More Products From the Sequel Factory
Both the New York Times and Electronic Gaming Monthly have commented recently on the ongoing trend of sequel production in gaming. The NYT specifically cites EA's recent trends regarding endless rehashing of titles, while EGM talks more broadly about the role of sequels in the industry. While most reviewers lament the current state of the sequel factory, those within the industry rely on new versions of old titles for their bread and butter. From the EGM article: "Let's assume the publisher's position that sequels are a necessary evil, and the blockbuster videogame industry we have today cannot exist without sequels to support its often great financial burdens for research and development, marketing, distribution, etc. So, what are sequels doing for the gamer who's not interested in keeping up with the sequel treadmill?"
So, what are sequels doing for the gamer who's not interested in keeping up with the sequel treadmill?"
hmmm... maybe not buying them?
however, while some gamers might not venture into the sequel of their favorite game, there must be enough followers to keep the gaming industry making sequels after sequels.
it's similar to spams, while most people just ignore them, some of them ended up buying from the spammers, and this is what keeps the spamming industry going and even growing.
creating a different genre or trying something new is a big risk that most companies can't afford to take, this is especially true if each new game costs few millions to produce. that's why we saw a lot of interesting, exciting and ground-breaking games in the '80s because the cost was so low, people were more willing to take risk and create different games.
i have created a game almost to the words as described here (Point 2 Paragraph 2) and discussed here.
but let me tell you, it's been very difficult to get people playing it or even understanding it, because everybody's so used to the grinding.
everyday, i have to answer questions from players who want to know how to grind their stats to the top, because grinding is what defines game at the moment.
Play Found: Desert Island
I read today that Hollywood will produce 40 movies this year that are derived from old TV shows. And that doesn't count movie sequels.
you won't play the same Madden commentary sound files on every fifth play. "Whoa, he looked like he was hit by a truck! A five-ton truck hauling a trailer!" Yes, you'll hear that one six motherslapping times in one game of Madden '05. YOU HAVE A HARD DRIVE NOW, taking data from a 9 GB DVD. You have NO excuse to keep recycling the same mindless observations over and over and over again until we're pointing at our television with a shaking finger and screaming "EAT ME, JOHN! JUST EAT MEEEEEEE!" as most of us do now.
Obviously this guy has never watched a football game where Madden was doing the commentary. Madden moves between a few mindless quips and stating the obvious. Why people are so impressed with Madden, I will never know. Yes, the guy really knows football, but listening to him makes me want to shoot myself.
Necessity is the mother of invention.
Laziness is the father.
The Madden jabs that everyone makes are a little unfair. It's true that every year, it's essentially the same game with updated rosters and one or two new mechanics. But the new mechanics often change the game in a substantial way.
;) seems like an honest effort by the developers to work for your money.
And quite frankly, there is a huge audience that would buy the new game just to have the new rosters. The fact that they develop, play-test, and balance new mechanics (well, develop anyway
1.) Movies make tons of money off sequels that may not give the same emotion as the original hit.
2.) Technological Advances are usually a very very attractive feature without having the game being identical otherwise (cept Doom 3 which was technically a very sweet redo minus the original emotion for most)
3.) There are always new kids/buyers to sell to and nobody wants to buy old games or watch old movies. Maybe the hairstyles turn people off ;)
You may agree or disagree, but I believe these are obvious points.
John Buchanan, the university liason officer for Electronic Arts, came to our university. I remember him specifically talking about how EA was not an "art house" and that their main objective was to entertain people and make lots of money doing so, much like Spielberg (sp?) and Lucas want to do this very same thing in Hollywood.
The way to achieve this? Sequels of course, and rehashes of tried and true concepts (read: steal ideas liberally from best-selling games). Nothing else is guaranteed to be a profit, and although you won't ever come out with a truly stellar bar-raising game that makes zillions of dollars, on average you're going to be doing better. How do you get new ideas? Buy out smaller companies. John challenged us to name one original game that EA has put out in the last five years -- he said he'd give us twenty bucks -- and nobody could. He was sort of strangely proud of this, proud that they'd figured out a way to just, well, fucking rip people off and let them have a good time at it. How does EA get new games, ever? They buy out smaller companies.
If you want to become a games programmer because creativity is your thing, EA is not the place for you. It was quite disconcerting to hear someone be so upfront about these things.
I asked him if it was depressing, to him personally, as a human -- the fact that he acknowledges what they're doing is hardly art, is hardly revolutionary, but just aims to please the masses while earning them all a big fat paycheck -- and his answer? No... the money's good, I have some fun, I get to travael, why should I complain?
Basically I was just disgusted by the whole experience. IBM, Google, Microsoft, Sun -- they can all afford research departments, I don't see why the major games companies in industry cannot... even if there's no short-term payoff, in the long term I think there's a lot more money to be made... there's an incredible amount that simply *hasn't* been done with computer games and interactive entertainment to date, to the extent that it could really really push outside of the current teenage "gamer" market.
I mean, think about it: the games industry grosses more than the Hollywood box office, yet its real market is a fraction of the size. How are you going to reach a larger market? Research, risks, bona fide works of art, and truly engaging experiences.
No, you want depressing? Your comment prompted me to reach for my copy of Strike Fleet (circa 1987) and read the box copy: And remember, this was the company which in its early days brought us (stolen from Wikipedia):
- Pinball Construction Set (1982)
- Archon (1983)
- M.U.L.E. (1983) - Dani Bunten, we miss you.
- One on One: Dr. J vs. Larry Bird (1983)
- Music Construction Set (1984)
- The Seven Cities of Gold (1984)
- Skyfox (1984)
- The Bard's Tale (1985), by Interplay Productions
- Adventure Construction Set (1985)
- Populous (1989)
- Chuck Yeager's Air Combat (1993)
Could those games have been made at EA today? I may just go and cry now. What a difference twenty three years makes, eh?Carthago delenda est!