buy the album. maybe too many people won't do this. but a few years ago dave matthews band released "busted stuff" which was little more than an official release of "the lillywhite sessions" which had been only available through file-sharing before that. if everything the RIAA tells you is true, then that release should have flopped. but instead it debuted at number 1. file-sharing can help. my last point is that too many people hate the RIAA and refuse to buy cd's to spite them. some people make the argument that if you don't buy a cd, you're hurting the artist. but the truth is, artists don't make as much money as they should off each indivual album - they make pennies. there needs to be massive reform in the entire recording industry, and we need to see greater rights for the artists at the expense of recording studies. actors have a union to protect against the movie studios, why can't musicians have the same sort of thing?

    4. Re:Answer me something... by Anonymous Coward · · Score: 0

      On most PCs you will find the enter button just above the right shift key.

      If it's broken, new keyboards are fairly cheap. Or you could cut and paste existing newlines from text already on the page. In windows you can copy the text using CTRL+C. You can then paste the text using CTRL+V.

    5. Re:Answer me something... by thadeusg · · Score: 3, Insightful

      Yes, this laugh-out-loud argument is something I've seen posted over and over.

      It's not that laugh-out-loud. Take yourself out of the Clear Channel pop crap music section for, ohh about ten seconds. There's a whole world of tens of thousands of _great_, _original_ bands that you would never hear about, or be able to find the cd of if it weren't for file sharing. This holds true immensly for the underground scene. Let's enter this world for a moment.

      I listen to dozens of bands from Europe and Japan that I would never have heard of if it wasn't for file sharing. They don't tour here. Their EP's and LP's arent distributed in the US at all; if we're lucky we might get 100 or so pressings that are quickly snatched up and resold on Ebay for 50 times their original price. In these cases, we have no other choice but to rely on our friends overseas to rip the albums and let us download them. Period.

      Now, say one of those bands were to decide to tour in North America one summer. All of the fans would show up, pay $5 at the door, then buy every piece of vinyl and cotton that we could get our hands on. I'd easily blow $100 at a show if one of my favourite bands from Spain actually played a show in North America. (Hell, I'd spend $3k to fly over there and see them if I had that kind of money.) Multiply this by about 4 or 5 thousand.

      Now, if it wasn't for file sharing, they wouldn't make a single dime from a tour over here, and would be lucky to draw a dozen people at a gig.

      I think that more than makes up for "stealing" their work.

      Underground and DIY artists and labels THRIVE on file sharing. The entire scene has literally EXPLODED in the past 4 years because of free advertising tools such as the internet and file sharing networks.

      I've been in several bands that've cut albums. We put all our shit out for free on certain file sharing networks. Why? Because we play for the love of music, not for money. Download our shit, if you like us come to our next show; that's all we ask. Did we lose money? Nope. We made more and drew more at shows than we would have ever hoped to.

      The plain fact is that kids aren't going to throw down their hard earned money on a band they've never heard, or don't know if they'll even like. They download it to try it out, and if they like it, you can bet damn well that those same kids are going to save up to have the real thing. Vorbis and MP3s can't touch the viceral qualities of a vinyl.

      Those same kids are going to show up and pay at the door for every show you play, and buy every shirt and sticker and patch you sell. That's the truth. Of course if you suck, you won't be getting anything, but you're not losing any money either; chances are they wouldn't have bought your album in the first place.

      As for the rest of the world: Clear Channel and your pop artists can fuck off; anyone who is stupid enough to pay for that shit should be shot.

      The kids who download radio music and never buy the cd aren't music lovers. They would have never bought that cd in the first place, wouldn't have ever gone to a single concert, or bought a single piece of merch, period. For them mp3s are like a custom radio station that always plays what they want to hear. (and would be hearing for free anyway, so I don't see how it's stealing at all...) The labels and the RIAA are fooling themselves if they think otherwise.

      It also goes without saying that major label artists as a whole make nothing from store sales of albums. That money goes straight to the label, the RIAA, and the publishers. Pop artists and bands make money from TOURING and MERCH sales. Most of them actually have to buy their CDs and merch back from the label and publisher to sell it at a show; it's pathetic really. It's sad but true that a band can put out a platinum *selling* album and end up in debt when it's all over, so don't for one second try to say that they're losing money from file sharing. It's not the bands losing money, it's the labels and the publishers

    6. Re:Answer me something... by MilenCent · · Score: 1

      To be honest, yes, I do believe unauthorized copying of such products does lead to some lost sales. (I'm going to avoid calling it piracy, as it implies a more obvious moral failing than it really is.)

      But in our current market, it has a much greater potential to increase sales. I go to a bookstore and spend two hours rummaging through the shelves, and usually leave without buying anything, because there's too much material to choose from, and not enough information on what to buy. (Okay, and I'm incredibly indecisive.) At least I can look at the content in the books in making my decision! It's a lot worse than that at the music store, or the software store.

      I'm not going to pay money to find out, after the fact, if I should have bought something.

      My god, did I just say "content?" Time to watch my hands out with soap.

  115. Industry right on track. by Crizzam · · Score: 5, Insightful

    The way I see it the video game industry is analgous to the movie industry or music industry in general. In fact, we can group all of these under the heading "Entertainment Industry".

    I will use the movie industry as an example and I believe the analogy will become fairly self evident. In the early phases of film making the director had to struggle with many technical issues as the art form was in it's infancy. Low light shots, grey balance, film processing, sound editing and duplication were enormous technical and logistical hurdles. As the technology of this artform became more complex, people involved became specialized in their particular niche of the process. The technical resources are now available to the director without the complete, in depth knowlege of each process. The director is free to focus on his particular job: making the best movie possible. (Please note, I'm not in the entertainment industry, I'm just hoping to make a point here)

    A video game, without question, is a form of art and entertainment. I believe that the industry is still in a developing phase. In the beginning, the person programming the game WAS the director. Typically they concieved the game, developed, programmed and had the challenge of overcoming all technical and creative issues. (Relatively few creative issues, I might add [think: pong]).

    Now the indusrty is seeing it's split of fields. People are now only responsible for texture mapping 3-d models. Other people work on physics engines. We have been seeing the specialization of technical fields within this industry. My arguement is that this specialization allows for greater creative freedom by those whose job it is to just "make great games".

    Lastly, I think there have been a lot of crap games recently, but let's look at why that is. Well, why is it such a high percentage of early movies made are now considered classics? Well, they were good movies, but why? Because the people who made them were professionals and it was expensive to make a movie back then, so they took it seriously. Today, anybody with a DV Camcorder and iMovie can make a film, but how much of the stuff thats churned out is actually worth watching? It's the same with video games, the development and distribution costs of game making has dropped dramatically and the technology to produce games is now as easy as getting a developers kit and a PC.

    Any discussion of the current state (or future) of the gaming industry without at least a footnote to the entertainment industries history, I think, is somewhat lacking perspective. I believe the industry is in an acceptable place, given its relatively short history.


  116. Re:Not Creativity. it's EA by aled · · Score: 1

    Oh my God! They killed Wing Commander!

    --

    "I think this line is mostly filler"
  117. Case in point--Deus Ex Box by bonch · · Score: 1

    We all know how well that one was received thanks to the success of its predecessor.

    Even sadder is reading interviews with Warren Spector. He still doesn't get it. He wants Deus Ex 3 to be as different from 2 as 2 was from 1. Pretty please can I get a true Deus Ex sequel?

    Really, the reason we get so many sequels is because of the idea of "remaking" the game we loved using better technology. Doom 3 is a remake of Doom with today's graphics. Half-Life 2 is a remake of the first one as well. I'm using "remake" in the non-literal sense. It's like when I loved WarCraft 1 and heard WarCraft 2 was coming out...I immediately thought about how new video cards, more RAM, and CD-ROM drives would mean better graphics, more units, and a better soundtrack.

  118. Which leads to the unspoken truth... by bonch · · Score: 4, Insightful

    Sequels are chosen because they're safer and more prone to make money. PC game publishers are worried because piracy is eating into sales so badly. Consoles are a little safer, particularly the Gamecube.

    It's the great unspoken truth that Slashdot won't admit. Rampant game piracy is a problem. Look at all the stupid copy protection we have to go through. It is still insane to expect people to have to put in a game CD every time they play, but publishers make the development teams put them in.

    1. Re:Which leads to the unspoken truth... by Afrosheen · · Score: 5, Insightful

      The entertainment industry as a whole is hitting a brick wall. Hollywood keeps making 'safe' movies and rehashing old ones for guaranteed hits. The game industry is doing the same thing.

      The problem started as the cost of entry went up for developers and filmmakers. When it was cheaper to make movies, studios were (and smaller independents still are) more apt to make risky movies that don't fit into a rehashed, well trodden category. Same goes for game makers. You'll keep seeing Doom and Quake as long as Doom and Quake are easy to evolve and guaranteed to sell 15 million copies worldwide. The last thing any developer wants at this point is to throw an ungodly amount of money at a project and end up with another Daikatana.

      Also at fault are the publishers. Some publishers just won't take on specific games because they feel they won't sell. What you end up with is what we all have today. People wanting something new or different but when they're given it, they don't buy into it heavily enough to send the message to publishers that 'we want something new, and we really mean it'.

      If you're a smaller movie studio or smaller game shop, you can take bigger risks as long as you keep costs down. There have been some great indy films and smaller publisher games over the years.

    2. Re:Which leads to the unspoken truth... by bonch · · Score: 3, Interesting

      The entertainment industry as a whole is hitting a brick wall. Hollywood keeps making 'safe' movies and rehashing old ones for guaranteed hits. The game industry is doing the same thing.

      You're kidding, right? Have you seen:

      * Any of the decidedly non-safe LOTR movies?
      * American Beauty?
      * Lost In Translation?
      * The Matrix films (whether or not it's your thing)
      * And tons more I can't list off the top of my head right now because it's 1:42AM and I'm tired...

    3. Re:Which leads to the unspoken truth... by AllUsernamesAreGone · · Score: 2, Insightful

      LOTR was many things, but "non-safe" was not one of them - they culd virtually guarantee to have massive audiences simply by virtue of the immense following the books have.

    4. Re:Which leads to the unspoken truth... by moongha · · Score: 4, Interesting

      You're missing the point. LOTR & the Matrix films are excellent examples of 'safe' movies. They're low risk investment since the studios know a big budget VFX heavy film with enough promotion is likely to at least make a profit.

      Just because some of them make more than others doesn't mean that even the relative flops weren't 'safe'.

      American Beauty & Lost in Translation were character driven films, which wouldn't have cost a great deal (in relative terms) to make. Hence the risk wasn't great.

      And Lost in Translation wasn't particularly original or challenging anyway, although obviously that's just IMHO.

    5. Re:Which leads to the unspoken truth... by Anonymous Coward · · Score: 0

      Just because some of them make more than others doesn't mean that even the relative flops weren't 'safe'.

      American Beauty & Lost in Translation were character driven films, which wouldn't have cost a great deal (in relative terms) to make. Hence the risk wasn't great.


      By this argument, wouldn't any movie be considered 'safe', unless it was absolute drivel?

    6. Re:Which leads to the unspoken truth... by Makarakalax · · Score: 3, Informative

      It's not as much a problem as people say. I used to pirate a lot of games, but guess what, I was a kid. I couldn't afford any games! So me and my mates shared them around. Our group piracy led to us becoming obsessed with games as it happens, and I reckon we ended up buying more games between us because we pirated them around.

      Nowadays I can afford games and I buy them. However I do play less games than I used to, I have less time, and perhaps it is also because it is harder to pirate the games heh. But nowadays I have money and will pay if I like something.

      Software is an funny industry, you have to accept that some copying will go on because it is easy to do so. If the industry can't turn a profit with the traditional one person - one sale business model then perhaps they are looking at the economics of the industry incorrectly?

    7. Re:Which leads to the unspoken truth... by drinkypoo · · Score: 0
      The thing that will drive people to stop developing PC games (for the most part, some things will always be best on a PC) and just make them for consoles, which might be a good thing for gamers once keyboard and mouse are standard eqiupment for consoles. (Sega tried, but then they died.

      Anyway even the GC has been hacked open to some degree, you can expect it to get better and better. GC did have a useful amount of restriction though, in that it lasted a long time before it was 'hacked' at all.

      On the other hand, I want a system upon which I can execute arbitrary code, even if they don't document the system, so I can use it for a PC.

      I do have the keyboard, mouse, and vga box for my DC, I just need the BBA to make my DC a little computer. It's like an i-Opener for hotel rooms, with enough disk space to run something like knoppix. 200MHz ain't bad and I understand it even has MesaGL. If you had a small NAS you would be completely set.

      Of course, I bought it used, so Sega never saw any money from me, so I guess game developers have no real incentive to give me what I want. So, here's to the hackers who defeat their protection so I can emulate SNES on my Xbox. Cheers.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    8. Re:Which leads to the unspoken truth... by LabRat007 · · Score: 3, Interesting

      This is a rampant problem throughout many industries. As a research scientist and former employee of Pfizer(once Pharmaica&Upjohn then Pharmacia) I can tell that drug "sequals" are consistantly sought after. We are consistanly pushed to find a chemical alterations to some drug (effectivly a sequal) instead of finding new and innovative solutions to health issues. The people in power want only to make stock holders feel safe and secure - srew the patient. New ideas that are outside this schematic are activly discouraged. Any other /.ers work in industries with similar problems?

      --
      "Capital punishment makes the state into a murderer. Imprisonment makes the state into a gay dungeon-master"
    9. Re:Which leads to the unspoken truth... by Anonymous Coward · · Score: 0

      The way everyone is (apparently) giving up on long term R&D, or in this articles case, different games is endemic. My motto is "Fvck Maximising Shareholder Return", as concentrating on the short-term profit is nothing but a recipe for long term disaster.

    10. Re:Which leads to the unspoken truth... by Moraelin · · Score: 3, Interesting

      Well, I see one problem with that theory: people _are_ voting with their wallets for non-standard games. At least if those games are also quality stuff, and not some buggy unusable piece of crap.

      Let's think of some games which sold spectacularly well, or are played the most.

      - The Sims. It's _the_ best selling game of all time, even taken by itself. If you add the seven full-price add-ons for it (and yes, some of us bought all seven:), it dwarfs any other game by ludicrious margins. In spite of being a 2D isometric game in an age of 3D bump-mapped pixel-shaded games.

      - Counterstrike. The most played online game. It's based on Half Life, which is how old? Right. The graphics were horrible, the hostage AI was piss-poor, but people were buying Half Life like crazy just to play Counter-Strike. Why? A new mode of play.

      But let's go even farther back in time:

      - Diablo. Strictly speaking not totally new, but it still was original enough for a PC game. It also was a quality title: rock stable, good game balance, a good interface, easy learning curve, and basically a self-adjusting difficulty curve to fit most gamers. It sold like hot cakes.

      - Dune II. A 2D 320x200 game, completely unimpressive as graphics go. Yet not only it sold great, it spawned a new genre. For a while everyone who wasn't making a FPS, was making a RTS instead.

      - Wolfenstein 3D. You may notice that Id never needed a publisher ever since. Again, it was so popular that it spawned a whole new genre.

      - Sim City. It practically invented the city building genre.

      - Civilization. Probably the game which actually did _more_ than spawn a new genre. You'd be surprised how many games are essentially derived from Civilization. From obvious stuff like "Two Thrones" to practically any space colonization/empire building game out there, there's one solid market segment playing Civilization derivatives.

      So, you see, my take is that people _did_ vote with their wallets for more original games, and did so again and again. Invariably truly new games sell _far_ better that titles whose only quality is "hey, look, we have even nicer textures. Look, we have 1324 screenshots too."

      You think that would send a message to publishers already. But no, instead they'll keep making retarded clones instead. (And by "retarded" I mean: by people who haven't even understood what made the original sell well. So they'll make something that looks like a clone, but misses all the fun parts.)

      No matter how many such truly original games appear and rake in a big pile of cash, the publisher still won't think "hey, let's try more original stuff." They'll just think "ooh, The Sims sold well. Let's include that in our next game."

      (Except see above what I've said about retarded clones. So far they invariably missed every single part that made The Sims fun. Even though Will Wright even spelled it out in dozens of interviews.)

      --
      A polar bear is a cartesian bear after a coordinate transform.
    11. Re:Which leads to the unspoken truth... by Afrosheen · · Score: 1

      Id doesn't need a publisher? Then why is Activision all over the front of my Quake3 cd? I guess it's because they're a distributor, but IMHO, that's a publisher.

      What is the difference between a publisher and a distributor anyway? Does a publisher actually press cds, box them up and ship them out? Sounds like a distributor also, although some limited distributors are just clearing houses that use market connections and big distribution lines to put products where people will buy them.

      I agree with the rest of your post. Counterstrike is a million internet years old now but people still love it. Why? It's cheap as hell, lots of people constantly play it, and it's easy to cheat. Also there hasn't been anything besides Urban Terror that has gotten close to matching it in terms of gameplay.

      At any rate, distributors and publishers like to play it safe. If you announced Tom Clancy's Rainbow Six part 10, anyone would give it the green light.

  119. check the ini by KalvinB · · Score: 1

    make sure the client.ini has the proper settings to point at the server.

    Ben

  120. They only think in terms of movies by Facekhan · · Score: 1

    This is one area where PC games and some console genre's differ from movies. In movies it is big budgets and big names sell games. PC gamers generally reward superior experiences and innovation over high budgets and marketing. That is starting to change a bit for the worse though since gaming has gone more mainstream.

  121. Partly right, mostly wrong by Anonymous Coward · · Score: 2, Interesting

    Let's see how long it takes this post to get modded -1, Troll (although it isn't intended as such).

    I don't think the games industry as a whole is in trouble right now, nor do I think there's a lack of innovation. I think last year's big success story in this department was probably the Eye-Toy. If there seems to be less innovation than there was in the late 80s, early 90s, this is largely because there was, quite simply, more that hadn't been done back then. Admittedly, there are some areas where the industry is perhaps overly focussed on sequels and remakes, with Gamecube titles being perhaps the most notable (Mario Sunshine, Resident Evil, Ikaruga, Mario Kart Double Dash, Rogue Squadron 2/3, Zelda etc - although the excellent Eternal Darkness is an honourable exception).

    However, while I believe that the last year has been a generally successful one for the games industry and I don't see any reason why the next year shouldn't also be a good one, I do think there is one area of the industry that's in serious danger of fading away. The major console-players will all survive for another generation (trying to predict further ahead than this is foolish), but (and this is where I get modded down), the PC gaming market is in serious trouble.

    We're now in the mid-point of the current console cycle. In fact, we're now possibly over half way through it. And yet, while the PC had firmly established itself as the technically dominant platform by this point in the last two console cycles (SNES/Megadrive(Genesis) and PS1/N64), this time around, it just hasn't. Most major PC titles have also appeared on at least one of the major consoles, with the direction of the port varying. Technically, the PC *is* capable of better (more on this later), but developers have been too lazy, too worried about losing money from console ports, or too afraid of technical innovation to unleash this.

    I was thoroughly depressed when Call of Duty scooped all the Game of the Year awards last year. Why? It wasn't a bad game... pretty atmospheric and probably the best implementation of its genre to date. But... it used an engine that's now years old and, to be frank, absolutely butt-ugly and it did nothing whatsoever to push back the boundaries of PC gaming (which I think a Game of the Year title should have to). Let's face it... consoles can "do" the Quake 3 engine. They've been able to do it for years and if there isn't a console port of Call of Duty already, then it won't be for technical reasons. If the PC hasn't established its technical dominance, with a good range of games considerably prettier than anything the current console generation can do before the next generation of consoles start appearing, then I think it's finished as a mainstream gaming platform.

    If this all sounds a bit bleak... well... it is. But do I think there's hope? Maybe a slight hope. I've been absolutely knocked off my feet by the Farcry demo (will be buying the full game as soon as I get paid this month). I have no doubt that this game's engine goes way beyond anything that any of the current consoles could realistically impersonate. Problem is, it's just one game. Sad though it is to say, if PC gaming is ever to regain its old prestige, developers are going to need to spend the next couple of years focussed on graphics over gameplay (not that I think there's been a particular focus on gameplay on the PC recently). They need, for the love of God, to stop licensing the Quake 3 engine because it's easy to build a quick and dirty game on it and they need to start trying to push back the frontiers a little.

  122. FarCry by Buzz_Litebeer · · Score: 1

    I have been playing FarCry, and I think half-life 2 would have to kick it up a BIG notch to be a lot "better" than farcry.

    This game stands out, I bought it today (this morning? yesterday?) and I cannot emphasise just how cool this game is enough.

    It has stunning graphics, what I have seen from HalfLife2 vids. It has an immersive single player as well.

    I think half-life 2 is going to really have to kick it up a level to be in the league of the new games, its strength will be its mod ability.

    --
    If you don't vote, you don't matter, so don't waste your time telling me your opinion
    1. Re:FarCry by I(rispee_I(reme · · Score: 1

      You might be interested in some of the other graphics engines made by one of FarCry's developers: http://wouter.fov120.com/

    2. Re:FarCry by Feanturi · · Score: 1

      I have been playing FarCry, and I think half-life 2 would have to kick it up a BIG notch to be a lot "better" than farcry.

      I haven't played FarCry, but just went and looked at the movies on the site and, well I'm buying it as soon as the stores open. :)

    3. Re:FarCry by dustmite · · Score: 1

      Started playing it Friday, and I'm hooked .. :) Incredible graphics ..

  123. Games we really need by Animats · · Score: 3, Funny
    Let's throw in some new ideas:
    • Grand Theft Auto - Online!
      Finally, massively multiplayer comes to GTA. The bad guys are played by players in South Central LA and Medellin, Columbia. You can do actual drug deals in the GTA world. "Live in your world - deal in ours". Now with fully encrypted voice chat.
    • Days of Our Lives As the World Turns
      The first soap opera video game. Online, but requires only occasional dialup, because the pace is so slow. Includes in-game shopping. Astrology option included.
    • Rove for President
      Try to do Karl Rove's job, manipulating the electorate to get Republicans elected. High-scorers win internships at the Heritage Foundation.
    • Silent Scope Extreme Edition
      Get in touch with your inner sniper. Comes with a light gun that emulates a full-sized sniper rifle. Choice of M-40A1, Dragunov, or H&K G3. A press of a single key turns the game into Deer Hunter, in case right-wing parents come in the room. Includes NRA membership application and one-year subscription to Guns and Ammo.
    • Desert Despot
      Tropico for the Islamic world. You're the dictator. Get too oppressive, and there's a revolt. Lighten up too much, and the religious fanatics overthrow you. Can you develop nuclear weapons before the US catches on?
    • Donald Trump's Casino Manager
      Why just gamble? Run your own online casino. Take bets, pay off bets, make or lose money. All transactions are fully anonymous and are routed through servers in the Bahamas. A Donald Trump popup gives you advice. Screw up, and he bellows "You're Fired", and your machine shuts down.
    • My Really Annoying Baby
      Now, buy Baby Think It Over, the doll that teaches you how to care for a baby, at a low, low affordable price. Screams when hungry. Screams when diaper needs to be changed. Screams at threshold of pain if treated roughly. Can't be turned off. Uses special disposable single-use diapers, available wherever toys are sold.
    • House Music Construction Set
      Thumpa, thumpa, thumpa, all night long. Set a few sliders, twist a few mix pads, and out comes original house music. Upload your songs to peer-to-peer networks. Subwoofer optional.
    1. Re:Games we really need by Backov · · Score: 1

      Except for the baby one, I would buy just about every one of them. ;>

      --
      In the law there is no overlap between theft and copyright infringement whatsoever.
    2. Re:Games we really need by rpillala · · Score: 1

      Somewhere at some development house a creative director is being sacked.

      Ravi
      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
  124. Movies and games by Alystair · · Score: 1

    I hope that the gaming world doesn't ever suscumb to the "most sequals suck" rule which dominates the movie industry.

  125. What about my Movies? ruechaos.com by MacFury · · Score: 1
    Today, anybody with a DV Camcorder and iMovie can make a film, but how much of the stuff thats churned out is actually worth watching?

    At the risk of being Slashdotted...perhaps my movies are worth watching? When these were made I was a sophomore in high school. I've got much better things in the works...if only time was on my side...

    www.ruechaos.com

  126. Uh, moron? by Anonymous Coward · · Score: 0

    Calling it "advertising" assumes that sticking full albums online for free somehow magically means that someone who downloaded it is going to be whisked off to the store to buy it.

    Do you honestly believe those millions of users on Kazaa and eMule are spreading around .mp3 and .rar files of full albums in order to "advertise" their favorite artists for free? GIVE ME A BREAK

    that's purposely being naive in order to try to shake the inescapable image of criminality that covers what p2p users do. Over 95% of activity on p2p is piracy of copyrighted works. Whether or not you agree with the RIAA's actions (even though they are within their right to sue people illegally distributing their product en masse), at least admit what is going on so you don't look like hypocrites.

    1. Re:Uh, moron? by steffl · · Score: 1

      "someone who downloaded it is going to be whisked off to the store to buy it"

      I do it. pretty much all the new music I have found in recent year is from online world, I don't buy many CDs but pretty much everything I bought recently was either something I knew since forever (i.e. I already forgot how I found out about it) or found online.

      this is not much of an argument, I don't know how many other people do the same...

      erik

      --
      ...all excited, don't know why...
  127. Re:Creativity != features; improvement != revoluti by Fjord · · Score: 2, Informative

    They didn't drop the over head perspective. It was one of the perspectives you could choose. It wasn't very good, though, since you can see more when looking forward.

    --
    -no broken link
  128. Guts, guts and more guts by zoney_ie · · Score: 3, Funny

    Hmmm... judging by some new titles, game developers too think that guts are the way to go. Lots of 'em, and as realistic as possible.

    Don't tell me our kids aren't going to be semi-deranged from the combination of video-games, TV, internet and school environment as they stand at present.

    --
    -- *~()____) This message will self-destruct in 5 seconds...
    1. Re:Guts, guts and more guts by Ossadagowah · · Score: 1

      It's not just guts, it's the incredible amount of poisons in the environment. That, combined with lousy parenting, a lack of discipline, a terrible economy with jobs moving offshore, and climactic shift, mean that the future is not going to be that great.

      Video games play a much lesser role in the degeneration of society than the media would have us think.

      --
      anata sekai o kakumei surush ga nai deshou? Anata no susumu michi wa yoi shite arimasu.
  129. Slightly OT... suggestions wanted by m00nun1t · · Score: 1

    I've been an RTS gamer for a while - Age of Empires series, C&C, Warcraft, Rise of Nation, etc. However, these games are all starting to get very same-y, seem to be just borrowing ideas from each other.

    What I'm after is a game that really emphasises the strategy side, more than the "build this economic structure in this order and you can launch an attack at 3:45 into the game" that many RTSs have turned into. I want a multiplayer real time strategy game that really tests strategy - anyone know of something?

    1. Re:Slightly OT... suggestions wanted by thadeusg · · Score: 1

      Have you tried civ3 play the world yet?

    2. Re:Slightly OT... suggestions wanted by Anonymous Coward · · Score: 0

      Nope, thanks, will check it out.

  130. Games + Red Tape = Sequals! by Pranadevil2k · · Score: 1

    The games industry is not lacking creativity, it is just being pulled under the tide of corporate bureaucracy. Games by larger companies take ages to come out, and require very large sums of money - so obviously the corporate hacks behind the scenes want the games to be "sure fire success" and thus not waste all that time and money. Corporate execs look at the games that have been selling well in the past five years, and say "I'll make a game like that, and it will sell well, too!" That's why the FPS market has EXPLODED in the past few years, and why so many other good genres have fallen behind. People saw Unreal Tournament, Half-Life and QuakeIII, then decided they would buy more games that were exactly like them (but different enough to have a new title). Sequals are a disturbing trend in the gaming world though, as are expansion packs. If a game isn't complete at release, we'll just patch it up some and release an X-pack. Then if that's not good enough, give em a sequal. That's the ticket. I hate all that corporate crap, but apparently economics is very important to game companies. Meanwhile, I might direct you to Konami, as they have been releasing some interesting and fairly original titles lately. As have Capcom (Viewtiful Joe was awe inspiring, to say the least) and a few others that escape me... I'll think of more eventually and probably won't bother to post them, though.

  131. Hear my words.. by Anonymous Coward · · Score: 0

    The next "revolution" when it comes to categories, it will be total crossovers between RTS'es and FPS'es.

  132. No new types of games, New dimensions. by Tatarize · · Score: 1

    First person shooters are very common nowadays and frankly I could program a very crappy one in about a month, with network support and sphere heads ect.

    If you cast your net too wide you miss what makes a game worthwhile.

    Most games fall into one of the following categories:
    1) Games

    Thief, is the perfect example. It's plenty first person shooter, action adventure and puzzle. You can't run in guns blazing. And when it came out it was in a class by its own.

    MMORPG are going to be huge. But, frankly the future is in just MMOG. Picture a first person shooter game where you fight it out against 2000 people, 1000 on one team 1000 on the other. You'd have an online war. That'd be fun right?

    I am of the distint impression that *ALL* games would be more fun as massive multiplayer online games. GTA3 as a massive multiplayer online game. Raving gangs of thugs walking around beating folks up and taking their money. Stealing cars and running a convoy of them over to a rival gangs place. Joining the police force and ... The list goes on.

    Roleplaying games have just been the first step. Simulation games are the next step (read Sims Online). I personally can't wait till RTS goes MM. You are set on planet (already in progress) and forced to build up your forces before being wiped out by somebody already better established, or ally with somebody in the fight against some other factions.

    To say that there are no new ideas in games is silly. Sure, in theory there might not be many more viable genres, but there are surely new dimensions.

    --

    It is no longer uncommon to be uncommon.
  133. Re: Total Annihilation by Proud+like+a+god · · Score: 2, Interesting

    The maker of TA, Chris Taylor, has confirmed his new company Gas Powered Games (Makers of the Dungeon Siege series) will be making the unofficial sequel his first ground-breaking RTS. To be published by EA Games too.

  134. I call Bull Shit by Dot+Com+Drew · · Score: 1

    I can see how many would think of sequils as a rip off of the previous titles but the ones cited in the article will be successful because they will be well developed games. Think about all those "first run" titles. Each of these games were good to great because they gave you a little more than the the status quo. Their developers understand what it takes to bring a solid sequil to market and I think that each of these next titles would have been great even if they weren't follow ups.

    Now a game like the sims and their expansion packs is a totally different situation. To me an expansion pack is NOT a sequil. It just gives the user an expanded universe/options of things to do within the already created gamespace. There is nothing ground breaking or fabulously new in an expansion pack and I don't think they should be compared at all. Maybe I just don't understand right now how they compare with regards to the profits generated.... All I know that I am more willing to spend 40 dollars on an entirely new game (new engine, story focus, paradgim change...) than I am to spend 25 dollars on an expansion pack.

    In all truth I do love well made expansion packs. I've played many a RTS where the expansion pack tweaked the game just right so I could really have fun playing it. That said, I don't want to see expansion packs be just the features that were cut before shipping the main title.

    Wow. Thats way to much for what I wanted to say. I guess Im just drunk...

    love
    -drew

    --
    This .sig is .false
  135. Ratios don't mean much.... by King_TJ · · Score: 1

    It seems rather obvious to me that the ratio of "original game ideas to sequels/rehashes" would change over time. When the gaming industry was still just getting started, most ideas were fresh and original. After a while, most scenarios you could think of had already been simulated, and thousands and thousands of fantasy/sci-fi type concepts were rendered into games.

    So yes, we're seeing much less "new, original" material now than in the Pac-Man and Donkey Kong era. That's inevitable.

    That doesn't mean gaming is dying. It just means we're past the point of saying "Wow, a white water rafting game? What a cool concept!", and instead, we've moved on to expecting amazing graphics and sound, plus smooth gameplay and an enjoyable/exciting experience - whether or not the concept itself was "done before".

    After all, if you really like driving and racing, you'll probably buy *any* driving or racing game that looks like it's going to be fun to play. Heck, if they feature your favorite car (or at least a car you personally own), you'll probably buy it automatically.

    Same goes for pretty much anything. If the general concept sounds good to you, then you'll probably consider the game for purchase. There's absolutely no requirement that it be truly "original".

  136. Developing a game by Myolp · · Score: 3, Insightful

    How many have actually tried to develop a simple game? Compared to developing other end-user applications it is very difficult.

    Even with access to a good high-level API, such as Managed DirectX, or a complete game engine, it is still very hard to get into the technologies behind the games. I remeber the first time I was writing a very simple game where the chararcter could walk around in a simple limited 3D world. I quickly gave up trying to get shadows working, and basic things such as gravity or collision detection was more difficult than I would've imagined. The easiest thing was actually the AI of the computer opponents.

    What the gaming industry needs are simple tools and standards for creating games. Sure, there are a number of APIs and game engines available, but none is simple enough for a an average programmer to start with.

    The problem with piracy in the gaming industry is also a problem. But I think the solution would be something like iTunes for games. And they have to get alot more cheaper. But that would come naturally when it becomes easier to develop games

  137. What do they expect... by BeCre8iv · · Score: 0, Flamebait

    I have been trying to break the games industry for years and its so cliquey and arrogant it gets what it deserves.

    To become a designer you need so many years experience in process related jobs that all the creativity gets burnt out.

    All that is needed is some fresh blood, maybe from groups as radical as your TARGET AUDIENCE backed up by a team who can turn these wild new ideas into mesh, code and pixels.

    I went to college with 16yo script kiddies who described games like Tribes2 or Desert Combat as "something I want to play" back in the days of Quake2. But who at EA, M$ or Valve would listen to them, then or now?

    --
    This perpetual motion machine Lisa made is a joke, it just keeps getting faster and faster. - Homer
    1. Re:What do they expect... by Forkenhoppen · · Score: 2, Interesting

      You would be surprised.

      If you want to break into the industry, the easiest way to do it is to create a mod for a game. That gets you something on your resume, and an actual prototype you can show around to people. Even if it's not the genre you want to do, it will show any potential employers that (a) you know what you're doing, and (b) that you've got some innovative ideas. (Assuming the mod is any good.) And most importantly, (c) that you can follow through and actually finish something.

      One finished product is worth 10 works in progress any day.

  138. Upcoming title from Messiah people by Anonymous Coward · · Score: 0
  139. http://sc2.sf.net by Anonymous Coward · · Score: 0
  140. The Incredible Machine... by SmackCrackandPot · · Score: 4, Interesting

    My favorite DOS game was The Incredible Machine, which was a puzzle game where you had to solve a problem by placing balloons, fans, motors, conveyor belts, and other components in order to have a working machine.

    Sadly, I've never seen a 3D version.

    And people still cry out for a 3D version of Leisure Suit Larry :)

    1. Re:The Incredible Machine... by Anonymous Coward · · Score: 0

      Chain reaction was done by the same guy that made T.I.M.

    2. Re:The Incredible Machine... by firemoose · · Score: 1

      try grow: http://www.albinoblacksheep.com/flash/grow.php

      --
      Intelligence is the Art of Masking Stupidity
    3. Re:The Incredible Machine... by Trejkaz · · Score: 1

      Indeed. That game is incredible but unfortunately it seems to be the only good game on GG which doesn't run on Linux. Join the crew and object to them in email like I have. :-)

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    4. Re:The Incredible Machine... by GarageGamer · · Score: 1

      Chain Reaction is not alone ... Tennis Critters doesn't run on Linux (yet). We're HIGHLY aware and maybe if we forced our studios to do our will the world would have CR and TC on Linux, but economics and day jobs have taken their toll.

      Does anyone know these games were build primarily on shear force of will and self-funded? Linux represents about 6% of sales - thus we don't support the platform for the sake of greed.

      And for all those that vote with their credit card for fun games on Linux believe me it hasn't gone unnoticed. You'll see more exciting Linux gaming and development news soon from the Garage.

      Jay Moore
      Evangelist
      GarageGames

      --
      Independent game developers because we WANT TO BE... not because we're wannabes.
    5. Re:The Incredible Machine... by Trejkaz · · Score: 1

      That's actually quite interesting, because Linux doesn't even have 6% of the desktop market yet, yet it has 6% of your sales. You must be marketing the right way, I know I've been an inch away from buying Mutant Storm on several occasions now but every time so far Bioware have released another part of Neverwinter Nights. If I had just a bit more money... :-/

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
  141. It's realy like the Shareware era... by DrYak · · Score: 1

    ...in the sense that in the shareware old we also got a lot of "Mine-Sweeper-In-Virtual-Reality"-alike crap.
    But a few managed to create some very inovative and interesting games.
    And some of today best company were yestarday shareware's best hope (ID Software, Epic MegaGame...)

    So maybe one of this small developper is tomorrow's new best game developper?

    On the other hand, back in the Shareware Era, some of the big compagnies alredy were in the "let's do a sequel instead of something crazy new" mood.
    Remember Sierra On-Line ? I really liked them (Quest for Glory will always be my most favourite game ever), but I have to admit that a lot of their success were sequels, with always better graphic engine but always thiner gameplay : King's Quest series, Space Quest series, LSL series...

    So to say, there's nothing new in the software buisness :
    Most probably in a couple of years, some small developper will bring a really revolutionnary killer-app, let's call it "Concentration-base Learning Online Network Experience".
    CLONE will get world-wide acknoledgement for it's qualities, player will be happy, the game will get wide-spread like the Pokemon and Lemmings craze, then the concept will spread to other compagnies, there'll be a lot of CLONE-chapter 18 sequels, or CLONE-clones everywhere, Microsoft filing patents for CLONE-alike technologie, SCO complaining that open source CLONE-games contains some of it's code, the original company that brought you the first CLONE, is buyed by some huge internationnal corporation, which will end firing the original developper and out-source in Nigeria to develop cheaper CLONE-clones.

    Again, player will complain that "Inovation is gone", news will complain that market is "Over satureted with sequels and clones"...
    Until some other small independent developper comes with a new revolutionary "Meta Exploration Game" concept...

    Same old story repeating it self again that's the way it works

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  142. Risk vs. Return by Ingolfke · · Score: 4, Interesting

    If you look at game companies, instead of the entire industry, you'll see that it makes a lot of sense to focus their limited resources on producing sequals to top selling games. This is common in most (all?) entertainment industries. They'll make incremental improvements, focus heavily on tweaking gameplay, adding features, enhancing graphics, and then take the money, the internal experience, and the code libraries to their next innovative idea. As soon as people started getting tired of playing Half-Life 4: Half and Half and Halfed again... they'll be an opening for an innovative and interesting game. Now of course, some other company without a franchise like HF2 may come along and shake things up, but again, it's less risky to target and existing market.

    It takes a lot of money to make a commercially successful game, and most investors don't want to invest in "starving artists" with just and idea and no real solid plan for financial return.

    1. Re:Risk vs. Return by wuHoncho · · Score: 1

      It takes a lot of money to make a commercially successful game, and most investors don't want to invest in "starving artists" with just and idea and no real solid plan for financial return.

      [witty quip]
      If a game designer did attract a wealthy investor, they wouldn't be much of a starving artist, now, would they?
      [/witty quip]

      Funny you bring up starving artists...Most artists, up until around the impressionist period (1860s-ish) were generally either well-to-do folks with nothing better to do or well-funded by very very rich people/organizations (i.e. catholic church, bankers, royalty). This is why most western art before the mid 1800s is fairly narrow in subject range - family paintings, depictions of biblical figures, tubby naked chicks dancing around the forest, etc. Of course, you had some really interesting and poignant things every now and then like Francisco de Goya's black paintings (one of the more famous of these is Cronos Devouring His Young, which depicts a gigantic old fart biting the head off a little dude, with the idea being that those in power will do everything, including sacrificing their own children, to hang on to power. Goya, having amassed a small fortune by the time he painted this from doing other more traditional works, did not sell it, but hung this fairly large painting in his dining room).

      This general tradition of doing it for the money took a 180 degree turn with the impressionists, who mostly didn't give much of a flying monkey's ass if they made any money off of their work. This is where the term "starving artist" started to take hold. Instead of going through the usual process of getting a big commission from some rich folk to spend years working on a massive, monumental painting or sculpture, the impressionists would take a relatively small easel out somewhere, paint whatever they saw in a very short period, then go to a cafe in the city that night and show it to all the other impressionists. The idea was to capture the exact effects of light on objects, which made for some very interesting paintings.

      Impressionism was more or less just a visual exercise for the artists, but it marks a turning point in art - when artists began doing art for art's sake. Most of the impressionists' works didn't sell very well until well after they were able to enjoy the wealth (a couple, like Monet and Pissarro, did become fairly wealthy in their lifetimes; however, by the time they did, Monet was blind and Pissarro was wheelchair-bound), but their work still stands out today as being important. And many of the art movements that came after impressionism, what we refer to as modern art, were done in this spirit of art for art's sake.

      This paradigm used to be a very doable thing in commercial game development back in the day when it only took one person to write the code, draw the blocks..er..graphics, etc, all in what would today be considered an insanely short time period to develop a game, all the while being relatively free to push the envelope however they could. And it's difficult for anyone (somebody jump in and correct me if I'm wrong) to think of some way where somebody with at least reasonable skill could make games this way and still have something worthy of critical acclaim.

      And that's probably exactly the problem, too - we expect too much of games these days. We're all like the art critics back in the late 1800's who would walk into an impressionist exhibition and start calling everything garbage because there weren't even any chubby naked chicks in the paintings. Paintings which now you might be able to find a bargain in the six figure range at Christie's.

      If game designers want to be recognized for their creativity, they would do well to follow the example of the modern artist and not worry so much about whether the game's going to put bread on the table or not. We have things like the Independent Games Festival already, but from the look of it lately, it seems more like a place for people to get noticed by bi

      --


      Just another freak in the freak kingdom.
  143. Good Sequel To Great Game by Boricle · · Score: 1
    Star Control II: The Urquan Masters.

    Was a great sequel to Star Control.

    It took what was a good combination of Turn Based Strategy and Shooter into a much better strategy and intertwined plot - keeping some of the great things from the first game, adding value through new races, weapons and ships - and a great great plot, which in many ways expanded the first game through a richer history.

  144. One word: Immersion by Kjella · · Score: 1

    The analogy to films would be like if the movie-going audience demanded to see Return of the King-quality battles and special effects in EVERY film they see. If that were the case, then the indie film industry would be dead as a doornail too.

    There is room for innovation here (think of games like Snood) but the game-going audience needs to lose their addiction to big-name licenses and fancy production values and focus on the one thing that gaming is about : fun.

    A good game is 9/10ths immersion. It doesn't really matter if it's solitaire, chess or the latest FPS. Merely "thought relief" like solitaire won't hold your attention for long. If you want a game you'll want to come back to, you need to come back to, there needs to be more.

    Maybe it's just my fantasy that's getting dulled down with age, but I require more than I once did. It's not about the "special effects". It's more that when I play a modern game, I feel like I'm in the game. If I go back and play the old games, it feels like I'm watching a pixelated monitor.

    Movies have it a lot easier - granted there are special effects but overall it seems real. Real people in real world scenery, just point and shoot. While on a computer you need massive programming to mimic reality (or some fantasy world resembling reality).

    Kjella

    --
    Live today, because you never know what tomorrow brings
  145. You need a TiVo by rollingcalf · · Score: 1

    "Only a few years back the only reason I kept a TV was out of habit, for DVDs and the occasional documentary or Star Trek. Now I find myself cancelling dates (yes, I can get dates) to watch a great TV show."

    Get a TiVo and make it record the shows while you're out, so you won't have to cancel dates in order to see the shows.

    Or maybe you can even make watching a TiVo-recorded movie together as the date. TiVo can help you get laid in more ways than one!

    --
    ---------
    There is inferior bacteria on the interior of your posterior.
  146. Well. by Kiryat+Malachi · · Score: 2, Interesting

    They have to pay for Animal Crossing and Pikmin somehow.

    --

    ---
    Mod me down, you fucking twits. Go ahead. I dare you.
    (I read with sigs off.)
  147. Not Creativity--Risk by fatray · · Score: 1

    Sequels are very low risk. This is true whether the subject is games, movies, music, or books. The Econ 101 model is that high risk gives high reward--that isn't true where you have a franchise (i.e., a monopoly on the game title, the movie, etc.). Once you have a popular franchise that has built-in success you have a low-risk, high-reward proposition for your next investment.

    All these entertainment media are now owned/controlled by large corporations. Executives at these corps hate to lose money--even small losses on projects that had very large potential paybacks are career killers. These large corps are going to crank out the reliably profitable projects and only rarely invest in the more creative, more inovative, more risky ones.

    The good news is that technology has allowed small independents to produce projects. This is where the creativity is going to come from in the future. These small indes don't have the money for promotion and advertising, so they are not (usually) going to be the big mega hits. So these small, creative projects will probably be low sellers to a niche market--then the franchise gets picked up by a big guy...sequel!

  148. Creativity in RPGs a grave concern by Anonymous Coward · · Score: 0

    I love RPGs, but I'm troubled at how uncreative they are. The whole point of being able to Role Play Games is to transport yourself in a world entirely unlike your own.

    But what you get when you play pretty much any RPG is a medieval world, where you are a knight/warrior/whatever, where you have a dumb quest for some long-forgotten artifact or to save the princess that has magic powers, where there are random monster encounters in any travel between two towns, where there's magic...

    For Christ's sake! Can't we have RPGs set in 1200's rural China? A political intrigue in the Nepali border in the 1970's? A sci-fi setting in 2150's India? Or a quest among the Aztechs? WITH NO MAGICAL ARTIFACTS AT ALL, just a good story in an interesting world?

    What about fighting systems that are not D&D inspired? Or, even better, no fighting at all? There are some people out there that can solve problems by negotiation, I'd suppose?

  149. Take "Total Annihilation" as an example by phoenix321 · · Score: 4, Insightful

    It was from 199? (before 1998) and it had no heroes and only small diversity in the teams. But the building and the order system were revolutionary, I'd say.

    There were 2 switches for unit behaviour, that could be set per unit, directly, via a group selection or as a default for new units from a specific factory.

    The first was aggression: always shoot, only shoot back, do never shoot and the second was allowed path deviance: break orders whenever aggression triggered, stray only lightly from the path, stay on orders no matter what.

    That was perfect in my opinion, since you could easily create guards, patrols, offensive patrols and suicide missions without the need for any "pre-fab"-stances.

    These stances also applied to non-combat units, since you had a multitude of construction vehicles, that were all able to interact with one another, automatically.

    Set a constructor to shoot-all, and it will repair anything damaged and harvest any resource it sees along its patrol. Set path straying to light and it would only repair standing units and buildings, set it to liberal and it would follow damaged units until they are fully repaired, then returning to the next path vertex. And all would aid in construction buildings automatically.

    Now imagine you do this with 20 construction aircrafts, that patrol your base, repair all buildings, repair all defense units, aid in all construction projects and harvesting minor resource thingies along the way.

    Imagine another thing: you could set the aircraft factory with a predefined guard route and the stance behaviour, then assign some construction units to "guard" that factory. They will then aid in all construction projects this factory starts and will heal the factory if it gets damaged. Since there are 20 units helping, it churns out aircrafts extremely quick. All these go on an offensive patrol directly or meandering into enemy territory, sweeping anything away they see en-route. All this, while you concentrate on the main tank/battleship attack, resource expansion or a stealth operation behind the enemy.

    This is automation and that's what I expect from todays games. Westwoods "Dune2 Battle for Arrakis" had essentially created the genre, but you had to click and command each and every unit on its own. Wasted mouse and brain of the avid gamer in less than 3 hours, but it was still a great game. Command & Conquer added a central build interface, unit grouping, hotkeys. Starcraft made this more RPG-like with clear values for each aspect of the units and allowed the first automations. "Attack ground" for a rapidly growing hydralisk army bred from 10 or more hatches was devastating against all but the most skillful micromanagers, since it used the most valuable resource in a realtime-strategy game - human attention.

    Warcraft3 went leaps and bounds backwards. This game needs such a minute attention to details, micromanagement on all occasions, even special units to care and feed for and even an inventory to fill properly. Come on, I wouldn't consider this "strategic" anymore. Strategy is a concentration on overall goals, resource management, unit mix and attack plans. Warcraft is more like a tactical element on a smaller scale. If you like it that way, no problem. But it wasn't revolutionary on any aspects. It just consumed too much attention with no chance of recovery.

    Strategic games shouldn't give the player the feeling of a trained hamster in a wheel. Recurring and trivial clicky-tasks should be assigned to some of the units in the game. "Repair all buildings damaged in the last whatever-storm" shouldn't involve more than 3 clicks. Let the player decide how much micromanagement he'd like to use. And through that, you not only make the game fun to play with, you also create possibilities for more discoveries and "real" skill & experience increase for the player as they find new ways to let the units interact. That way, you can win the game with less-than-perfect hand-eye-coordination since you don't compare click speed but some kind of "leadership"-qualities. At least it does not become a boring clickfest...

    1. Re:Take "Total Annihilation" as an example by Triffid_Hunter · · Score: 1

      TA was game of the year, 1997 I believe - though it might have been the Core Contingency update pack.

      TA is still my favourite game, for the exact reasons you list above - an EXCELLENT interface!

      most other war strategy games fail dismally to capture my attention, because they confuse micro-management with lack of automation.

      I loved TA because I could set up a base in the manner you describe, and LEAVE IT and go out clubbing, knowing that it would still be intact when I came home, BUT if I wanted to press a decent attack I would have to put in a fair amount of management - not of telling units to do what they should know how to do already, but in actually telling them what I wanted them to do in my position as battle commander.

      the only features I ever wanted in TA were better computer AI, path finding and a 'replace destroyed buildings' option... with all other strategy games I've played, my wish list was basically all the best parts of the TA interface.

      Too many modern games do the same as the schooling system, in that they cater for the lowest common denominator and provide little to no ability for power users to power-use rather than needlessly micro-manage.

  150. Re:Not Creativity. it's EA by Brewdles · · Score: 1

    You forgot Interplay. They killed Black Isle. I understand that game studios get canned all the time, but the thing is that Fallout 3 had a massive following before it was even released - not many games have anywhere near as much fan input during development as it did. I still can't fathom the sheer idiocy that must be required to cancel the only game they had near completion which was damn near guaranteed to be a hit, yet they gave the go ahead on F:BoS 2 before the first was even finished.

    Black Isle is dead. Long live Black Isle!

  151. IAWTP by Anonymous Coward · · Score: 0

    Posted by James A. M. Joyce anonymously to avoid getting karma raped.

  152. You know what bugs me? by TheLink · · Score: 1

    How often Hollywood gets it wrong and seem so surprised (or blame someone else).

    If you want to make money, sequels _are_ the way to go. Rehashing old ideas is the way to go. There is a good reason why the old stories are good - the ones that sucked were forgotten.

    If Disney comes up with another of those family oriented feel good stories with a hero/heroine with some smart-ass sidekick, with a half decent cutesy storyline they'll score big again (or do well enough). Pixar seems to come up with stories of their own tho (as in not ripped straight off from some folk/fairy tale or old story). Family story = whole family comes = how many seats filled (and think of the merchandising, plush toys etc). Whereas violent story/bad guy wins = far narrower appeal.

    Love stories are always good too. Heck love songs sell too. Action movies do ok, but if you do B grade, make sure you do it with B grade budget ok? Throw in a few gimmicks etc, then you'll still make money. Soppy love story= even better sell. Guys will take their girlfriends to watch it, so they can supply the kleenex, be shoulder to cry on at appropriate times etc.

    What I don't understand is why Hollywood makes those stupid "Kevin Costner" movies and gets all puzzled when they crash and burn. Dances with Wolves only worked coz it was a US guilt trip.

    Hollywood doesn't seem very audience orientated - they almost seem have a different agenda.

    It's like they're trying to make the audience like something different, make them think in a different way or something. Or trying to be arty farty and appeal to snobs (and very selected snobs too).

    Maybe they really are out of touch with their targe market and the directors, producers, writers, advisors etc all don't know their audience. Weird.

    They often go make a sequel that ISN'T a sequel and then they are so surprised it does so badly compared to the first one. I mean look at Highlander (they didn't even understand their movie - there can only be one ;) ). Obvious hint make it like the first one (remember: sequel) and don't be stupid and spend magnitudes more money unless you really know what you are doing.

    Or they go make something super controversial and it just doesn't do very well.

    Whereas the Indian Bollywood industry knows exactly what their audience wants and keeps supplying the same old song and dance to them.

    If you're not making money don't blame the pirates. LOTR definitely made pots of money. In my country, LOTR:ROTK was fully booked for MONTHS with long queues. Sure you can watch it on a some pirated DVD, but this is something you can watch and not feel like you wasted your money (heck some get a fair bit more movie than their butts are used to ;) ).

    People paid to watch Finding Nemo too. Many probably _had_ to buy a stuffed clownfish too.

    Lots of people have had enough of seeing "bad guys winning" in their day to day lives, they're not going to pay to watch it even tho some people think it's "so cool". I doubt it helps if Hollywood starts behaving like the bad guy too.

    Sure innovation sometimes works and pays off real big, but you must budget appropriately.

    --
  153. No Different than the Movie Industry by Ridgelift · · Score: 1

    It talks about how the ratio of original titles to sequels is dropping dramatically

    This is no different than the movie industry. It seems to me that creative people begin things like movies, games, programs, etc. When the public responds and money gets involved, people with talent get relegated to the background and 'executives' and 'CEOs' take the helm. Since their only interest is money, it makes sense that they follow what has already been successful, hoping to cash in.

    What's needed is to teach negotiating at the high school level (it's not even taught in most business schools!) That way, talented people can learn to lead themselves.

  154. Not True by shoemakc · · Score: 1
    Now... back to the game industry. What can anyone do with $10K these days? That would hardly be enough money to purchase one high-end workstation with Maya and other requisite software tools. You see, people are EXPECTING highly polished graphics and gameplay out of each new video game. Long gone are the days where a single Russian program can whip out Tetris in a few weeks of effort, and create a sensation.

    I seem to recall a little game named Snood that nearly half of the free world was playing back in 1998 or so, and this was when there were other titles like Jedi Knight and Doom2 out as well. It didn't have fancy motion capture....3d graphics....or any of that stuff. It was just fun.

    And there's another element you're leaving out...women. It seemed that the time that while some of the guys were playing Jedi Knight, both guys and gals were playing Snood. It seems games like these might appeal to a larger audience then the blockbuster 3D shooters you hear so much hype about.

    -Chris

    --
    --an unbreakable toy is useful for breaking other toys--
  155. Yes, but... by nifboy · · Score: 1

    How many of those games would you actually buy?

  156. Re:'Only' because their predecessors were successf by danila · · Score: 1

    Well, I didn't RTFP, at least not all of it. :) But I already disagree with your opinion about HL2. It is not the best-looking game anymore. Far from that, actually. It's pretty good, but we've already saw Max Payne 2, Far Cry and some lesser games like Yager et al. When Half-Life 2 comes out (if it comes out) it will not be the best looking one, period. Modern games often take upwards to 5 years from conception to release. If you release a demo/videos to the public early, you will get admiration and delight. That's what Valve and id did. Do you remember videos of FarCry two years ago? I don't, just a tech demo one year ago. But if they showed a full-featured 10 minute gameplay video at 2002 E3, they might have beaten id. If they did it a year ago, they might have beaten Valve. But instead they mostly kept a low profile and concentrated on the game. Now they have the game on the market and most reviewers agree that it's the best looking game ever...

    Honestly, there is nothing particularly complex about game graphics. Not everyone can do it, but there are plently of people who can. And the look of best games depend on state of the art and state of the hardware, not on some mythical talents of John Carmack.

    Trying to not wander too far offtopic, let me say that creativity is overrated. Standard gameplay types will remain actual as long as the gamers do not change very much. With yet more eye-candy an old game DOES become a new one.

    --
    Future Wiki -- If you don't think about the future, you cannot have one.
  157. import by sonatinas · · Score: 2, Interesting

    If you do believe that there is no creativity in games just import.

    For example, try out Katamari Damashii.

    It is a new PS2 game from namco and you roll a ball over objects to get bigger and bigger because god destroyed all the stars and you have to get them back.

    It has a memorable soundtrack also.

    Here is the link

  158. wrong by Ryntis · · Score: 1

    i doubt anyone is going to read this since its so far down in the tree.. but if you look back at the original commercial video game industry (back when alot of the money was being made) we were making up to 10 sequals to a game.. look at sierra, who was a big name back in the day.. they started making LESS money when they started becoming more creative and stopped producing sequals to their kings quest, police quest and space quest series :) The fact is, sequals in the video game industry really arent playing off of original popularity.. take GTA for example.. GTA1 was fun for a bunch of PC players.. GTA2 SUCKED, GTA3 had to have a few months for people to catch on to how good it was before people started buying it. I believe that video game sequals are more "Second Tries" than someone playing off of old popularity.

  159. [Insert anything] is dead. by 88NoSoup4U88 · · Score: 1
    Waitwait : The Hollywood movie scene is soooooo original in their movies and sequels .

    Probably why it has been extinguished over the years... What, it hasn't ?

  160. It is not only the game producers by MemoryDragon · · Score: 2, Insightful

    I think the biggest problem in this case is the publishers who shy away from risks.

    I want to give two examples:
    Arx Fatalis and the Gothic series. Both excellent games but both had the biggest problem to find good publishers in the united states, because they were not walkin on proven tracks.
    They belong to the most interesting and best games released in the recent years but game publishers were unwilling to pick up the already finished games and sell them to the US to fair conditions for the producers. Because they were no shooters and no clickfests.

  161. You all complain, but I see no suggestions. by master_p · · Score: 1

    Does anybody have a truly innovative gameplay idea ? something that could be successfully turned into game ?

    no ?

    I thought so.

    It's very difficult to come up with new concepts. Maybe there aren't new concepts. I don't know, I've tried with two friends of mine to come up with an original idea but we didn't find anything that hasn't been done yet.

  162. Re:'Only' because their predecessors were successf by 88NoSoup4U88 · · Score: 1
    'John Carmack beat at graph engine creation'

    Have you actually -looked- at how both games differ in graphics : And how HL2 is doing nothing more than using the new features of DirectX 9 ?
    Painkiller looks -exactly- as HL2 hasd been showing off how it would look like : Doom 3, is just a step above them all.

  163. Stupidest Argument yet by aliens · · Score: 1

    Creativity is far from dead, it's simply people whinning.

    oooh there aren't any new games all there are, are fps, rts, mmorpgs, tactical games, etc. Where's the innovation?!

    Games are supposed to be fun, if you don't enjoy the games out there now because they are part of a genre you're no better than someone who dislikes games because they don't have the best graphics.

    And you know what? They alllll fall under one genre of entertainment, games.

    I mean where's the creativity?! When's someone going to have the guts to create a new form of entertainment!? It's all the corporations fault, there hasn't been anything original since hopscotch!

    --
    -- taking over the world, we are.
  164. Genre-defining by metroid+composite · · Score: 1
    You know, the "big previews" will almost never show you a genre-defining game. Something like Sim City or Tetris is something you really have to pick up yourself to understand. Of course Quake 112 will get more attention in the previews; people can picture roughly the experience they're in for. It doesn't mean new genres aren't being made.

    On a side note, you missed a few genres (RPGs and Adventure are jumping to mind).

  165. Re:Creativity != features; improvement != revoluti by Jagasian · · Score: 2, Informative

    I think that most people that love GTA3 and GTA3:VC have never extensively played the original GTA. Therefore they didn't miss the motorbikes or multiplayer in GTA3. They also don't realize that Liberty City, Vice City, and San Adreas were packed into the original GTA. They don't realize that the original GTA was a 3D game with open-ended "sandbox" gameplay.

    These same people slam GTA3:VC for being too derivative.

    Then you have the people that have been with the series since the original GTA. These types miss the multiplayer, but generally agree that GTA3:VC is the best GTA game so far. Each game has mostly improved upon the previous games, with a few notable exceptions such as multiplayer.
    I would buy another GTA, as long as enough new quality content was added, and additional gameplay improvements were made. In other words, as long as the improvement made between GTA3 and GTA3:VC is made for the next GTA game... I will buy it.

    Don't get me wrong though. I am always on the outlook for new revolutionary games. My current favorite game is Puzzle Pirates, which runs on Mac, Windows, and Linux. It combines Ultima Online, Tetris, Puzzle Fighter, Bejeweled, and Pirates of the Caribean into one fun game.

    Maybe not as revolutionary as some games, but it is revolutionary enough in my book.

  166. Same market stats - same games by Anonymous Coward · · Score: 0

    I'm doing a Masters course on Games Technology.

    The mentality of new product development seems to based around "...what are current market stats saying..."

    Well if all you ever look at is the existing market - then how do you ever satisfy new customers - customers yet to be had?

    You're gonna have to make a leap in the dark at some point in time.

  167. why are we buying games again? by livhan28 · · Score: 0, Redundant

    wait...so im buying half life 2 because half life 1 had good graphics, not because half life 2 does? although sequal popularity does depend on the previous title popularity, its not the sole factor. if half life 2 was called "super kill'ems" wouldnt it still have the same graphics and gameplay? and assuming great graphics and gameplay is the primary contributer to a titles popularity wouldnt it still be popular then?

  168. Young Gamers are poor, Older gamers are frugle... by blahplusplus · · Score: 4, Interesting

    ... and much more discriminating. Compare you're young gamer self to how you view games now. When you were a kid you didn't care so much about reviews of games (unless you had a magazine subscription) you just wanted to play and experience every genre type of the games that you liked in existence. Thats how it was for me. Back in the day it was 1) Action / Beat-em-ups 2) Fighting games 2) RPG's and 3) shooters like Gradius, R-Type, etc. (Not first person shooters).

    And to tell you the truth that hasn't changed in all these years I still like games from those categories/genres. I have expanded my gaming to included PC gaming, RTS and online FPS like Quake/unreal. But the gameplay/genre could still be boiled down to 5-6 genres you can count on your fingers.

    There's a few problems and realities that the industry has to face:

    1) Games and gaming are $!@# expensive (Esp for teens/kids who don't have rich parents) which limits the size of the market who can afford them. Look at what happened when Nintendo dropped their Gamecube to $99 they sold 2.5 million more! Thats nothing to sneeze at you just increased your market by 15-20% with a single price cut. I believe games themselves could reach a much wider audience if they didn't cost so much to produce and retail for over $40US ($60-70$CDN).

    2) The older you become the more discriminating and jaded you get with the more games you play. It's unavoidable, the novelty loss gets worse with time, it becomes harder and harder to wow a seasoned gamer. Your nostalgic 'old favorites' from when you were a kid look like a pile of crap nowadays, with the rare few old games that are as your nostalgic mind remembers them.

    3) Game rentals, I'm sorry but game renting negates almost any reason for anyone to purchase a game. The publishers and companies are just F'n dumb I swear! Available game rentals should be DEMOS of the game, not the complete thing. How moronic it is when you can buy and finish a game on 4-7$ weekend rental at blockbuster then fork out $40-50 for a brand new singleplayer game that once finished sits on the shelf and collects dust, thats over 500% savings at least for the same gaming experience!

    Gaming industry has to wake up and realize that games are consumed differently them movies. It's not like the movie industry where you release to the theatres first and then make DVD/VHS versions available later, and you can consume movies much faster then you can consume games due to their short length of usually 1-2hrs. Rented games are available usually the day they are released, which totally negates any reason to buy them, after you've already played them! It's very simple economics really. Thats what has been the norm all throughout these years in thh industry, you can rent any game and finish it in a weekend rental for %500 less then actually buying the game.

  169. Movies by eison · · Score: 1

    Doesn't the same argument claim that the movie industry should have died out 30 years ago, and books centuries ago?

    We'll keep being happily entertained with new twists in old genres, remakes, and sequels. We always have been, we always will be.

    --
    is competition good, or is duplication of effort bad?
  170. MindRover by MeanJeans · · Score: 1


    This is one of the smartest "games" I have ever played. Definitely not for everyone, although I think many here at /. would find it interesting. I don't think I've seen it mentioned here before.

    Here is the link: mindrover.com

    --
    =====
    imagetweak.netWeb-based image t
  171. Store Shelves Stocked with Same-Ole-Same-Ole by Anonymous Coward · · Score: 0

    I'm just tired of going to Best Buy on payday and seeing the same game titles, time after time. And when I do see something, it looks cheesy as all get-out.

    I have appreciated the crop of arcade street racers lately on the consoles though.

  172. Suggestions. . . by Fantastic+Lad · · Score: 3, Insightful
    I've spent a lot of time pondering this, and it's an incredibly fascinating problem!

    I've come up with several ideas for games which I would LOVE to play. They, of course, contain derivations at the lowest level, (for any computer game designer there are only two choices in only two categories; 3d/2d, (Doom vs Pac Man) and realist/iconic. (GTA vs Tic Tac Toe). You can jump/slide between degrees within both categories, and mix and match as you please. In the truest sense, of course, there is only 2d and iconic, as the screen is flat and points of light can only be representational. --I've yet to see a game where pixels are actually thought of as pixels. Sound is also a layer I consider to be largely under-exploited as a challenge/reward mechanism.

    In any case, I certainly have game concepts which could be enormously enjoyable.

    And guess what? I'm not the only guy with good ideas. Not by a long shot. I know a couple of game designers who cry, "There ARE cool new game concepts! Lots of them! It's just that they don't get any production and promotion money because financiers are too conservative!"

    Money people would rather invest in a tried and proven concept than gamble on a new idea. New ideas come from weird people who don't fit in and who it is hard for people to overcome their self-protective herd mentality in order to listen to. This is self-evident. Financiers don't care about advancing the medium; they care about making their money back! If they cared about advancing the medium, they'd be Art and Design people. Not Money people.

    Anyway, I don't really care. Computer games are a flimsy distraction from the much more vital and rewarding game of Life.


    -FL

    1. Re:Suggestions. . . by master_p · · Score: 1

      In any case, I certainly have game concepts which could be enormously enjoyable.

      Until you provide a minimum level of facts, I will not believe you. I have heard such claims numerous times, but when it is time for the implementation, more of the same is the output.
    2. Re:Suggestions. . . by Fantastic+Lad · · Score: 1
      Until you provide a minimum level of facts, I will not believe you. I have heard such claims numerous times, but when it is time for the implementation, more of the same is the output.

      Facts? I'm not sure how one measures something subjective like "Entertainment" in a factual way. What would you accept by way of a 'Fact'?

      Or are you just doubting that some people have interesting ideas while you do not?

      Hm. Can't help you there. All I know is that there are a number of games I'd enjoy playing which do not exist. Games are like stories; every conceivable scenario has been examined, and yet originality continues unfettered; the human mind is infinite after all, able to be fascinated in an endless number of directions

      I think perhaps a more reasonable request would be that you provide evidence that creativity is finite and that we have reached its end, seeing as that is the far more unlikely scenario!


      -FL

  173. Independent Sims Expansions: Slice City! by SimHacker · · Score: 2, Interesting
    I agree that expansion packs are a different issue than sequals. The imporant point is that expandability leaves the door open to groundbreaking originality, especially by the players.

    Maxis has produced seven expansion packs for The Sims, and they have all sold extremely well. Some of the expansion packs have implemented ideas we had while developing the game, but didn't have time to put into the original product (like visiting town, socializing and shopping in Hot Date, or the pets in Unleashed).

    In fact, a separate product from Maxis called SimsVille was cancled, largely because The Sims Hot Date expansion pack was able to realize many of the important new features that distinguished SimsVille from the original Sims.

    The Sims expansion packs and objects are fundamentally different than typical monolithic game mods. They are modular components that plug together synergistically, not exclusive universes that you can only play one at a time. You can combine Sims downloads all together at once and play with them all like a big pile of legos, but you can only play one DOOM WAD at a time.

    But the official expansion packs from Maxis are only one measure of success. More importantly, the players themselves have produced orders of magnitude more downloadable objects, skins and other content, than Maxis has produced.

    The Sims is a flexible enough platform that supports other games and activities at many different levels: socializing, building, storytelling, crafting skins and objects, programming tools and behaviors, etc.

    There has been an exciting Renaissance of original creative player produced content for The Sims. Player created content is the reason The Sims continues to sell so well after four years.

    The Ultimate Sims List links to more than 3600 active Sims fan sites, where you can download an uncountable and growing number of objects, skins and decorations.

    Player created content is where all the original creative action is happening with The Sims these days. Tools like The Sims Transmogrifier and RugOMatic enable players to create their own content. Players have figured out how to program the objects and written independent behavior programming tools like IFFPencil2.

    One creative player called SimSlice has taken object programming much further than anyone at Maxis expected, by developing Slice City: a game within the game, like a little lilliputian version of SimCity! Other players are even creating add-ons to the Slice City add-on: making buildings, parks, landmarks, seaports and marinas to plug into Slice City!

    I've made a video demonstration of RugOMatic and Slice City, that shows how to create rugs for The Sims by dragging and dropping pictures and text, and then set them on fire and kill people with the Slice City disaster menu!

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
  174. Toyna Harding by jayrtfm · · Score: 2, Funny

    Add a Tonya Harding and her "friends" and you may be onto something here....

    1. Re:Toyna Harding by Angry+Pixie · · Score: 1

      Hmmm, perform a high throw triple salchow and get a crowbar. Perform a triple toe loop and get a 2x4. Whack whack whack! The possibility of a cat fight between Michelle Kwan and Sasha Cohen alone should sell the game

  175. Reality Bites... by Anonymous Coward · · Score: 0

    Basically reality is boring! There are way too many games trying to mimic reality (GTA:Vice city)to the point that it would actually be better to read (books,magazines,internet,T.V.) about something than to get involved in a simulated environments (video games). Probably the only game I think worth playing other than Grand Turismo 3 & 4 for Playstation 2 which is reality based would be Zelda: the windwaker for Game Cube.

  176. Be creative please - but do it in your sparetime by Anonymous Coward · · Score: 1, Insightful

    Because in the company you have to work 60 hours the week to meet your milestones. If, i mean IF you have any energy left after that you can try making new concepts. Simplification? Maybe a little bit, but this really is part of why many of the people who have the skills needed to make a good game just can't do it.

  177. Article in a nutshell by fatgraham · · Score: 1

    There are too many re-used brands. I don't personally play games, but because they have the same brand as another game or movie, that makes them the same game.

    Case in point: potter's quidditch world cup. Has this GAME been done before? surely its a new interactive game.
    Yes its got the Harry Potter brand. But it's not the film, and it's not the same game as the previous harry potter games, yet it's instantly dismissed.

    perhaps as the average age goes up, so does their unwillingness to part with cash. Especially when there is so much choice these days. If more people played more games (which I'm sure they would if they could) we wouldn't have this same topic brought up every month/year/decade/platform announcement.

  178. Mostly ignorant by Rize · · Score: 1

    If this is true, then why do many original games (even with high review scores) sell like trash? What people want is a good game wrapped in a familiar franchise with lots of replay value at as little cost as possible.

  179. Not at all by bonch · · Score: 2, Insightful

    A three hour movie about dwarves and elves filmed in New Zealand with Elvish subtitles, Aragorn saying things like "Not idly do the leaves of Lorien fall," and so many convoluted back stories and places with strange names that many people who saw the first two still had no idea what the hell was going on. "The blood of Numenor is all but spent"...wha?

    They expected some success but I'm sure not on the level it achieved. LOTR was a popular book but not THAT popular--it was always a geek thing. Once again, Slashdotters assume their niche opinions represent the majority.

    1. Re:Not at all by mr+breakfast · · Score: 2, Informative

      I don't know about the rest of the world but every time there is any kind of national poll of the nations favourite books over here in the UK, Lord of the Rings invariably tops the list. It is not purely a geek thing, or at least not in this country, it is a hugely popular book, enjoyed by a lot of people who will never read any other "fantasy" literature.

  180. Too much violence, too much sex, not enough story by cyways · · Score: 2, Insightful

    I'm a man in my fifties who started playing videogames when my then 8-year-old daughter first got a Sony PS1. She played Insomniac's Spiro the Dragon and its sequels for a few years after that, and we still play them from time to time some four years later.

    When Insomniac released Ratchet & Clank for the PS2, we purchased and enjoyed that as well. Why? Because all of Insomniac's games have offbeat stories and a terrific sense of humor. However, the sequel, Ratchet & Clank Going Commando is a distinctly inferior game to the original. Why? Because the emphasis was on adding more weapons, more explosions, more of all of that, with a lot less emphasis on writing a clever, humorous story.

    About a year ago we happened to pick up a copy of Final Fantasy X. Neither of us had played an FF game, though we had rented Kingdom Hearts and didn't like it very much. FF-X was a revelation. Here was a game with a complex story and attractive characters with whom one could empathize. It was also a game where the female characters were not simply bimbos in skimpy outfits. The heroine, Yuna, is brave, intelligent and, in particular, modest, and I felt no qualms about her being a role model for my daughter.

    When the sequel to FF-X was released, what happened? Yuna's kimono was replaced by the usual skimpy outfit, and the two other main female characters were equally sexualized. No doubt they'd heard from their marketing department that they couldn't expect to sell their games to that all-important young male demographic if they weren't sexier.

    The problem I see in the gaming industry is not an overemphasis on sequels, since well-made sequels can be just as entertaining as the originals (cf. Spiro I-II-III). It's the attempt to make every game appeal to the supposed prototypical gamer: a young man in his early twenties who only wants to pretend to drive fast cars, shoot lots of people, and fuck bimbos (GTA, anybody?). Reading comments about gaming on Slashdot could often lead one to believe this stereotype isn't that far from the truth. The games that get discussed are almost always in the Doom/Quake genre; role-playing games like FF or The Sims get short shrift.

    Now, of course, FF games have their share of violence as well, but the gameplay is more like chess. In fact, I prefer the turn-based approach in FFX to the real-time approach in FF7 or FFX-2, because a lot of the skill in FFX is deciding which characters, skills and defenses you need in particular settings, not mindless button bashing.

    But, when all is said and done, what counts most with us is the STORY, not how many weapons I can deploy, or how many ways I can crash a car, or how many ways I can slash an opponent's throat. I see games as a natural progression from movies, replacing passive viewing with active participation. We didn't like FFX-2 less than FFX because of any of the gameplay elements that usually get discussed on Slashdot. We didn't like it as much because the story was rather lame.

    Of course, to have good stories means you need good writers, not good programmers or graphic artists. Unfortunately, I see little evidence that the gaming industry thinks that writing matters, because, in their view, why spend money on writing when the target audience of 14-29 year-old males just wants more sex and violence?

  181. Re:Sakura Wars games? Might as well shell out $50. by Cid+Highwind · · Score: 1

    Hey, don't get hostile. I was just taking your sig to heart...

    --
    0 1 - just my two bits
  182. Regarding Final Fantasy... by Anonymous Coward · · Score: 0

    ...you'd have to note that although the Name is proof those are sequels, the content, story and characters is (except for FFX-2) always completely new, not making them real sequels in the usual sense.

  183. Well... by Anonymous Coward · · Score: 0

    If it weren't for the pilot games for Halo and Doom being great, the sequals wouldn't even be in the making. It takes a great, successful first game to make a good or even better sequal.

    Doom was a great game because it was new for it's time. Halo is a good game because it gives FPS a new twist. Only carry so many weapons means for more strategy to come into play.

    The developers should make room for new cooler ideas instead of rejecting them...They made an American Idol game, and it sucks so bad. They should put more money and effort into better games instead of crap like that.

    And now I'm finished ranting.

  184. Re:Young Gamers are poor, Older gamers are frugle. by Anonymous Coward · · Score: 0

    Young gamers will spend every spare dime they have on what they want.

    Older gamers are thinking about saving up for houses, and nest-eggs.

    I used to buy a new game every month when I was younger, even though I had about 40% of the disposable income I have now. Now I buy one every 4 months.

  185. some sequels aren't by {tele}machus_*1 · · Score: 1

    One thing I have noticed about certain series of games is that the sequels aren't true sequels, they are retellings of the original game (with some minor plot changes) using better technology. Doom 3 is a ideal example of this kind of thing. Other games that I think qualify: Jedi Knight II: Jedi Outcast (sure the plot continued, but it was basically a chance to lightsaber fights and force powers better with upgraded technology); AvP2, GTA3, Diablo II, Warcraft 3, and Homeworld 2.

    A great concept can have a lot of longevity, and it makes a lot of sense to keep updating the technological structure surrounding a great concept. Although certain sequels are tired rehashings of a mediocre concept, sequels like Diablo II, Warcraft 3, and Doom 3 give great games a fresh boost.