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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."

12 of 522 comments (clear)

  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 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.
    3. 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?" `":" #");}
    4. 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.

    5. 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.

  2. 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".

  3. 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.

  4. "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.

  5. 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.


  6. 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.