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Death to the Games Industry

Greg Costikyan has an article up on The Escapist railing against the current state of the industry. Bigger budgets, obese publishers, and creatively dead franchises that continue to see publishing are snuffing out the opportunity for innovation in an increasingly mainstream market. From the article: "For the sake of the industry, for the sake of gamers who want to experience something new and cool, for the sake of developers who want to do more than the same-old same-old, for the sake of our souls, we have to get out of this trap. If we don't, as developers, all we will be doing for the rest of eternity is making nicer road textures and better-lit car models for games with the same basic gameplay as Pole Position. Spector is right. We must blow up this business model, or we are all doomed. What do we want? What would be ideal? A market that serves creative vision instead of suppressing it. An audience that prizes gameplay over glitz. A business that allows niche product to be commercially successful - not necessarily or even ideally on the same scale as the conventional market, but on a much more modest one: profitability with sales of a few tens of thousands of units, not millions. And, of course - creator control of intellectual property, because creators deserve to own their own work."

615 comments

  1. No way. by Musteval · · Score: 5, Funny

    With such gripping, original, and sure-to-be-great games as "50 Cent: Bulletproof" coming up, I find this forecast completely unrealistic.

    --
    Note to mods: I'm probably being sarcastic.
    1. Re:No way. by Anonymous Coward · · Score: 0

      No kidding, especially when it involves gangsta rapper 50 Cent. I mean shit dawg, who hasn't heard about his stunning new role in the next Zelda game?

  2. like the old saying goes... by phloydde1 · · Score: 5, Insightful

    pretty graphics
    good gameplay
    small budget ..pick two...

    1. Re:like the old saying goes... by aztektum · · Score: 1

      My choices would be 2 and 3. And I'd be happy.

      --
      :: aztek ::
      No sig for you!!
    2. Re:like the old saying goes... by zx75 · · Score: 1

      Or none, as dai kaise might be.

      --
      This is not a sig.
    3. Re:like the old saying goes... by Anonymous Coward · · Score: 0

      RTFA, it says the pick is just one: gfx

      seems that the problem has aggravated since that 'old saying' was coined

    4. Re:like the old saying goes... by shotfeel · · Score: 2, Insightful

      IMO "good gameplay" is the only one that counts. But then I grew up on Asteroids (don't take that too literally).

    5. Re:like the old saying goes... by Jhan · · Score: 4, Interesting
      pretty graphics good gameplay small budget ..pick two...

      <plug>And if the two you selected were budget and gameplay, choose Jeff Minter

      Minters games, even since the VIC20 days have

      1. Looked horrible
      2. Played awesomely

      I mean for Gods sake (and these are just some of the best):

      • Grid runner for VIC20
      • Revenge of the Mutant Camels (C=64, but Amiga version kicked rump)
      • Llamatron for Amiga with dual joystick control...
      • Tempest 2000 for Atari Jaguar. Could be the best game ever made.
      • Hover Bovver in all it's incarnations is always fun

      Games that are simutaneously incredibly hard and incredibly controllable and playable. The limit is not this piece of plastic in your hand, it's your own brain, directly connected to the game.

      Do yourself a favour and download the demo of Gridrunner++. Play it ten times. Don't stop because it looks like shite, don't stop because it's hard. You should now be a freshly converted Minter fan.

      And the man is a out-of-the-closet beastialist! What's not to love about that!

      </plug>
      --

      I choose to remain celibate, like my father and his father before him.

    6. Re:like the old saying goes... by j450n · · Score: 2, Insightful

      Gameplay doesn't really factor into the equation like that. You don't need big budget to design a fun system of play, it takes a little inspiration, planning and polishing. Content is the thing driving up budgets almost entirely on it's own. Programming work, even on the graphics side of things, hasn't increased in volume nearly at the rate that content creation has. Especially if you consider the fact that so many modern games are made with largely recycled code (be it a licensed engine or one developed in house that is incrementally improved), something you can't really do with art assets.

      Creating a huge world full of detailed props with multiple high resolution textures on each one just takes a lot of man hours and there is no way around it. Sure, there is some noise about procedural assets right now, but in most cases those ideas are quite far from being useable. (Maxis' upcoming "Spore" is probably the only really notable exception).

    7. Re:like the old saying goes... by ultranova · · Score: 1

      pretty graphics
      good gameplay
      small budget ..pick two...

      Pick at most two.

      Big difference.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    8. Re:like the old saying goes... by Anonymous Coward · · Score: 0

      On a steroid!?

    9. Re:like the old saying goes... by KhaZ · · Score: 1



      Ugh. GridRunner: not for those with epilepsy... Oh the pain!

      </Offtopic>

      --
      - - - -

      KickingDragon

    10. Re:like the old saying goes... by Jim+Haskell · · Score: 2, Interesting

      I'm making my living in the games industry.

      http://www.kingdomofloathing.com/

      We picked the bottom two. :)

    11. Re:like the old saying goes... by Rob+the+Bold · · Score: 1
      Tempest 2000 for Atari Jaguar. Could be the best game ever made.

      Yes! Yes! Yes!

      Superzapper activated!

      --
      I am not a crackpot.
    12. Re:like the old saying goes... by ben0207 · · Score: 0

      I've always though Jeff Minters games looked gorgeous. Though not in a traditional sense, of course.

      --
      cmd-q.co.uk - some sort of stupid fucking internet bullshit
    13. Re:like the old saying goes... by bodgit · · Score: 1
      • Tempest 2000 for Atari Jaguar. Could be the best game ever made.

      Or better still, get a Nuon-enhanced DVD player and a copy of Tempest 3000

      My eyes, it burns with the power of vectors...

    14. Re:like the old saying goes... by Anonymous Coward · · Score: 0

      Fucking hell. This isn't a game, it is a confession of psychedelics abuse. I'm loving it!

    15. Re:like the old saying goes... by GTRacer · · Score: 1
      Tempest 2000 for Atari Jaguar. Could be the best game ever made.

      I bought a jag *just* for T2000. It's the only game I have on it. And yes, it IS awesome!

      GTRacer
      - Needs Gitaroo Man to complete PS2 rare & great trifecta

      --
      Defending IP by destroying access to it? That makes sense, RIAA/MPAA. Go to the corner until you can play nice!
    16. Re:like the old saying goes... by leonmergen · · Score: 1

      But then the video card manufacturers will not be happy. Remember Doom 3 ?

      There's no way to prove anything at all, I do know the video card industry has "pretty graphics" very high on their wish-list.

      --
      - Leon Mergen
      http://www.solatis.com
    17. Re:like the old saying goes... by KDR_11k · · Score: 1

      I bought Tempest 2000 for the PC for a fiver. Hated it. Is that specific to the PC version or is there something you have to smoke to appreciate enemies that move towards you when they reach your side of the field and you can't destroy them?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  3. Re:Wow, it's like every other creative feild. by rob_squared · · Score: 2, Insightful
    I call it the Strangle-Hold Model. People who don't have power seek it, people who have power seek to keep it. Industries that thrive on personal ability will always suffer it. Its just a matter of scale.

    So here's to the next revolution. I can't wait for more indy games, movies, music.

    --
    I don't get it.
  4. Games Smames by MightyMartian · · Score: 4, Funny

    We all know that Nethack beats the competition hands down!

    --
    The world's burning. Moped Jesus spotted on I50. Details at 11.
    1. Re:Games Smames by Anonymous Coward · · Score: 0

      Say it proud brother, Nethack forever !!!!

    2. Re:Games Smames by KillShill · · Score: 1

      and since Nethack has no competition, then you're even more right.

      --
      Science : Proprietary , Knowledge : Open Source
    3. Re:Games Smames by MightyMartian · · Score: 1

      It's no joke, but I'll wager that I've spent more time playing Rogue (on my old Tandy CoCo3) and Nethack than all other computer games put together.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    4. Re:Games Smames by colmore · · Score: 1

      Nethack kind of needs to get over itself. It's nice and all, but its hardly the absolute first and last word in gaming. I was hooked off an on through college, finally ascended my senior year, and have since tried to get back into it by playing other classes and doing challenges, but it just doesn't excite me.

      And nethack is hardly the game you should be throwing out in this debate. The author is crying for bold new creative games that defy genre, and Nethack has been evolutionarily evolved from a 25 year old formula. Nethack is the Madden whatever the hell they're up to now of its genre.

      --
      In Capitalist America, bank robs you!
    5. Re:Games Smames by mink · · Score: 1

      Try Omega instead. Much different game experiance. It has cities, wilderness, dungeons, guilds, quests, arena fighting, and had a more complex dieity system before nethack implemented theirs AFAIK.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  5. Marketing led by carndearg · · Score: 3, Insightful
    I'm afraid when you let the marketeers out of their playpens and run an industry this is the inevitable result.

    The most important people in a game publisher or development house are the games testers because their input is most relevant to shaping the product as it will apear to the users - people like them. Sadly the "important" people are the marketeers.

    1. Re:Marketing led by Anonymous Coward · · Score: 0

      My wife is a marketing manager for one of the top game publishers in the country. She is personally launching several of the biggest games of the next 12 months. One will be awesome, the other is incredibly stupid (but will still be huge). She doesn't pick what games are published or not. She just has to sell the ones that are. Don't blame the marketing people.

    2. Re:Marketing led by superpulpsicle · · Score: 2, Insightful

      First step is to declare EA a monopoly. There is yet a standard Anti-Monopoly trust in the video game industry. Sure there is the Sherman Anti-trust act, but some politican needs to bend the same rules to apply it to EA.

      All these politicans waste their time talking about video game violence and bad values, they should wake up. They should break up EA and use the big company benemoth as a cornerstone example.

      If a democratic station like CNN is forcefully dominating all TV stations, Bush would have a fit. No one up high gives a fuck cause it's video "games". Let's call it video "media", then they'll care.

    3. Re:Marketing led by drsquare · · Score: 1

      Declare them a monopoly, even though there are countless others making games, and absolutely no barrier to entry?

      Sounds like you'd enjoy it in Cuba.

    4. Re:Marketing led by Anonymous Coward · · Score: 0

      This is so wrong its not even funny. If the game isnt fun and good by the time it gets to testers you have failed, and need to shuffle some people in your development team or get new ones. By the time stuff even gets to test its extremely expensive to change and fix. At best they (test) could say this area is a bit too hard, or too easy etc. Beyond that you have failed.

    5. Re:Marketing led by provolt · · Score: 4, Insightful
      No one up high gives a fuck cause it's video "games"


      I'm going to go out on a limb here and say that anyone who is 'high up' probably doesn't 'give a fuck' because games are completely inconsiquential.

      Personally, I'd be pretty pissed if our leaders spent time worrying about the amount of creativity in amusement activities. If you want more creativity in games, buy creative games. If there aren't any creative games, then don't buy bad ones and go do something else.

      The job of the government is not to ensure you are entertained. You could argue that it is the job of the government to provide schools that will teach you the difference between "cause" and "because", but that's an entirely different conversation.
    6. Re:Marketing led by carndearg · · Score: 3, Informative
      Fair enough. My comment was based on the experience of working for a marketing led game publisher in the UK for several years and watching them push woeful titles on unsuspecting punters by pumping them up through buying magazine reviews, in effect telling big lies about the products. Their testers were telling them the products were woeful but instead of getting some gameplay improvements in they just pushed more marketing at them.

      Eventually they had such a string of titles which bombed that when the finally got a good title(Virus 2000, David Braben's brilliant follow-up to the classic Virus) the damage was done and no amount of marketing could shake the shoddy image they'd aquired. Standard going titsup ensued, most of the workforce out of the door, remnants sold to a competitor.

    7. Re:Marketing led by BlackCobra43 · · Score: 1

      EA is taking steps to crush and/or absorb all other competitors, one by one, as well as obtain exclusivity over a wide array of content to stifle creativity...

      Sounds like trustbuilding to me.

      --
      I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
    8. Re:Marketing led by carndearg · · Score: 1
      This is so wrong its not even funny. If the game isnt fun and good by the time it gets to testers you have failed, and need to shuffle some people in your development team or get new ones

      It would be wrong, except in the company that gave me the experience that led me to make the statement. When I said "Marketing led" I wasnt joking, the development teams were not under their own control but those of the marketeers. Believe me they could tell when what they were being told to do was rubbish too!

    9. Re:Marketing led by rAiNsT0rm · · Score: 1

      Having been a playtester on a number of PS2 titles I can honestly saw we are the least utilized except for a small time window where the big bugs are worked on. It used to be playtesting was important, but now it is an unnecessary expense to devote much time to.

      Basically no one puts the effort into extensive testing and game balancing anymore. It's all about getting product out the door as quickly as possible and making sure that the large bugs have been mostly squashed.

      I wish for a return to days when playtesting mattered, but it ain't happening anytime soon. Having your memory card formatted completely when trying to save is a "feature" nowadays, not a bug. Who needs playtesters?

      --
      http://teasphere.wordpress.com - A little spot of tea
    10. Re:Marketing led by badasscat · · Score: 3, Informative

      The most important people in a game publisher or development house are the games testers because their input is most relevant to shaping the product as it will apear to the users

      Huh? So the people that actually come up with the ideas, design the characters, the levels, the worlds, design the gameplay elements; then the people that program all that in, create the artwork, create the physical look and feel of the game, these people are less important than the testers? WTF? Without all those other people that handle the creative and production tasks before the testers, there would be no game!

      This is like saying the test audiences for a Hollywood film are the most important part of the filmmaking process. It makes no sense. They're more important than the writers, directors, cinematographers, editors, etc.? They most definitely are not!

      But this leads me to:

      And, of course - creator control of intellectual property, because creators deserve to own their own work.

      Who the hell is a "creator" of a game these days? Every game these days has many producers, directors, program managers, writers, coders, illustrators, 3D modelers, level designers, character designers, and other creative and management team members that all provide input in how the game will end up. These people work for both developers and publishers.

      Is this a bloated system? Sometimes. But there are a lot of people out there who like games like Final Fantasy and Grand Theft Auto and those games are not going to make themselves. A lot of people are involved. Take a look at the credits for even a simple game like Katamari Damacy sometime - it's huge.

      Creators do have control of their games, because these creators are collectively called "companies". All companies are are groups of like-minded people working on related projects (even if they're only related in that they're all for the same company). The company is the creator. Why should one person get to keep control of a game if he leaves the company, and nobody else who worked on it at that company gets jack? Is that somehow more fair than the system we have now?

    11. Re:Marketing led by Ignignot · · Score: 4, Insightful

      When you see games like World of Warcraft reaching 4 million subscribers recently, I doubt you can really say the gaming industry is dying. Assuming 1/2 payed for the boxed game, that's 100 million up front, and at 13$ a month, another 520 million a year. That is almost as much money as Episode III got. There is simply no way Blizzard is spending half a billion dollars a year on the game, or even half that. I'd say that some companies are doing quite well.

      Yes we all bemoan the closing of some great software makers. Yes, may of the conglomorates churn out trash. However, there is a market for solid games that is expanding instead of contracting. Companies just need to be both innovative and aware of the current business environments. The days of programmer gurus acting as CEO are over. This indicates a maturing of the industry, not some loss. Marketers have their place. So long as the new heads of the gaming companies still listen to their programmers, and leave the creative development to the creative people, they will succeed. Companies like EA are destined to failure.

      --
      I submitted this story last night, and it didn't get posted.
    12. Re:Marketing led by carndearg · · Score: 1
      Huh? So the people that actually come up with the ideas, design the characters, the levels, the worlds, design the gameplay elements; then the people that program all that in, create the artwork, create the physical look and feel of the game, these people are less important than the testers? WTF? Without all those other people that handle the creative and production tasks before the testers, there would be no game!

      A valid position, it is true. As I've said in other comments, my assertion was based on experience in one publisher. And I wasnt belittling the contribution of the game creators.

      Game testers when properly run should form the all-important feedback part of the equation, relating the creative fantasies of the developers to the real world inhabited by the customers. If they are not listened to you can have the best creatives in the world and still produce awful games.

    13. Re:Marketing led by Anonymous Coward · · Score: 0

      "The job of the government is not to ensure you are entertained. You could argue that it is the job of the government to provide schools that will teach you the difference between "cause" and "because", but that's an entirely different conversation."

      Yes, you are right. The job of the government isn't to regulate major corporations that limit intellectual freedom and the ability to compete in an industry.

      If only you had those school you could learn the difference between "inconsiquential" and "inconsequential", but since I'm nice, I'll teach you.

      inconsiquential is not a word.

      inconsequential is a word.

    14. Re:Marketing led by drsquare · · Score: 1

      Any company that wants to be successful wants to crush competitors. That's what the word 'competition' means. No-one's forcing anyone to sell out to EA.

      as well as obtain exclusivity over a wide array of content to stifle creativity...

      How exactly does that stifle creativity? Not being able to use official names doesn't make games any more creative. In fact you could argue that it forces developers to come up with more original ideas.

      Sounds like trustbuilding to me.

      Sounds like the tin-foil hat brigade are out again.

    15. Re:Marketing led by Moofie · · Score: 1

      No barrier to entry...are you mad? Do you have any idea how much it costs to put a game on a shelf at BestBuy?

      --
      Why yes, I AM a rocket scientist!
    16. Re:Marketing led by badboy_tw2002 · · Score: 1

      Remember kids, monopolies aren't illegal! And EA is not a monopoly! Activision, Sony, Nintendo, Microsoft, Take-Two, Sega, etc. etc. have something to say about that. EA expands by buying companies, this is true. But they aren't forcing the companies to sell. How can EA crush a competitor? What can they really do to someone who has a unique gaming idea and the funding to produce it? Can they get Sony & Microsoft to not publish the game for Xbox & PS2? Trust me, they can't. Can they get Wal-Mart not to stock it? Nope. Where is the stranglehold?

      As for content? Tough titties. The NFL is not a government sponsored entity. Its a private organization who has contracted EA to produce video games for it. The same goes for the dozens of movie licenses that EA has done over the years. You didn't see Batman putting out multiple licenses for its movie, did you? Yet where was the outcry there? Because videogame NFL is more popular than videogame Batman? And I suppose the MLB giving Take Two the exclusive license was just fair play? What about FIFA? EA has been the #1 FIFA title for years, and yet there exist several other _thriving_ soccer (football) alternatives.

      You'd be extremely hardpressed to come up with one anti-competitive move by EA. I'd love to see what it is.

    17. Re:Marketing led by getwhipped · · Score: 1

      Well, if you've ever talked to any tester who works/worked at EA, you'll know that they run their testers pretty hard. When you release software for console systems [on a deadline] where there is no chance for a "patch update" or "service pack", you have to get things done right the first time (which makes EA's testing department much more brutal than other companies' testing departments). If there were no testers at EA, or the testers did a mediocre job, the games would be crap -- in short, there would be no game! This is not to say the testers are the most important people -- as the parent post tried to do -- but it is at least giving the testers equal position on the chopping block.

      --
      get whipped (you know you like it)
    18. Re:Marketing led by ultranova · · Score: 1

      I'm going to go out on a limb here and say that anyone who is 'high up' probably doesn't 'give a fuck' because games are completely inconsiquential.

      Personally, I'd be pretty pissed if our leaders spent time worrying about the amount of creativity in amusement activities. If you want more creativity in games, buy creative games. If there aren't any creative games, then don't buy bad ones and go do something else.

      So, are you pissed about your leaders spending time and your tax money to protect the profits of the producers of the amusement activities known as music and movies against the people who infringe on their copyrights on the Internet ? Those coordinated, multi-country raids can't be easy or cheap to arrange...

      That said, I quite agree with you - EA can't stop anyone else from making and distributing games, for fun or for profit, so government has no reason to get involved.

      The job of the government is not to ensure you are entertained.

      True. However, it is the job of the government to upkeep peace and order, and the good old "bread and circus" -approach has been time-proven to be a very effective way of achieving this. In other words, while it is not a specific duty of government to provide entertainment for its subjects, it might very well be neccessary to do so anyway.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    19. Re:Marketing led by Anonymous Coward · · Score: 0

      He's not talking about a single person; he's talking about the studio that developed the game.

      Most games are developed (conceived, designed, programmed, and tested) by one company, and then produced (marketed, distributed, and sold) by another. The relationship between these companies is shockingly one-sided, and the publishers routinely demand absolute control over the IP.

      The developer has little choice because without a publisher, they have no chance whatsoever to enter retail markets themselves.

      If other industries worked this way, Tom Clancy would no longer own the Jack Ryan series, or Rainbow Six. The publisher would own those properties.

    20. Re:Marketing led by Anonymous Coward · · Score: 0

      Fuzzy math..

      4,000,000 * $13/month * 12 = $624,000,000/year

      Close enough I guess...

    21. Re:Marketing led by jedidiah · · Score: 1

      Are you kidding? By the time it gets to the testers it's still due for at least one or two massive design changes to go with the several others that occured earlier in the development process. '-)

      The playability of the game shouldn't be that dependent on the tech or the art.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    22. Re:Marketing led by AviLazar · · Score: 3, Informative

      Game testers are not, by far, anyway relevant to the shaping of the product EXCEPT for: All they do is say "yea here is the bug" or "yea this is cool" but by the time the game gets into playtesters hands the game is already made. Too late to change concept.

      Pre-development is the most important. I was hanging out in a comic book store as a kid and some marketers came in. We all got in a group and they showed us concept art, storylines, etc. They asked for our opinion on what we would like to see in the game. We told them. That is where the consumer is most important.

      Yes marketers are VERY important. Do not belittle them because you are fedup with spam. These guys are trained to find out what the majority of the public want...it may not be what you want, but guess what they are not making their product for a minority....or do you play games like WoW, EQ, 1/2-Life, Doom3, etc? Then you fell for some marketers ploy.

      --

      I mod down so you can mod up. Your welcome.
    23. Re:Marketing led by WinterSolstice · · Score: 1

      Ea has a stranglehold on producing poor quality serialized games!

      Ha! Take that! They actively produce the lousiest serialized games out there, forcing all other game producers to actually attempt to produce something decent!

      Very anti-competitive :)

      -WS

      --
      An operating system should be like a light switch... simple, effective, easy to use, and designed for everyone.
    24. Re:Marketing led by badboy_tw2002 · · Score: 1

      Exactly :) Saying EA has a stranglehold on innovation is like saying Microsoft has a stranglehold on bug-free secure OSs.

    25. Re:Marketing led by provolt · · Score: 1

      The AC is correct.

      I forgot Rule #1 when flaming someone for bad spelling/grammar: Proofread and don't hit the submit button too quickly.

    26. Re:Marketing led by kaffiene · · Score: 1

      Did you actually *read* the article?

    27. Re:Marketing led by mconeone · · Score: 1

      You're missing a pretty big part of the income equation, only 1 million subscribers are in the U.S., probably less in Europe. A majority of the subscribers are in asia, where the game is downloaded for free and time is bought at a significantly lower price than the rest of the world pays. Don't get me wrong, its a buttload of money, but doing simple math in this case is overestimating the gross by quite a bit.

    28. Re:Marketing led by Jackie_Chan_Fan · · Score: 1

      Yeah but World of Warcraft only exists because many moons ago, Blizzard as a much smaller company made a game called "Warcraft" :)

      Warcraft has survived several versions, and the spin of World of Warcraft.

      So are we to assume the only way for a game to be successful is to milk the crap out of an old title and force fans to pay monthly fees?!

      I will never pay a monthly fee to play a game, especially if i have to pay $50 upfront as well.

      The whole buisness model behind World of Warcraft is perfect example of how lame gaming has become, and it shows you what is important to the developers.

      Frankly it is impossible to create a new idea in the gaming world and get funding for it. Publishers want you to do what they want you to do. They dictate from the top down.

      NO ONE in game developement is coming up with new ideas. The only developers that are given any power, are those that were battle tested in the earlier days of gaming and were successful, such as ID's John Carmack, and The Unreal team.

      And they're just selling technology these days, and perhaps thats the goal of an independent developer. Dev some new tech and sell it to the suits that dictate the gaming industry. It's the only way to have any control.

      Look at renderware, doom engine, quake engine, unreal engine, etc.

      It's simply impossible to stand up in this industry and say "I've got a great idea folks, check this out"... then they say "Just make another Grand Theft Auto" or "We bought the rights to Viagra, and we want to make a budget Viagra game, so get on it... oh and make it like Grand Theft Auto... OH and DO IT IN 3 MONTHS"

      The industry is as lame as it gets.

      Most games suck. I've given up playing games for the most part, and the sad thing is i make them.

      Its just boring, the same old thing. It's becoming corperatized in not only its buisness model which it had been for years, but now they want to infect games with advertising, marketing, product liscensing, celebrity names and music etc. It's become about the marketing more than about the game.

      Games fucking suck. If anything Japan still has a degree of open creativity within their industry in the console world, but within the PC gaming world, its dead.

      Flight Simulators went the way of the dodo, because complex simulations that require you to read a 500 page manual to fly a very detailed F18A or F16, or Apache Longbow... is simply too overwelming for the general gamer.

      The suits want a wide general audience, not niche games. There are no more complex flight simulation games out there. The fans all fly the old ones because that market has died thanks to developers pulling out of it because it doesnt make enough money as selling "Def Jam Fighting games"

      How about a kick ass Space simulation? Fly the shuttle into space, accomplish missions in full 3D with todays realtime tech?!

      And you wonder why they say we lack kids intereted in science. We dont give kids any chance to really dream about it!

      Check out games like ICO from Sony (Ps2) and the upcoming Shadow of the Collosus on (PS2) which comes out in october. ICO sold extremely poor compared to the grand theft auto's of the world, and yet the game emotionally moved gamers, some to the point of tears. It's a wild experience, and yet so subtle in its story telling techniques. It's unbeleivable and one of the best games ever made. It's my personal favorite. It sold poorly because the cover on the dvd case looked dumb, it looks like a "kids" game, and the screen shots do not at all convey the experience. So many people missed playing a great game, but those who did play ICO... scream from the highest mountain they can climb just to say "ICO is brilliant and you need to play it, its the best ever"

      Over the years, people have tried it, and many fall right in line and agree.

      ICO is proof that great games, (the best ever in my opinion) lack an audience.

      Sony has stuck by their ICO team realizing that they ar

    29. Re:Marketing led by 1arkhaine · · Score: 1

      I don't have mod points. So all I can really do is say that I agree. Good post.

    30. Re:Marketing led by Minna+Kirai · · Score: 1

      Any company that wants to be successful wants to crush competitors. That's what the word 'competition' means.

      Wrong. Otherwise the Tour de France would've been a wrestling match. Just get off your bikes and stomp the other teams' faces, and you'll be sure to win the race.

      That's cheating, which is one kind of competition, but not the only kind, and not the kind a free market nation will support.

      Similarly, instead of simply explaining how you're wrong, which is productive competition that helps others, I could crush your face in with my elbow.

    31. Re:Marketing led by Minna+Kirai · · Score: 1

      Do you have any idea how much it costs to put a game on a shelf at BestBuy?

      Little enough that 5000+ corporations could afford it if they desire. That's no more a barrier-to-entry than if you wanted to sell ice cream sundaes.

      Furthermore, the most profitable games today don't go through storefronts.

    32. Re:Marketing led by Minna+Kirai · · Score: 1

      If they are not listened to you can have the best creatives in the world and still produce awful games.

      Maybe. Or maybe the game will turn out fine despite being untested (it's not as if testers haven't sometimes made things worse with their biased complaints).

      So, stipulating that testers usually improve game quality, they are still far less important than anyone else in the game creation process, marketers excepted.

      Programmers + artists + luck = good game.
      Tester + luck = nothing at all.

    33. Re:Marketing led by carndearg · · Score: 1
      Game testers are not, by far, anyway relevant to the shaping of the product EXCEPT for: All they do is say "yea here is the bug" or "yea this is cool" but by the time the game gets into playtesters hands the game is already made. Too late to change concept.

      Not true. All the games I've ever been involved with have received feedback from the testers at all levels. They arent just there to find bugs, they're a set of tame target audience on whome the game is continually tried out. The sad thing is they arent always listened to.

      Pre-development is the most important. I was hanging out in a comic book store as a kid and some marketers came in. We all got in a group and they showed us concept art, storylines, etc. They asked for our opinion on what we would like to see in the game. We told them. That is where the consumer is most important.

      You're all flattered because some marketeers asked you your opinion. What you dont realise is that when they do that they dont have to listen.

      Yes marketers are VERY important. Do not belittle them because you are fedup with spam. These guys are trained to find out what the majority of the public want...it may not be what you want, but guess what they are not making their product for a minority....or do you play games like WoW, EQ, 1/2-Life, Doom3, etc? Then you fell for some marketers ploy.

      That's the idea behind marketing, sure, but it's not necessarily how it gets done in the real world. My experience is of a group of people whose method is "We're going to tell you how we want it to be" rather than "Tell us how you want it to be".

      Of course, all the games companies I worked for went titsup. (Wasnt me guv, honest!) So you might expect that the marketeers might be bad ones in a company that goes titsup, it's quite possible that I'm being harsh on the good ones. I just never met any.

    34. Re:Marketing led by Minna+Kirai · · Score: 1

      If there were no testers at EA, or the testers did a mediocre job, the games would be crap

      The output of EA testers is already worse than mediocre. Look at the inescable game balance mistakes plaguing the first releases of both Battlefield Vietnam and Battlefield 2.

      Not only do they fail to get things right the first time, but usually not on the 2nd or 3rd attempt either.

      but it is at least giving the testers equal position on the chopping block.

      They deserve nothing close to equality. They are replacable- in a pinch, coders designers and producers can do the job of a tester, but the reverse is never true.

    35. Re:Marketing led by Minna+Kirai · · Score: 1

      We told them. That is where the consumer is most important.

      At best, that can lead to popular games, not good ones.

      or do you play games like WoW, EQ, 1/2-Life, Doom3, etc? Then you fell for some marketers ploy.

      Wrong. All those games were sold mainly on the reputation of the programmers' earlier work. Marketing hardly made a difference there. Except for Doom3, those are all decent products that were popularized through word-of-mouth.

      Marketers become important when you've got a sucky game to sell.

    36. Re:Marketing led by AviLazar · · Score: 1

      Wrong. All those games were sold mainly on the reputation of the programmers' earlier work. Marketing hardly made a difference there. Except for Doom3, those are all decent products that were popularized through word-of-mouth.

      All those games were HIGHLY marketed. Doom3 was the biggest...Half life2 was rated as one of the most anticipated games to come out - and they were marketing the crap out of it. WoW is new and what you didn't see all the ads? I have seen tv commercial ads for Doom3 and WoW. I have seen each of these games talked about on gaming shows, magazines, posters, billboards, etc. Thats marketing. The fact that any of these made it to TV is very impressive....typically computer games do not make it to TV commercial advertising.

      --

      I mod down so you can mod up. Your welcome.
    37. Re:Marketing led by hyphz · · Score: 1

      Um, did you ever actually play Virus 2000? (Or "V2000" I think they renamed it?)

      Freaking impossible to control and once you got past the controls it was just Zaxxon with turning. I don't know why you herald it..

    38. Re:Marketing led by carndearg · · Score: 1
      did you ever actually play Virus 2000?

      Yes. A lot. I spent several months of my life dealing with that product. And no, I wasnt one of the games testers:)

      How you rate a game is down to who you are. I quite liked V2000, but then I liked the original on the Archimedes. You obviously didnt, but then that reinforces my point above that the marketeers conned you.

      Compared to the other games from the same publisher it was, at least in my view, pretty good. Such drinks coasters as Perfect Assassin, Banzai Bug, Asgahn, Xenocracy and the Dragonriders of Pern title that came out when Ubisoft picked up the pieces were by comparison IMHO pretty poor. And to think I spent several years of my life on those products...

    39. Re:Marketing led by carndearg · · Score: 1

      I missed out one title on the list, the unforgettably crap Tank Racer, a sort of Mario kart in a tank that they tried to sell as a full-on tank sim, believe it or not.

  6. Steam. by Anonymous Coward · · Score: 1, Interesting

    I got a chance to read this a couple days ago. I can't really argue with anything there. However, it doesn't really address whether or not the situation will be helped by popularizing alternative distribution methods like Steam. One would hope that this would be enough of a wake-up call for Valve to stop sitting on their thumbs about getting more content sent over their service.

  7. Innovation will not be stopped; addicts by Sebastopol · · Score: 4, Insightful

    The problem here is not about bloated, vapid monopolies stomping on creativity: programmers like Carmack will always exist, and will revolutionize the gaming industry through sheer willpower alone.

    I for one conjecture there just aren't enough good programmers in the world, otherwise we would see more games as revolutionary as Doom and Quake popping up on the interent.

    When is the last time a solid freeware game caught the imagination of millions? About 15 years.

    Don't blame it on corporations, blame it on the fact that genius is rare!

    Maybe people are just too demanding: they want something new every week and the gaming industry doesn't move fast enough to satisfy the short attention spans of young adults. WHy? Because you just can't write a winner every 6 months!!!

    Realize that inspiration only comes once in a great while, and for god's sake, find another hobby!

    --
    https://www.accountkiller.com/removal-requested
    1. Re:Innovation will not be stopped; addicts by sammy+baby · · Score: 1

      Oh, for god's sake. Look, just because you happen to think Carmack roxors your video card's soxors doesn't make him the be-all end-all of game development.

      This article is about creativity in game design. Carmack doesn't have much to do - indeed, doesn't want much to do - with game design. He writes the engines, and lets other people handle the gameplay.

      Oh, and incidentally, the last three games id software published were, what? Doom 3, Return to Castle Wolfenstein, and Quake 3. In those three games, the most innovative feature offered was the ability to blow up Rob Zombie.

    2. Re:Innovation will not be stopped; addicts by SinGunner · · Score: 1

      sorry, this is bs.
      it's not a lack of genius. let's say someone makes a genius game. the automatic result is that someone else copies it as best they can. everyone buys the copy, cause it's so much like the original. now multiply.
      if it makes money, people will do it. making cheap knockoffs makes money, so people will do it. making a truly innovative game is just a huge risk that only people who don't care about money would consider, and last i checked, even the super-rich weren't lighting cigars with 100s, no matter how much we want to believe they are.

    3. Re:Innovation will not be stopped; addicts by ezweave · · Score: 1
      there just aren't enough good programmers in the world

      There is a world of difference between being a good programmer/developer and being a good game designer. Some of the lamest games can have the slickest, best designed, best performing code. That has nothing at all to do with it.

      Could the problem be that everyone is gaga for 3d games that could all run off of the same engine (not really, but close)? Could it be the desire to sell a game that looks super slick and retails for $50-$60?

      I don't really think that a crash (like the 83 crash) is going to happen. The world is a different place. I think enough people play games now that they will keep buying new systems.

      OTOH, I think it is sad that most games are the same thing over and over again. That is the one thing in common with the game industry in the early 80s. The games all looked and played the same (or similar). The real problems are that the 3d "revolution" doesn't encapsulate enough genres and that many of us, who grew up with games, see the newer games as old hat. For me, with a few exceptions, nothing has really changed (aside from graphics/physics) in the last 10 years or so.

      But, you have to realize that some of that is just growing up and having different priorities (i.e getting bored with games)... and some of it is that there are not enough new kinds of games.

    4. Re:Innovation will not be stopped; addicts by Sebastopol · · Score: 1

      I was name dropping for brevity's sake.

      I 100% agree with you, but no one remembers the name of game designers: quick, name Three top programmers, and Three top game designers.... ;-) Maybe you do, but they don't get much credit.

      were, what? Doom 3, Return to Castle Wolfenstein, and Quake 3.

      This point irrelevant: I was referring to the _original_ revolution caused by their zero-budget work; not the vapid, bloated, uninspired clone-machine that has dominated id for the past X number of years.

      But I do completely agree it is the creativity of game design, and not the underlying game engine. I've seen some fun 2D-tile based games.

      --
      https://www.accountkiller.com/removal-requested
    5. Re:Innovation will not be stopped; addicts by Sebastopol · · Score: 1

      There is a world of difference between being a good programmer/developer

      Understood. In my rush to be the first post -- which I didn't.. :( -- I didn't clearly make my argument, but I think you got the gist based on the rest of your post.

      --
      https://www.accountkiller.com/removal-requested
    6. Re:Innovation will not be stopped; addicts by darthnoodles · · Score: 1
      When is the last time a solid freeware game caught the imagination of millions? About 15 years.

      Haven't you heard of RTCW: Enemy Terrotory? Completely free game that is GREAT.

      And it had a Linux client for all you penguin lovers.

    7. Re:Innovation will not be stopped; addicts by Have+Blue · · Score: 1

      Carmack can't revolutionize anything without a small army of content creators. Do you think he draws all those normal maps himself in Photoshop, or models his own 150Kpoly monsters for his polybump processor? Without them, he'd have some technically excellent but ugly and non-entertaining tech demos, which he'd undoubtedly be very successful at licensing or publishing as research but which are a far cry from a true id game (cue the "but they're all tech demos anyway hurrr" posts).

    8. Re:Innovation will not be stopped; addicts by Moofie · · Score: 1

      Ummm...Counterstrike? I think that was pretty popular...

      --
      Why yes, I AM a rocket scientist!
    9. Re:Innovation will not be stopped; addicts by 2short · · Score: 1


      "I for one conjecture there just aren't enough good programmers in the world, otherwise we would see more games as revolutionary as Doom and Quake popping up on the interent."

      You really think of Doom and Quake as revolutionary? Hey, it's some tight code that made good use of the latest and greatest video card tech. But they were just better graphics than previous FPS games.

      In any case, there are plenty of good programmers, particularly since a totally 733t coder is not what you need to make a great game. A fast 3D engine perhaps; but how many of them does the world need?
          There are few good game designers, and they are hard to identify because almost everyone thinks they are one. A good friend of mine is an excellent game designer, but has never programmed a thing. I'd much rather play a game he designed that was implemented by a mediocre coder, than a game designed by some one else and coded by a fabulous coder.

      Certainly someone can cook up a great game on their own; I've played a few and enjoyed them. But every game in a nice box on the shelf in that store in the mall represents many man-years of programmers, game designers, artists, etc. time. You certainly canb't write a winner every 6 months, because most game shops have multi-year development cycles. And most games don't ever make it to that shelf, or they don't last long there because no one buys them. Most of them lose big piles of money.

    10. Re:Innovation will not be stopped; addicts by vasqzr · · Score: 1

      When is the last time a solid freeware game caught the imagination of millions? About 15 years.

      Snood has had between 8-20 million downloads, depending on who you ask.

    11. Re:Innovation will not be stopped; addicts by ezweave · · Score: 1

      Yeah, I know how that goes. Now everyone else knows what you meant too.

    12. Re:Innovation will not be stopped; addicts by Comboman · · Score: 1

      otherwise we would see more games as revolutionary as Doom and Quake popping up on the interent. Wolfenstein 3D was revolutionary. Doom and Quake were just incremental technical refinements of the same basic gameplay mechanics. But a game doesn't have to be revolutionary to be good. When is the last time a solid freeware game caught the imagination of millions? About 15 years. What about Bejeweled? O.K. it's demoware not freeware but it certainly caught the imagination of millions, most of whom were not "gamers". Ever since Tetris, puzzle games are one genre where gameplay still counts over graphics, and new modes of gameplay are being introduced all the time. Creative games are out there, you just have to look for them.

      --
      Support Right To Repair Legislation.
    13. Re:Innovation will not be stopped; addicts by edbarrett · · Score: 1
      Maybe people are just too demanding

      Maybe they're just like my father: too bold.

    14. Re:Innovation will not be stopped; addicts by Anonymous Coward · · Score: 0

      When is the last time a solid freeware game caught the imagination of millions?

      I dunno. When did Bejeweled come out?

    15. Re:Innovation will not be stopped; addicts by Anonymous Coward · · Score: 0

      Dagnabit! I just used up my mod points in another thread. This would have got a +1 Funny from me.

    16. Re:Innovation will not be stopped; addicts by Minna+Kirai · · Score: 1

      When is the last time a solid freeware game caught the imagination of millions? About 15 years.

      About 15 months ago. The name is "Bejeweled".

    17. Re:Innovation will not be stopped; addicts by Minna+Kirai · · Score: 1

      Wolfenstein 3D was revolutionary. Doom and Quake were just incremental technical refinements of the same basic gameplay mechanics. But a game doesn't have to be revolutionary to be good.

      Wrong, Doom's gameplay was barely like Wolf3d's (unless you also believe tennis is about the same as baseball).

      Besides, if you want to talk "incremental improvement", then Wolf3d was just a step up from Catacomb 3D, replacing fireballs with bullets and trolls with Sturmtruppen.

    18. Re:Innovation will not be stopped; addicts by Comboman · · Score: 1

      Catacomb3D was equally revolutionary (same basic engine as Wolf3D), but most people didn't see it until after Wolf3D became popular. Other than replacing Nazis with Demons, Doom's gameplay was identical to Wolf3D. The technical improvement was a better rendering engine that allowed maps with vertical dimension (stairs, ramps and elevators) but this did not significantly change the gameplay dynamics. Same with Quake which added 3D rendered enemies and items, nice looking graphics but no change in gameplay. The next real revolution in the FPS genre after Wolf3D came with the addition of multiplayer in Duke Nukem 3D.

      --
      Support Right To Repair Legislation.
    19. Re:Innovation will not be stopped; addicts by Profound · · Score: 1

      Please don't use Snood as an example, it is merely poor rip-off (no multiplayer, less frantic) of Puzzle Bobble/Bust a move. The only reason anyone would buy that game is because they don't know how to download an emulator to play one of the 16 bit Puzzle Bobble versions.

  8. Starting with EA Games! by IcyNeko · · Score: 5, Insightful

    If they truly want to "challenge everything", they can start by bringing wing commander back and putting an end to the failure they call Ultima.

    1. Re:Starting with EA Games! by KDR_11k · · Score: 1

      How's "bringing Wing Commander back" innovative?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Starting with EA Games! by Peldor · · Score: 1

      Well for starters they could make it not suck. For EA that would be damn innovative.

    3. Re:Starting with EA Games! by robyannetta · · Score: 1
      ...they can start by bringing wing commander back...

      They have!

      --
      - Just my $0.02, take with a grain of salt, your mileage may vary.
    4. Re:Starting with EA Games! by Maltheus · · Score: 1

      Hell, I still want to see that Babylon 5 combat sim they scrapped, just as it was nearing completion. It was going to use the actual models from the show. I so would have bought that game. As it is, the only games I've purchased since then were Unreal 2k4 and some marked down copy of AOEII.

      They cancelled that game because they said the market was saturated with space combat games. Aside from Wing Commander, which was old at that point, I had no idea what they were talking about. There are all of these great flight controllers out on the market (like that fancy Saitek split controller, x45? maybe) that I want to buy, but I don't because they only game I can use it with is some lame Microsoft Cessna simulator. I would love a new kick-ass Wing Commander type game.

  9. People will vote with $$$$ by Anonymous Coward · · Score: 0

    Mebbe the game industry is where it's at cuz the people like what they're getting. Make product people want and they will flock to it. Buy low Sell high to make money. The sky is dark at night outside. Water is wet at room temperature on earth.

    1. Re:People will vote with $$$$ by Skye16 · · Score: 2, Informative

      Sorry, but no. You forget the power of marketing. We, as consumers, can be incredibly stupid at times. As much as I hate to say it, I have to be included in this. We're told this game is the greatest game ever. It's features are touted for months, or even years before its released. We read about it and desire it from the first trailer that gets released. And then, when it comes out, even when our friends complain it sucks, we buy it anyway, because we just can't seem to fathom how something that sounds and looked so good could turn out to be so horrible. We buy it. And then we try to like it. For hours, days, weeks, or months. We try, because we hope that, through mere willpower alone, we can make the game into something great.

      But that's not how the real world works. And eventually we uninstall the game and put it back in its case, shoving it on a shelf, never to be touched again. I have about 30 games like that right now. And, for as smart as I supposedly am, I continue to do it, proving, without a doubt, that I'm not smart. On the contrary, I'm fucking stupid. I'm a sheep and I consistently make poor decisions when it comes to games.

      Only, lately, it's been different. Instead of spending 50-100$ a month on new games, I just don't anymore. In fact, with the exception of Day of Defeat: Source, I don't think I'm going to buy any more games. It's just not worth it anymore. And I'm not talking money-wise, either. I'm talking about the emotional stress it puts me through. I am a gamer. I play games. Entirely too much, I agree, and the fact that it does put emotional stress on me illustrates that fact perfectly. But that doesn't make it less true. The bottom line is, I'm tired of getting let down. I've given everyone the benefit of the doubt - new development studios that I've had no experience with, old developers who have had great games in the past - and they're all letting me down. It's just not worth it. So I'll go back to Tribes 1. I'll play the occassional Tribes 2. And I'll play Tribes: Vengeance on occassion, just to remind myself how low a franchise can sink.

      And I've just realized I'm rambling, so I'll stop. My apologies.

  10. TWO!!!! by Anonymous Coward · · Score: 0

    While I admit this is the better article than what was linked the other day, do we really need TWO adverstisements for the Escapist this week? Get a slashbox set up and if they want to foster discussion they can host their own forums. Seriously, as much as I like the Escapist, the fact that their articles are passing for content here is pissing me off.

  11. Uh, no by Reality+Master+101 · · Score: 4, Insightful
    And, of course - creator control of intellectual property, because creators deserve to own their own work.

    The person who pays for the work deserves to own the work. This is the same idiotic logic where we have photographers owning the rights to YOUR wedding pics, even though you paid for them. If the creator wants to own the rights, then the creator should PAY for them.

    Artists should have the same rights as any other tradesman. Does the carpenter own the rights to your kitchen just because he builds the cabinets?

    --
    Sometimes it's best to just let stupid people be stupid.
    1. Re:Uh, no by Anonymous Coward · · Score: 1, Insightful

      "Does the carpenter own the rights to your kitchen just because he builds the cabinets?"

      No. But a carpenter could own the rights to the design of the cabinets in your house.

    2. Re:Uh, no by Anonymous Coward · · Score: 0

      Yes, the person who pays for the work should own it. An artist can sell the right to use a work or the rights entirely.

    3. Re:Uh, no by bersl2 · · Score: 1

      You can start by not being an idiot and negotiating this beforehand.

    4. Re:Uh, no by Spy+der+Mann · · Score: 0, Flamebait

      The person who pays for the work deserves to own the work.

      Thanks for supporting us! We'd really appreciate it if you become our official dungeon keeper erm, manager.

      Sincerely,
      The EA executives.

    5. Re:Uh, no by julesh · · Score: 1

      The person who pays for the work deserves to own the work.

      It depends on the way the work is done. I have no experience of working in the games industry, but it sounds to me like what this guy is talking about is a shift toward independent developers producing games and then persuading a publisher to distribute them: that is, a move to freelance game design. In this scenario, the person who designed the game should own it, because they did the work without assurance of earning any money from it.

      This is the same idiotic logic where we have photographers owning the rights to YOUR wedding pics, even though you paid for them.

      Unless they negotiated a contract with you in advance, that's bullshit. They can say what they want about industry standards (and they've tried this on me before, when my company had some photos produced for the web site of our client... an IP law firm), unless there's a contract in place, the person who asked for the work to be done (i.e. you) own the rights to the work.

      Does the carpenter own the rights to your kitchen just because he builds the cabinets?

      No, but he owns the rights to the templates he used to build it and can make an exact copy of it to sell to someone else, if he so desires. Unless you have a contract in place saying he can't.

    6. Re:Uh, no by Reality+Master+101 · · Score: 3, Informative
      Unless they negotiated a contract with you in advance, that's bullshit.

      Nope, that's the (US) law. Copyright law specifically gives the rights to the photographers, and you are forbidden from making copies without their permission. You have to negotiate these things in advance, and a lot of photographers flat-out refuse to give you any rights. You have to go to them for prints. This is why it's often hard to copy a photo at, say, Kinkos. They're under pressure from the Photographer unions and fear being sued for copyright infringement.

      It sucks, but there you go.

      I had a debate about this once from a professional photographer (a horse photographer, in fact), and she went on and on about how prints are the only way she makes any money, cameras are expensive, etc, etc. Boo freakin' hoo. The rights still shouldn't belong to her if it's MY money paying the tab.

      --
      Sometimes it's best to just let stupid people be stupid.
    7. Re:Uh, no by dokhebi · · Score: 1

      I agree and disagree. If an artist is being paid to create art, then the art belongs to the person forking over the money. A wedding photographer is no different than a Rennaisance artist who worked for a patron. A photographer who takes pictures on his or her own time and tries to sell the rights to show them is still the owner of the art work.

      On the other hand, someone who builds you a house to your design is a craftsman, not an artist. Even if the house is from the builders design, they are working for a patron, like the fore mentioned Rennaisance artist.

      Just my $0.02 worth.

    8. Re:Uh, no by jcr · · Score: 1

      This is the same idiotic logic where we have photographers owning the rights to YOUR wedding pics, even though you paid for them.

      Umm... That's just a matter of contract law. If you don't want the photographer to own your wedding shots, you make a different deal.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    9. Re:Uh, no by Epistax · · Score: 1

      You are on very thin ice.

      Say I work for software company XYZ. While working, I develop an awesome app on the side. Either you attempt to publish the software yourself or you tell the company about the software-- either way you're fired so the company can make money off of your invention, citing the agreement you signed. You have no rights to your creation.

      Say I work for a construction company XYZ. Exactly the same thing happens. How's that? The construction company paid my salary which allowed me to get a roof over my head and purchase a compurer, and it allowed me to have peace of mind enough to write software, and there's a good chance at least some of my inspiration came from on the job.

      Oh boy I'm not finished yet. Now the university you graduated from comes in, points to your grants, says "I paid for you!" and now they own a piece of your software. Now mommy and daddy, those freaks, come in and do the same thing.

      YOU HAVE PAID FOR NOTHING WITH YOUR OWN MONEY YOUR WHOLE LIFE, unless you print it yourself. Of course then the company that made the printer owns a stake in your software since they paid for that...

      Please point to the exact spot where it ends, and make it the law.

    10. Re:Uh, no by jav1231 · · Score: 1

      Well, no one put a gun to their heads and said, "Gimme all your intellectual property." They were drawn by the paycheck and sold their ideas. The real key is to get to a point where they love your work so much they are willing to let go of part of the ownership. It's a two edged sword. I think when you "work" as in are a corporate employee you are going to lose such rights. Situation like recording artists losing the ability to play the music they wrote, that's another thing. Though I don't know the answer.

    11. Re:Uh, no by Elwood+P+Dowd · · Score: 1
      I had a debate about this once from a professional photographer (a horse photographer, in fact), and she went on and on about how prints are the only way she makes any money, cameras are expensive, etc, etc. Boo freakin' hoo. The rights still shouldn't belong to her if it's MY money paying the tab.
      This is just about money, and not screwed up legality. If she needs the money that she makes on prints but you want copyrights and originals, then we have two options:
      1. Keep the current legal system, and you pay an extra $large for her to give you the copyrights
      2. Change the legal system so that you own contracted work, and she'll only show up if you promise an extra $large.
      There's no way for your tab to stay the same size and still employ your favorite horse photographer without letter her keep copyright. I don't see why either one is particularly unjust.
      --

      There are no trails. There are no trees out here.
    12. Re:Uh, no by radish · · Score: 1

      Then use a different photographer, or offer a better deal, or take the pics yourself. Everything is up for negotiation.

      The photographer owns the rights to every picture they take unless they sell the rights to someone else (e.g. you). In the same way, a programmer owns the rights to every line of code they right, unless they sell the rights to someone else (e.g. to an employer via a contract). A musician owns the rights to songs they write, again unless they sell them to a music label. There's no special rule for photographers.

      The rights still shouldn't belong to her if it's MY money paying the tab
      I've never met a photographer who will totally refuse to sell the rights to pics. In fact, for most it's how they make their money. You were either (a) not willing to pay enough or (b) working with an uncooperative photographer. In either case your solution is to go elsewhere.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    13. Re:Uh, no by MrAndrews · · Score: 1

      You could get the budget down if you gave the workers a percentage of the profits from the work they did. Rather than expect $60K/year job making textures, you could get $40K/year plus residuals. It would make everyone work harder, because you're only as successful as your last game.

      But really, you don't want to give the creator control of the intellectual property, you want to give the creatorS a stake in their properties. It's a collaboration between the money and the art, and it can't reasonably swing too much either way.

    14. Re:Uh, no by radish · · Score: 1

      The person who pays for the work deserves to own the work. This is the same idiotic logic where we have photographers owning the rights to YOUR wedding pics, even though you paid for them. If the creator wants to own the rights, then the creator should PAY for them.

      You create something, you own it. That's the "default" legal principle, and I can't see how anyone can disagree with that. You can however, as creator, sell the rights to the thing you create to someone else. If you're paying someone to create something for you, then you better make sure the contract says you own it afterwards. If it doesn't - negotiate a better contract or take your business elsewhere. Caveat emptor.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    15. Re:Uh, no by alan_dershowitz · · Score: 1

      "Producers" need "creators" more than vice-versa. An artist without representation can represent himself, but a publisher without artists doesn't have anything to sell.

      Anyway, it seems like a fair trade to me if the artist gets to keep their creations. The publisher's capital is cold hard cash, and the creator's capital is creations. Creative works aren't interchangeable like money, so the Creator is taking a much larger risk of getting screwed if they don't get to own what they put on the table. If I was the guy who designed tetris, I don't think it would be very fair that my idea for the one of the most popular games of all time should solely compensate the guy who just happened to have a distribution monopoly. I would demand a return on my investment, namely, that I gave them the right to distribute my awesome game idea that's making THEM a ton of money. Why do they deserve the return on my investment? Why do I NOT deserve it?

    16. Re:Uh, no by Reality+Master+101 · · Score: 1
      The photographer owns the rights to every picture they take unless they sell the rights to someone else (e.g. you). In the same way, a programmer owns the rights to every line of code they right, unless they sell the rights to someone else (e.g. to an employer via a contract). A musician owns the rights to songs they write, again unless they sell them to a music label. There's no special rule for photographers.

      You are totally wrong about how this works. It all comes down whether your work is classified as "work for hire". A programmer doesn't own jack while he's on an employer's time by default, because they're considered work for hire. You are flat wrong if you think you own any code that you write for someone else, unless that's specifically negotiated in the contract.

      The rules for photographers and other artists were changed in 1976 (I believe). Google for "work for hire" and "copyright" if you want to learn more about this.

      --
      Sometimes it's best to just let stupid people be stupid.
    17. Re:Uh, no by Alidar · · Score: 1

      My wife is a photographer and does portraits and weddings. She offers the rights to the pictures as an additional fee.

      Lots of photographers offer this and we looked for it when we hired our wedding photographer.

      --
      HTTP Status 418
    18. Re:Uh, no by radish · · Score: 1

      The first link in your suggested google search confirms exactly what I said. An artist can work under a regular contract and they own what is created. This is normal, and fair. If they want to sell the rights to you, the client, they are free to do so. However they can also choose to sign a Work for Hire contract, in which case that transfer is automatic. There are other minor differences but that's about it.

      This is what I said:

      In the same way, a programmer owns the rights to every line of code they right, unless they sell the rights to someone else (e.g. to an employer via a contract).

      You'll notice the use of the phrase "via a contract". That contract is the Work for Hire contract, and is the mechanism by which the employee signs over their copyright to the employer.

      You can ask your photographer to sign a WfH contract, and they might or might not. You can ask them to sign over rights to their photos, and they might or might not. In the same way I could ask my employer to change my WfH contract to one which allows me to keep my copyright. They most likely wouldn't agree, but that's how it is with negotiations.

      Whilst WfH makes some transfers automatic in some situations, the overall doctrine that someone who creates something owns that thing unless they give up those rights in some manner still holds.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    19. Re:Uh, no by tepples · · Score: 1

      They can say what they want about industry standards ... unless there's a contract in place, the person who asked for the work to be done (i.e. you) own the rights to the work.

      Problem is that virtually all photographers have the same "contract in place". That's what they mean by "industry standards": they won't sign any contract other than the "industry standard" contract. Most video game publishers seem to have the same policy nowadays.

    20. Re:Uh, no by Reality+Master+101 · · Score: 1
      You'll notice the use of the phrase "via a contract". That contract is the Work for Hire contract, and is the mechanism by which the employee signs over their copyright to the employer.

      Nope, that's wrong. The question is where the default rights go. For a programmer, they are considered "work for hire". If there is no employment contract, the rights will go to the employer. For a photographer (and many other fields considered 'art'), they rights default to the artist.

      --
      Sometimes it's best to just let stupid people be stupid.
    21. Re:Uh, no by Anonymous Coward · · Score: 0

      You are really dense. Your employer doesn't pay for your belongings or means to create something, they pay for your time on the clock.

      Now if you're writing software while clocked in, that's your own fault.

    22. Re:Uh, no by tepples · · Score: 1

      I've never met a photographer who will totally refuse to sell the rights to pics. In fact, for most it's how they make their money. You were either (a) not willing to pay enough or (b) working with an uncooperative photographer.

      Problem is that many of us have searched for photographers who offer an affordable package including customer ownership of copyrights and got 0 results. Or do most people hiring a photographer have a distorted sense of "pay enough"?

    23. Re:Uh, no by Epistax · · Score: 1

      No. If you write it on your on time while at home, your employer owns it. Read the things you sign.

    24. Re:Uh, no by networkBoy · · Score: 1

      Fine and dandy, your contract price just trippled.

      I do photo work on the side and all my contracts have a standard disclaimer that you are paying for the sitting fee and a proof book only. If you want the rights to the photos I will pull out a seperate, more expensive contract, which will include costs not in the first one.
      -nB

      --
      whois gawk date unzip strip find touch finger mount join nice man top fsck grep eject more yes exit umount sleep dump
    25. Re:Uh, no by Anonymous Coward · · Score: 0
      Or do most people hiring a photographer have a distorted sense of "pay enough"?

      Bingo! Thats the problem right there. People think photography is 'easy' and therefor don't value it at all. Its not easy. Professional work by a photographer with a good portfolio is easily worth much more than what you pay for it. If people want full rights, set the contract up like that ('work for hire' is the term here) and expect to pay for it. If it takes a week of effort to get a shot, figure to pay for a week's worth of time for a professional. That time might not all be time taking the pictures, just like you don't just pay a lawyer for time used in a trial.

      The problem is people like to expect certain levels of rights and services, but don't expect to pay for it-- and worse(!) don't know the value of what they are asking.

    26. Re:Uh, no by AviLazar · · Score: 1

      could

      That is the optimal word. If the carpenter spends his own time in making designs, and you want to utilize that design then sure. But, if you pay the carpenter money to design and build those cabinets you own that design unless some other contract was made. Or if you pay the carpenter money and Buy the design (meaning you tell the carpenter he can't use it for anyone else, ever). It all depends how it was negotiated.

      So if I go work for X game manufacturer, and we negotiated in my contract that I do not own ANYTHING that I make while working for these guys, then that is the agreement that *I* signed. If the next title I make earns tons of money (i.e. WoW), unless my contract stipulates a bonus then I have no moral or legal recourse. If I want to I can leave to start my own company, I can ask for a bonus or a nice raise - but they are not morally or legally obligated to give me these.

      --

      I mod down so you can mod up. Your welcome.
    27. Re:Uh, no by AviLazar · · Score: 1

      I don't think "idiot" is a fair term. They could have offered the lead developer a nice salary - even if he doesn't produce a world winning game. They could have offered a bonus. They could have just said "hey you need a job and we are offering 45k/year...do you want it".

      Saying "sure" is not being an idiot, it is taking the best thing offered to you at that given time. An idiot would be a person who refuses to take the best job offered because they didn't offer everything he wanted.

      --

      I mod down so you can mod up. Your welcome.
    28. Re:Uh, no by c00lant · · Score: 0

      To add to that, one thing about buying a painting from an artist that is similiar to a photog is that you can not make prints.

      Just because you bought a painting doesn't give you the right to make prints and sell them. However it does give you the right to display the origonal (there may be limits i'm unaware of)

    29. Re:Uh, no by Crash24 · · Score: 1

      The person who pays for the work deserves to own the work. This is the same idiotic logic where we have photographers owning the rights to YOUR wedding pics, even though you paid for them. If the creator wants to own the rights, then the creator should PAY for them.

      The irony is that your very mentality is the reason that many companies are persuing draconian DRM measures to prevent people like you from duplicating and distributing "creative content" without the artist's consent.

      Just my 2 cents here.

    30. Re:Uh, no by Anonymous Coward · · Score: 0

      You don't know what you're talking about.

    31. Re:Uh, no by julesh · · Score: 1

      OK.. that's bizarre. Can you point me to the specific section of the law that excludes photographers from being subject to work for hire arrangements, or is it more a matter of existing case law? What cases?

    32. Re:Uh, no by julesh · · Score: 1

      Problem is that virtually all photographers have the same "contract in place". That's what they mean by "industry standards"

      If they don't tell you about the contract before they agree to do the work, then there's no contract. That's what happened to me, and the photographer tried some bullshit about "all photographers do this, so you should have known, therefore it's legit". That's what doesn't work.

  12. Meta by Baldrson · · Score: 4, Interesting
    When I was working on the PLATO system doing some of the first networked games something that seemed to get people's attention was the idea of a per-contact-hour royalty. We worked this idea to our advantage in a meta-game called "Meta" which let you accumulate Metas -- a unit of currency -- which you could take between games. The player would accumulate Metas when the author of the game accumulates pennies (basically a gain of 100 to 1) -- however the player can also accumulate (or lose) Metas during play and can take Metas so accumulated to other games. Now the rules of each game are different, of course, but the idea of getting people to pay by the contact-hour with Meta is that you can get a group of game authors setting up an ecosystem of sorts, with the goal of making the whole ecosystem more valuable per contact-hour.

    Ultimately, there has to be a tax imposed by the Meta system to remove Metas from circulation just as governments control demand for fiat currency by demanding said fiat currency for legal tender (primarily tax payment) -- but the principle should work to let small game authors get a presence and make money if the rules of their game are more appealing to the players than other games.

    1. Re:Meta by Anonymous Coward · · Score: 0

      Taxes do not remove a significant amount of currency from circulation. I've never bundled up a big box of unmarked small bills and sent it to the IRS.

      There's around $700 billion worth of US currency in circulation, most of it held outside the US. The amount of currency that's used to account for legal transactions in the US is a small part of the total economy.

      The real world isn't a MMORPG, and doesn't have to remain fixated on how to "physically" destroy those platinum pieces that get created at the drop of an_orc.

  13. A Creative Market by Krast0r · · Score: 1

    "A market that serves creative vision instead of suppressing it."
    A market that serves creative vision will always be bought-out by someone in a market without it. What we really need is a combination of the two, working together.

    --
    Matthew Grint Midnight Artists
  14. Nintendo by Anonymous Coward · · Score: 0

    That's exactly what Nintendo has been saying for years.

  15. Some Games Never Die by Snake98 · · Score: 0

    There will always be the simple games, and old games like Doom that will never die, people updated them and still play them on the internet.

    --
    Freedom of Speech only include discussion that are approved by the RIAA, MPAA and DMCA.
    1. Re:Some Games Never Die by IcyNeko · · Score: 1

      People still play DOOM online? in Bizarro world?

    2. Re:Some Games Never Die by Musteval · · Score: 1

      That's what I call innovation - ten year old games with improved graphics!

      --
      Note to mods: I'm probably being sarcastic.
  16. So he's basically saying... by Anonymous Coward · · Score: 0

    "There should be a world where I, as a developer, am free to do what I want, and people should buy games for MY reasons, not theirs."

    There are plenty of creative, innovative games out there that didn't cost a million dollars to make, and to say that Burnout 3 is a glitzier version of Pole Position is ridiculous. Unfortunately, the 'We' he's talking about is developers -- as gamers, 'We' are doing fine, thank you very much.

    1. Re:So he's basically saying... by sTalking_Goat · · Score: 2, Insightful
      We' he's talking about is developers -- as gamers, 'We' are doing fine, thank you very much.

      Are we really? I trade a 100 Doom 3 and Quake 4, FEAR, Far Cry or GTA clone for one Homeworld, Black & White or Freespace .

      All we get are clones with a new (usually graphical) gimic, while real innovative games get left in the dust. I'm not doing fin at all.

      --

      My days of not taking you seriously are certainly coming to a middle...

  17. Re:Wow, it's like every other creative feild. by pete6677 · · Score: 5, Interesting

    In many ways, the gaming industry has become a victim of their own success. When a certain business model brings in lots of cash, it's very tough to give up that model, even if it obviously won't work forever. Successful companies become very fat and happy and will resist change as much as possible. Smaller game makers can eat EA's lunch, since they will be able to effectively innovate as opposed to just tweaking last year's release a little bit. When another company offers gamers something that EA doesn't, the switch will take place. Like in any other industry, the giants will have to reinvent themselves or die off. It's just a matter of how long it takes them to see the changing marketplace.

  18. eXistenZ by Omega · · Score: 1
    Death to the Games Industry...Death to the demoness Allegra Geller!

    Sorry, couldn't resist. :)

    1. Re:eXistenZ by JossiRossi · · Score: 1

      Heh, glad I wasn't the only one to think that. =]

      --
      Just a boy doing unproffesional IT work that's way above his head.
  19. Hot air by MBraynard · · Score: 2, Insightful
    The industry is growing quickly, outpacing the size of Hollywood. Yet the industry is 'dying' as more and more people are now buying gaming-capable systems - not just consoles but cell phones - and the growth spreads across all demographics (older people, women) to nationalities (China).

    Just because you can make a good game, Warren, (or can you - blackandwhite) doesn't mean you are somehow an economist in of the industry.

    These wankers should stop paying attention to the 'industry' and just look at themselves and ask - 'How can I make the most money possible?' The inevitable answer is to make great games. Build it and they will come. Taking that step alone will address all of their concerns about the 'industry.'

    What better example than Blizzard?

    1. Re:Hot air by MBraynard · · Score: 1
      Further - take a look at the article immediatly after the doom and gloom one. Guess what it's about - 'getting rich slowly with casual games.'

      I actually paid for the indy game winner - Oasis.

    2. Re:Hot air by Red+Flayer · · Score: 3, Insightful

      "These wankers should stop paying attention to the 'industry' and just look at themselves and ask - 'How can I make the most money possible?'"

      Unfortunately, this will not always drive innovation. If you have consumers who desire innovation, who will take a stance and NOT purchase games that don't innovate, then it might happen.

      Unfortunately, there are plenty of people out there who either
      (1) don't place a high premium on innovation or
      (2) are young, and don't realize that the 'new' game they're playing is redundant.

      Faced with the choice of purchasing a sequel to get at least *some* new gameplay, or not purchasing any games at all, most video game players will go ahead and purchase the sequel.

      Game developers understand this, and take full advantage; furthermore, production costs for a sequel can be much lower than an original game. Finally, non-innovative games are attractive because they engender less risk.

      When a developer asks, "How can I make the most money?" the answer is, a lot of the time, "By putting out a tweaked version of a previously successful game."

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    3. Re:Hot air by chewties · · Score: 1

      FYI Warren Spector had nothing to do with black and white. He did however produce some of the best PC games ever made.

  20. From the back-in-my-day-dept. by pwnage · · Score: 2, Interesting
    I recently began playing (and, in some cases, re-playing) many of the old text-only games from Infocom. I'm reminded of what a rich gaming experience many of these companies were able to provide in such limited computing environments. Quite honestly, some of today's major "blockbusters" can't hold a candle to some of computing's earliest computer games (you could probably say the same about Atari & Intellivision vs. certain PlayStation and Xbox games).

    Seriously...I remember the thrill of buying a 16K RAM card so I could play the original Castle Wolfenstien on my Apple ][+.

    Halt! Shizen! That game was awesome!

    --
    Reminder: Apple owns 1/255th of the internet.
    1. Re:From the back-in-my-day-dept. by Musteval · · Score: 2, Insightful

      Well, of course, the massive quantity of new games makes it inevitable that there are lots of turkeys. There are still quite a few fun games out there for Xbox, PS2, and even Gamecube. (N-Gage, not so much.) Of course, it seems to you that there was a much higher percentage of good games back then, but that's mainly because - guess what - you don't remember or replay the bad games!

      --
      Note to mods: I'm probably being sarcastic.
  21. No one to blame but ourselves by DigitalBubblebath · · Score: 2, Insightful


    Most creative industries reach this cookie-cutter, shrink-wrap product stage because people just buy it.

    Why innovate or take risks? The business model has evolved to a guaranteed-sales stage. People are stupid. They're happy with top production values and no emotional depth or innovative concept.

    Please stop buying crap, people!

  22. eXistanZ by GodWasAnAlien · · Score: 1

    For some reason I am reminded of this movie.

  23. Wow, by tomstdenis · · Score: 4, Interesting

    I've been saying this for years now.

    "what" new textures?"

    And now someone else repeats it and it's brilliant insightful news...

    The problem is this isn't a game specific problem. Most of industry is based around re-hashing last weeks ideas. And last weeks ideas are re-hashes of two week ago ideas, ... etc

    Look at TV? When reality TV shows really blew up we saw quite a few genres [love or hate em] like fear factor, those dating ones, etc.

    Now it's all the same BS. We're in the 12th season of survivor $PLACE and the great race is getting set on sound stage C.

    Why do people watch this crap? Because it's what's on TV. People would rather watch crap then nothing! [News at 11!!!].

    Imagine this, why do people buy Intel machines? Because it's all that's out there [e.g. Dell, Gateway and HP].

    Totally amazing that the EXACT SAME problems occur in computing and TV, two totally unrelated fields... And now people are realizing it's happening in software and games too.

    Shocking!

    Tom

    --
    Someday, I'll have a real sig.
    1. Re:Wow, by Anonymous Coward · · Score: 0

      While I agree with you mostly, I buy Intel because they work well. I have had 2 AMD machines, and have some friends with AMD machines, and they tend to have a good amount of hardware conflicts and issues. AMD tends to rate faster, but I question the overall quality. I can't say they are cheap or worthless chips, just in my experience I have had better luck with Intel.

    2. Re:Wow, by Norgus · · Score: 1
      I'd say that the thing to blame is that, as a majority, the public has poor taste and likes unorigional things (maybe they are unorigional because the majority of people don't like them?)
      Of course the games devs are going to try and hit a large an audience as they can.

      What happens when a game has some new ideas or isn't part of an already popular videogame or movie franchise?
      Normally it doesn't sell, the majority of people don't give it a second look.

      A reasonably example game I can think of to illustarate this is a game called 'Beyond Good and Evil' which had some very nice art, it was fun to play and introduced some less linear things like taking photos of animal species and letting you collect pearls by mostly whatever means you saw fit.
      It even had a pretty involving story in my opinion.

      I bet most people have never seen of or heard of the game, but they did get the new Sims 2 addon pack or the next gta game.

      The people to blame are both consumers and the companies who are unwilling to make games that appeal to people who want something origional/interesting about the games they play.

    3. Re:Wow, by thebdj · · Score: 1

      Imagine this, why do people buy Intel machines? Because it's all that's out there [e.g. Dell, Gateway and HP].
      Not doing much research. HP/Compaq sells AMD systems. Gateway has in the past...Dell well they are rather firmly up Intel's backside...

      --
      "Some days you just can't get rid of a bomb."
    4. Re:Wow, by phxbadash · · Score: 1

      Beyond Good & Evil is probably one of the best games I have played in the past 5 years and the most tragically underrated as well.

    5. Re:Wow, by tomstdenis · · Score: 1

      That's true that HP does sell some AMD systems but not as vigourous as the Intel boxes [where are the variety of amd64/turion boxes?] You can find PM/P4 boxes up the wazoo though...

      For that matter, where are the nvidia boxes? Most laptops you can find retail are ATI gfx driven. The "extreme gamer" laptops occasionally have an nvidia chip...

      Well here's a hint: ATI + linux == no good.

      You don't have to be an extreme gamer to want a simple geforce chipset.

      Tom

      --
      Someday, I'll have a real sig.
    6. Re:Wow, by jinzumkei · · Score: 1

      I'm sorry, I'm not willing to live on foodstamps, because you don't think my games are fun or creative.

  24. It seems pretty easy to me. by provolt · · Score: 4, Insightful

    This doesn't really seem like a problem. If there are enough developers that feel that they don't want to work for a giant company, why not start your own?

    The main reason not to start your own company is that you are risk adverse. Big companies are also risk adverse. It's a natural thing. Why start your own company, when you can work for an established company? Why try a new game format when you have a formula that makes a lot of money.

    There might be other reasons not to start a new company. Many developers are not business types. That's fine, find a business type and make them a partner. If no business type will touch your business plan, then that probably is your answer as to why such a company doesn't exist.

    I think there probably is room for smaller game development shops that make lower budget games. However, if that's what you want, then buck it up and start your own businees. Don't just piss and moan that someone else should do it.

    As for me, I'm going to go play some Unreal Tournament and wait for Civ 4 to come out.

    1. Re:It seems pretty easy to me. by Anonymous Coward · · Score: 0

      This doesn't wash with me. A lack of capital is the main reason for not striking out on your own. Very few people can stop working full time to develop a game. As for your buck it up comment, the majority of people don't have the talent to design games, so there only option is to wish for a better system.

    2. Re:It seems pretty easy to me. by MrAndrews · · Score: 1

      That got me to thinking: who are the best indie game developers everyone can think of? I mean, not a major studio-like. If the real innovation isn't coming from EA, where's it hiding?

    3. Re:It seems pretty easy to me. by UpnAtom · · Score: 1

      As the other respondent wrote, lack of capital is the main reason for not producing a game.

      However, it seems you shouldn't need all that capital in the beginning.

      Whilst it might take longer, 1-3 people should be able to code a concept version of an original game, enough to demonstrate to a games (or even VC) company that it's worth investing in the best graphics, sound etc available at the time.

    4. Re:It seems pretty easy to me. by Rycross · · Score: 1

      Indeed, the main problem is capital. A full team of artists and programmers licensing a game engine can still take 1-2 years to actually get their idea on the shelf... and usually they aren't even done. How much longer is it going to take if you're doing it in addition to a full-time job? Most modern games cost millions to make.

      So your game, while innovative, isn't going to have the latest and greatest graphics. You still have to get people to buy it, in an industry that is completely innundated with releases. You can distribute over the internet, but you're still going to have to advertise it, and that costs money. Lots of it.

    5. Re:It seems pretty easy to me. by Anonymous Coward · · Score: 0

      Let's see:

      David Crane(of old-day Activision fame, Pitfall etc.) does work in "advergames" IIRC. I wouldn't call that fame, but it's an interesting aside...

      The last hit shareware title I remember was Gish, by Chronic Logic, a little shop in Santa Cruz CA.

      Before that it was Crimsonland.

      "Cave Story" was made by one Japanese programmer and has attained international acclaim; being free surely helped with that of course.

      Similarly, Seiklus was also made by one man for free and has gotten similar attention(though it's a much simpler game).

      Roxor Games has garnered the attention of the entire music-game community with their "In the Groove" dance games, based on the open-source Stepmania project and bringing a new level of challenge to the table for longtime DDR players. They started in the arcade market by replacing the internals of DDR cabinets, but have since gained support for a console version and dedicated cabinet by manufacturers Red Octane and Andamiro.

      This is all post-2000 stuff, too. Some of it a few years back, others of it very new.

    6. Re:It seems pretty easy to me. by CuteAlien · · Score: 1
      If there are enough developers that feel that they don't want to work for a giant company, why not start your own?


      Basicly because you need money to start a company or you need to find a way to get that money somehow. And there's nearly no one who will invest in computergames. The best way currently to start an own gamecompany is if you already have a name in this industry and you can convince a publisher to support your team. But guess what - publishers will only be convinced by ideas which are already proven to be successful. New team AND new Idea, that's just too much risk (and i don't even blame them for that, because this really will fail in too many cases).

      Well the other way is to start small as an independant developer and trying to grow from there. Don't know yet if this is possible, but i'm quitting the gameindustry in a month and that's the way i'm going to try now.
    7. Re:It seems pretty easy to me. by Kjella · · Score: 2, Insightful

      This doesn't really seem like a problem. If there are enough developers that feel that they don't want to work for a giant company, why not start your own?

      That's not really the problem. Imagine the following: Before, all it took to be an author was a cheap printing press. Today, books must come with an extremely expensive and rare cover design. Not because the cover actually adds that much to its creative value but because customers have gotten used to it and can't really imagine buying a book without one. You can either make an uncreative book with guaranteed sales or start your own company that can't afford the cover and not get anything sold. Wouldn't you say that's a problem for the industry and society as a whole?

      Now replace books with computer games and cover with eyecandy. The barrier to entry of making a game that doesn't look dated just keeps increasing. Now you might argue that consumers should simply look past the eyecandy, but it just doesn't happen and the market couldn't sustain a high number of high cost games. Because niches simply aren't big enough to justify the costs, you get nothing but rehashed sequels.

      Kjella

      --
      Live today, because you never know what tomorrow brings
    8. Re:It seems pretty easy to me. by Castar · · Score: 1

      The problem is that the market is set up in a way to make small companies fail (which is part of his point). Retailers and publishers, and possibly consumers, are demanding games that cost millions of dollars to make. So if you want to sell your game at retail, you have to have that amount of cash, which is very difficult for a small studio, even if they're willing to take the risk.

      There's also the problem that there is almost no indie games market right now - no way to distribute the long-tail stuff where most of the innovation would take place.

      It seems like there SHOULD be - games are software and are easily distributed over the internet, but for whatever reason no game industry Amazon or iTunes has emerged (probably because consoles are the hot thing right now, and they're very anti-indie for a number of reasons).

      --
      I yearn for you tragically. A. T. Tappman, Chaplain, U.S. Army.
    9. Re:It seems pretty easy to me. by Anonymous Coward · · Score: 0

      No, the business shouldn't require much of a capital layout. Most people with an interest in designing a game will have the hardware to do so. The problem is covering living expenses. I can't see that many people being able to sustain themselves for the time it would take to get a game to the point where someone would be willing to put substantial money into it.

    10. Re:It seems pretty easy to me. by UpnAtom · · Score: 1

      Are programmers that spendthrifty?

      I'd have thought they'd be happy to trade off short-term income for the opportunity to be their own boss and work on their dream game. I'd guess they'd be more concerned about eventual payoff since I doubt there's much precedent for this kind of business model.

    11. Re:It seems pretty easy to me. by Anonymous Coward · · Score: 0

      As an independent developer, you don't make a cent until you ship or sell an interest in your project. This is an industry where proven companies with critically acclaimed titles can go under, so I doubt that less than 1 in a 100 projects could get the capital outlay to cover 6 months to a year of development even assuming the developers were living at poverty level.

    12. Re:It seems pretty easy to me. by UpnAtom · · Score: 1

      Not sure I follow you. Those who can afford 6-12 months without pay can do it. It's not like many of them are married with families to support. ;)

  25. Re:Wow, it's like every other creative feild. by interiot · · Score: 3, Interesting
    There's an inherent tension between financing art and producing art for its own sake that has existed for a long time, and is overall a good thing (otherwise no art projects could reach beyond a small group's income).

    But other creative fields are facing a greater crisis now than they have before (most notably the movie industry). I don't know if it's due to the internet resulting in broader exposure of people to more creative works, leading to disillusionment at the similarity between works, or what, but even if it's a problem that exists across all fields, it still may need to be grappled with now.

  26. No more football? by cloudkiller · · Score: 1

    Wait a second, does this mean that Madden '07 should be blown up too? Hell, can't EA just buy up the rights to be the only one who gets to make games? Wait a sec, I think Creative just bought, I mean was granted that patent..

    --
    [an error occurred while processing this sig]
    1. Re:No more football? by EEBaum · · Score: 1

      People are just fooling themselves. We all know that football games peaked at Tecmo Bowl.

      --
      -- I prefer the term "karma escort."
  27. There are some games... by RichM · · Score: 1

    Looks like the article forgot games such as Half Life 2, Doom 3, Far Cry, World of Warcraft, UT2004, Call Of Duty and Splinter Cell.
    These are excellent examples of creative products, which made millions for the companies, and still do - especially WoW.

    1. Re:There are some games... by sqlrob · · Score: 2, Insightful

      How many of those are sequels?

    2. Re:There are some games... by cloudkiller · · Score: 1

      These are excellent examples of creative products, which made millions for the companies, and still do

      Nail on the head Rich.

      look at TV. gaming is moving towards, or already is in that type of mass-market. sure their is a ass load of crap on ~nearly~ every channel. but the good stuff is still out there, and even in reruns it gets more viewers than most prime-time crap.

      my point, i guess, is innovation and creativity will take care of itself. So don't loose sleep worrying that when you turn on your PC/PS(whatever)/Xbox that it will suddenly be boring. People don't buy boring stuff.

      --
      [an error occurred while processing this sig]
    3. Re:There are some games... by Anonymous Coward · · Score: 0

      This and Splinter Cell itself stole the idea of sneaking from games like Thief and the Metal Gear series, among others, less known games. Hardly innovative.

    4. Re:There are some games... by JonKatzIsAnIdiot · · Score: 1

      Frequently in the gaming industry, a sequel is better than the original. Half-Life 2, Halo 2, the Unreal Tournament series. All these games got better with each successive release.

      Of course, Doom 3 shows that this is a trend, not a rule :-)

    5. Re:There are some games... by jma05 · · Score: 1

      Doom 3 and UT2004 are NOT creative. Haven't played the rest. Like the article said, there is nothing to them but graphics and point and shoot.

    6. Re:There are some games... by Txiasaeia · · Score: 1
      "but the good stuff is still out there, and even in reruns it gets more viewers than most prime-time crap."

      Uh huh. In the last few years, Carnivale, Futurama, and Firefly have been cancelled. All three are Triple-A TV franchises in terms of quality, and all three were stomped on by studio execs because they didn't have *enough* viewers. In these three cases, innovation and creativity *didn't* take care of itself, and we're stuck instead with endless reality shows that cost next to nothing to produce. What "good stuff" are you talking about, exactly?

      The PC Gaming scene isn't far behind - how many innovative and creative games have come out in the last few years, and how many were resounding successes? Maybe I'm jaded, but I can't think of a single one.

      --
      Condemnant quod non intellegunt.
    7. Re:There are some games... by phxbadash · · Score: 1

      And what exactly is wrong with sequels, as long as they move the story forward? Why are people so hung up on sequels to story based games. For games like madden XXXX and FIFA XXXX where they are basically just tacking on the latest stats yeah that sucks, but a game like HL2 it can still be innovative even though it is a sequel.

  28. Doomed eh? by Shadow+Wrought · · Score: 3, Funny
    We must blow up this business model, or we are all doomed.

    No pun intended?

    --
    If brevity is the soul of wit, then how does one explain Twitter?
    1. Re:Doomed eh? by Anonymous Coward · · Score: 0

      i hear that Burnout: Revenge will let you blow up that business model, as well as several other things.

  29. can someone post the story for us suckers at work? by farker+haiku · · Score: 1

    I think the subject line pretty much says it all.

    --
    Your sig(k) has been stolen. There is a puff of smoke!
  30. Creator-ware. by Anonymous Coward · · Score: 0

    "And, of course - creator control of intellectual property, because creators deserve to own their own work."

    The word you're looking for is shareware.

  31. Good Programming to make good games, BRILLIANT! by ajgeek · · Score: 1

    As a gamer, and an avid one at that, I find that this is really becoming true. It's really hard to find a game that's not reminiscent of something of past games. Last game that left me utterly stunned was MGS, still one of my favorite games of all time. Now in Everquest II, I think this particular report is speaking more truth than not at it's kernal. (Corporate America != Good games, GAMERS do!) This is yet another situation where I think people who want to make good games should get off their butt and go out and do it. It's just like any other job, a lot of friggin hard work. I want to be one of those people too, so I'm pursuing a degree in programming. If you don't like what's available you have three choices; deal, ignore, or change it. I opt for the third.

    1. Re:Good Programming to make good games, BRILLIANT! by Rycross · · Score: 4, Interesting

      While I do agree with you that we need more people working to make better games, the actual execution of that ideal is a lot harder than it seems.

      A lot of people have visions of learning how to program, then designing and programming that AAA title that tears up the charts. The only problem is that most modern games take a large budget. There's exceptions but this is the general case.

      That, in most cases, forces you to work for a game company that could care less about your vision for the perfect game. You're a programmer so you're going to be working 60-80 hour weeks writing code that other people are telling you to write, and not interesting code either.

      If you're lucky then maybe you can work your way up to a game designer where you get to have your ideas shot down by management who don't want to take a risk, and would rather just pump out some clone using code you wrote for another game.

      What's needed is not creative talent going into the current game industry, but more people taking risks and being entrepeneurs. We need more indy game developement. We need to focus on the areas where low budget games can compete and work up.

      While in college I wanted to be a game developer very badly. My senior year it sort-of lost its luster. After graduating some friends and I tried to start our own game company, but as we did research on our prospects, the others lost hope and dropped out. Plus with developer hours getting longer and longer, and games getting less innovative, the draw to find work at an existing company was practically nonexistant.

      Now, I'm rather disillusioned with the whole industry, without having even worked in it. I'd rather work my 40-60 hour job, and work on games as a hobby (and thus get to make the kind of games I want to), than work 60-80 hours a week on Madden 2006.

      But if you ever try a start-up, look me up. I'd definately be willing to try.

    2. Re:Good Programming to make good games, BRILLIANT! by Anonymous Coward · · Score: 0

      Only a few months ago, during my second year of college, I totally wanted to go indie, so of course I was going for computer science since that let me take more programming courses. I wasn't doing so well in my classes(I had taken two tough math courses and math is a subject that I can only learn while kicking and screaming the whole way) so I only felt more encouraged to go on with my dreams.

      Eventually, of course, my parents caught wind of what I was doing and said, basically, "what the fuck do you think you're at college for?"

      It was not long after that games became a hobby for me, too. A passionate hobby, but it also had the effect of letting me seriously reevaluate the degree I wanted. Now I'm going for economics, one of those things that I can enjoy, and except at the researching level, only requires a small amount of math.

    3. Re:Good Programming to make good games, BRILLIANT! by Anonymous Coward · · Score: 0

      That, in most cases, forces you to work for a game company that could care less about your vision for the perfect game. You sound like an intelligent and educated person, so PLEASE stop making that ridiculous mistake... let me explain.

      When you say the company "could care less", you're implying it does care, at least a tiny bit. When you try to say it doesn't care at all, you say "couldn't care less" - saying "couldn't care less" implies it cares exactly zero.

      I'm not even a native english speaker and that is obvious. PLEASE!

    4. Re:Good Programming to make good games, BRILLIANT! by Peppersnail · · Score: 1

      Heh. peppersnail@yahoo.com. Ping me.

    5. Re:Good Programming to make good games, BRILLIANT! by Anonymous Coward · · Score: 0

      But if you ever try a start-up, look me up. I'd definately be willing to try.

      Try? Try not. Do, or do not. There is no try.

      -- Yoda, Empire Strikes Back

      As corny as it sounds, if you approach business with a "try" attitude, you will fail.

    6. Re:Good Programming to make good games, BRILLIANT! by Xyrus · · Score: 1

      The game industry is lacking good programmers because the game industry lacks good working conditions.

      I left the games industry for this very reason. Not only is it quite common to work 6-7 days a week for 12 hours or more a day, but job stability is equivalent to quicksand.

      You can't raise a family like that, let alone have much of a life.

      The really good programmers go work for places like Google, M$,etc. What you lose in notoriety, you gain in job stabiliy, benefits, and most of the time better pay. You also end up with more reasonable work hours.

      It's a real shame though. I love working on games. But I love having a life more.

      When I tell my co-workers and friends that I used to make games, they always respond with the envious "Man, that must be the best job!". I quickly inform them otherwise.

      Movies aren't much different, according to some of my friends "in the industry".

      ~X~

      --
      ~X~
  32. What? Clones aren't innovative? by rAiNsT0rm · · Score: 2, Informative

    C'mon! Derivitive, cloned, and licensed crap doesn't equal great games?!? Get Out Of Town! From all the "unbiased" reviews all you need is either FPS, Stealth, Sex, Violence, or a rapper to be a hit.

    The game industry for some reason is set up to mimic Hollywood... and for even more puzzling reasons people think this is a good thing. Morons. The 360 and PS3 will do nothing but ensure that big dev studios keep cranking out the same FPS/Sports/Licensed garbage en masse as they are "safe" genre's and are fairly guaranteed returns when development costs are through the roof. I mean, who wants to take a risk on an "innovative" or "fresh" title when millions are on the line?

    God, I so hope Nintendo mops the floor with the 360 and PS3 so the industry can get back to some semblance of innovation and gameplay. When will morons get sick of their damn FPS clones and crave a real game... do people even remember what a totally new and innovative game is like anymore? Hint: GTA:[insert city name], Doom[insert roman numeral], Madden[insert next year], etc. are NOT innovative!

    --
    http://teasphere.wordpress.com - A little spot of tea
    1. Re:What? Clones aren't innovative? by jswalter9 · · Score: 1

      It's been working in Hollywood for decades.

      --
      Retired from software... maybe. Sort of.
    2. Re:What? Clones aren't innovative? by rAiNsT0rm · · Score: 1

      That depends on your definition of "working" is... see: Uwe Boll article. :)

      --
      http://teasphere.wordpress.com - A little spot of tea
    3. Re:What? Clones aren't innovative? by Anonymous Coward · · Score: 0

      it's tempting to grab a 360 just for oblivion

      damn that game is going to be good

    4. Re:What? Clones aren't innovative? by alecks · · Score: 2, Insightful

      what you fail to realize is that all those games you just mentioned, WERE innovative on their first version.


      Has anyone considered that maybe all those awsome games back int he day, were awsome just because gaming was relativelly new?

      Maybe, we are reaching the point where there simply aren't any more new ideas to do.

    5. Re:What? Clones aren't innovative? by rAiNsT0rm · · Score: 1

      Sorry, but WHAT THE FUCK? Either you have serious mental issues or are just an idiot. There are so many great innovative ideas and games out there, they just never see the light of day.

      Katamari Damacy wasn't derivitive, didn't involve violence and was phenomenal. To think that everything has been done and that there are no more innovative ideas is insane.

      Spore, Kirby canvas curse, Donkey Konga, Katamari Damacy, there are quite a few innovative games and developers out there they just get drowned out by the sea of garbage clone/sequel/crap.

      --
      http://teasphere.wordpress.com - A little spot of tea
    6. Re:What? Clones aren't innovative? by grumbel · · Score: 1

      ### Maybe, we are reaching the point where there simply aren't any more new ideas to do.

      Even just looking at the games of the past I see tons of genres and gameplay areas that have been mostly lost in time and are today ignored for most part. Simply revisiting older games (by that I mean staying true to their nature, not turning them into yet-another-FPS) could already spawn a heaplot of new and fresh ideas, which are basically nowhere seen in todays games. This would of course still be 'recycling', but it shows that there are plenty of areas left to either explore or even uncover in the first place.

    7. Re:What? Clones aren't innovative? by Xarius · · Score: 1

      Maybe, we are reaching the point where there simply aren't any more new ideas to do.

      I wonder how many times that has been said throughout history?

      --
      C17H21NO4
    8. Re:What? Clones aren't innovative? by tepples · · Score: 1

      Spore, Kirby canvas curse, Donkey Konga, Katamari Damacy, there are quite a few innovative games and developers out there

      I'll give you Spore and Kirby, and Katamari Damacy is a refreshing expansion of the concept of Williams's Bubbles , but Donkey Konga is just Konami's Pop'n Music with fewer keys.

      there are quite a few innovative games and developers out there[;] they just get drowned out by the sea of garbage clone/sequel/crap.

      Da*n straight.

    9. Re:What? Clones aren't innovative? by rAiNsT0rm · · Score: 1

      Well not to argue, but you're a little off in your logic. Bubbles was actually derivitive of the original "Space Wars" and the creator even gave credit back in the day.

      Kirby Canvas Curse is a whole new breed of game based on drawing paths and walls on a touch screen and has no traditional controls at all. This is pretty unique.

      Donky Konga if anything was close to Taiko for the PS2. But the mix of innovative controller/mic and the melding with a rhythm game makes for a pretty unique experience. Not totally fresh but quite innovative.

      The thing is I don't care if games borrow small ideas here and there in something new and creative, what I think everyone grows tired of are the exact clones in different settings or genres so totally overdone (cliche RPG's with reluctant hero's who save the world, FPS's, Stealth games, Racing, Sports, etc.) Just some bit of a return to a focus on unique, fun, game design, and gameplay is all I really ask... and I think all most people are clamoring for.

      --
      http://teasphere.wordpress.com - A little spot of tea
  33. Re:Nethack by hungrygrue · · Score: 1

    Nope. Can't compete with Zork I or Adventure. Now Those are addictive!

  34. Irony by ElleyKitten · · Score: 1

    It's interesting that the author chose to write an article with a main point that games shouldn't have to be all about the pretty graphics, and then put said article on top of pretty graphics that make it hard to read.

    Black on white: it works. White on peacock? Not so much.

    --
    "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
  35. Actually... by NMZNMZNMZ · · Score: 1

    I am. My friend and I are developing a PC game that plays like a console -- an XBox controller (or maybe just a USB adapter) will be included with each copy of the game and is required if you want to play the game. We would have developed for the console itself, but PC development is much easier for your first game.

    Our game (thus far untitled) will be similar in style to Mario 64 in that you have to collect 'goals' (Stars in M64), 'coins', and so on. However, it will include a full level and object creation system and documentation. People can create their own 3D platformer! We're also building a website that customers can use to upload their creations or download others' creations.

    I'm wary to post the URL to our project's website here, as it's hosted on my own FuitadNET webspace, and I really don't feel like going over the bandwidth limit on the first day of the month. If you're interested, you can see what we have so far (note that the website is incomplete and screenshots are several months old) at bright night games.com (remove spaces, obviously).

    We plan to be finished by late October or early November.

  36. Katrina by Murmer · · Score: 0

    I can't help but think that "news for nerds" might not be "stuff that matters" for the next few weeks.

    --
    Mike Hoye
  37. Probably not the solution. by reality-bytes · · Score: 1

    Sure Valve has their Steam delivery system (whether you like it or not)

    Certainly, they could push more 'content' through Steam.

    However, this isn't addressing the problem of the content itself being lacklustre or just 'milking' previous successful products such as HL2.

    --
    Ripping an new rectum in the fabric of spacetime.
  38. Wow. Games became like movies. Go figure by gelfling · · Score: 1

    For years the movie industry was predicting that the game industry would overtake them. And once it did movies would just give up and suck. Now that Games are king, they suck too. Wowie.

  39. Same old, same old. by SinGunner · · Score: 1

    This is the same problem that will soon occur with podcasts. It's not at all the industry's fault. It's the fault of the public. To put it in terms of the podcast community, the reason the big name casts are the most popular is that you see a name you recognize and check it out, and continue to check it out, despite that it might not be the best there is. Now, you check 20 other things as well that are all independent, and you think "oh, i'm supporting indy more because give them more attention." The problem is that the indy things you check aren't the same 20 indy things everyone else checks, but the corporate america things on your list are the same as everyone else's, so when you multiply your individual model across everyone, you get a spike in the big corporations and little tiny spikes for indy. I'm not throwing stones. I'm human. I have a CNN link under my news with slashdot and drudge and a couple tiny sites nobody checks, but that 1 CNN link is crushing everyone else. DOES ANYONE REALLY HAVE A SOLUTION TO THIS?! It's a human condition concerning pattern recognition, which is the nature of our consciousness. What can you really do about that?

    1. Re:Same old, same old. by glenrm · · Score: 1

      Yes one solution is ratings and reccomendation engines. If you listen a great indie podcast or play a great indie (or low-budget) game then there needs to be a way to rate it 5-star so that other people check it out.

  40. Officially Tiresome by mrbooze · · Score: 5, Insightful

    This doom and gloom stuff from game industry people is becoming officially tiresome. So the game industry is becoming like other mass media industries. Whatever. Just because Hollywood spits out Fantastic Four or War of the Worlds doesn't mean someone still isn't making lots of smaller perfectly good independent films. And it doesn't even mean that the big budget hollywood films are always bad. (Though IMO they generally are.)

    I could really give a crap about the latest Madden release or Final Fantasy XXXIV or most of the big gaming franchises. I still find lots of games coming out that I want to play, more than I even have time to play.

    So yes, shocked, shocked I am to discover marketing and profiteering going on in this establishment. But so the fuck what? If you're in the game industry and you don't like games with billion dollar budgets and bleeding edge graphics, then make your own damn game on the cheap and publish it yourself. What's that? It's hard to get reliable income that way? Oops! Welcome to the entertainment industry. Where independent filmmakers have for decades been living on ketchup soup and maxed out credit cards to try and get their films in front of people.

    1. Re:Officially Tiresome by AutumnLeaf · · Score: 1

      What he said. Can we add this topic to the kill-file so we need never waste our time with it again?

    2. Re:Officially Tiresome by Moofie · · Score: 1

      Serious question:

      What are you playing right now? Me, I can't wait for We Love Katamari. I cried when it was delayed until the 20th...

      --
      Why yes, I AM a rocket scientist!
    3. Re:Officially Tiresome by faust2097 · · Score: 1

      I'm going to agree, when you have millionaire game developers bitching about "the industry" and then unwilling to put their money where their mouths are it rings really hollow. Hell, Gabe Newell signed with Electronic Arts after finally getting away from Vivendi. Yes, it's a limited agreement but Valve is still unwilling to take on their own marketing, retail distribution and such.

      If someone else is paying your bills you play by their rules. This isn't a new concept.

    4. Re:Officially Tiresome by alphaseven · · Score: 1
      I still find lots of games coming out that I want to play, more than I even have time to play.

      While I agree with the article, there are quite a few really interesting games coming out soon, like Indigo Prophecy, Shadow of the Collossus, Katamari 2, and the Beyond Good and Evil team has a King Kong game coming. And this year we've already seen original titles such as Psychonauts, God of War and Killer 7 (and the free game Facade). While the sales of original games are usually abysmal, I agree with you that there are more well-made, creative games out there than I have time to play.

    5. Re:Officially Tiresome by Watts+Martin · · Score: 1

      If you'd actually violated Slashdot protocol and RTFA, you'd see Costikyan was lamenting the fact that there isn't a model for games comparable to the independent film industry, and describing why he thinks that's true. There's a support system for such things in film and publishing that simply doesn't exist -- at least not yet -- for gaming The people who make independent films may not get rich but they often make a living at it; the people who make the game equivalent almost never can.

      Costkiyan isn't predicting the death of the gaming industry (the article title is "Death to the Games Industry," like a call for revolution), he's presenting an argument that the industry is caught up in a spiral of ballooning costs and falling profits, which is making it progressively harder for it to develop and sell the very kinds of hits that would break it out of that rut. A visually stunning but terrible game is almost certain to make more money than a visually boring but innovative game, because the entire model of the industry, from development funding to publishing to distribution, is about selling as many copies as fast as possible--you're much better off building up anticipation with amazing-looking screen shots and selling a million units in pre-orders and the first couple weeks of release, knowing that your sales will collapse when the reviews come in, than trying to make a difficult-to-sell game that would require a slow buildup. Costikyan's assertion that The Sims would probably never be made today is very likely true.

      The end result of his scenario isn't industry collapse, it's industry stagnation. And if you think that's such a laughable scenario, look at a list of current best-selling computer games and see how many are releases in franchises. And look at some of the figures actually in his article. If this trend continues, those games you find so many of that are still interesting will be harder and harder to find, because they'll be harder to get published and harder to find shelf space for.

      If the big gaming industry is the equivalent of Hollywood, if EA and Midway and Sony are Paramount and Universal and, uh, Sony, that's fine. But there is no Lions Gate for the gaming industry. For that matter, there's no Fine Line, no Focus Features, no Paramount Classics -- no recognition on the part of the major players that the industry will benefit from having a "second tier" system for the development and distribution of titles which are meant to be experimental and risky.

      If the only games you're looking forward to in the future are Madden 2004+d10, Half-Quake Arena VII Master Edition and The Sims: Please God Make It Stop, this isn't that big a deal. Personally, though, I find that "officially tiresome," and telling people like Costikyan to sit down and stop whining ain't gonna make it better.

  41. Hey now... by Anonymous Coward · · Score: 0

    Ultima Online was the greatest mmo ever if you ask me. EA just took it and butt f**ked it into the ground. So don't say its a failure its simply they sucked all the life force out of it like a vampire.

  42. Online distribution the way to go by marcybots · · Score: 2, Interesting

    As long as you have to get shelf space at a game store, stores will go with what has worked in the past and products from major companies. When we see game consoles with built in Rigths management that can download games from online then indie games will boom.
          Lets face it, the most imaginitve games come from nintendo, one of the 500 pound gorilla of the industry, who can afford to be creative. Small developerds can only get shelf space making copies of grand theft auto.

  43. Too many FPS and racy games by WillAffleckUW · · Score: 1

    With more and more chrome.

    Just like the auto industry, it's going down the tubes. Even back when I was a SMOG, in the old days before the Steve Jackson raid, the trend lines were becoming obvious.

    So, you can either ask yourself: what are we doing - and why? Or you can keep down the same path and then be surprised.

    Look, I'll be honest - the future is games like Nintendogs and Sims: The Urbz - not FPS and race car and gangsta games. You either adapt or die.

    So either choose to do a simple game design that's fun or a multi-market game that has multiple linkages - or go for the chrome spif and watch your industry go belly up.

    Meanwhile I'll be playing Japanese games and Flash games, cause you've gone down the wrong road.

    --
    -- Tigger warning: This post may contain tiggers! --
  44. it has always been like this by nasor · · Score: 1

    I've been playing video games since the Atari 2600/286 PC, and guess what: the industry has always been like this. 90% of the video games ever released are derivative, unoriginal, poorly thought-out crap. The ratio of good games/crap hasn't changed substantially in 20 years. Fortunately the industry manages to produce more than enough fun, original games to keep people interested.

  45. Creator Control of Intellectual Property by heatdeath · · Score: 1

    And, of course - creator control of intellectual property, because creators deserve to own their own work.

    Great - another arena in which the same mantra will be repeated over and over again. Video game creators can retain control of their IP just the same as a musician can. But they routinely GIVE IT UP for profitability. If they want to do that, that's their perogative. Distribution isn't a barrier anymore, but marketing and advertising is. Without exposure, your art won't be profitable, and musicians and video game designers are willing to give up control for that.

    It's -their- choice to do that, not your excuse to pirate the art that they produce.

    --
    I'm sorry. The number you have reached is imaginary. Please rotate your phone 90 degrees and try again.
    1. Re:Creator Control of Intellectual Property by orasio · · Score: 1

      I believe that the term is an issue.
      There is no such thing as Intellectual Property.

      That term tries to cover different things, and confuses their characteristics.

      1 - Patents.
      Patents are a _temporary_ monopoly intended to encourage the development of new products and processes. You don't patent an idea, but the product or process that implements it. Think industry.

      2 - Copyrights.
      Copyrights are a long monopoly on distribution of creative _works_. Not the actual idea, but the representation itself. You don't copyright the idea of a love song, you patent one love song. You don't copyright the mail program, you copyright Outlook.
      Copyrights came to existence, in an effort to protect creators from abuse by distributors. Without this kind of law, distributors could reap the benefits from an artist hand, without paying them, and thats where the term "pirate" comes from, and of course has some parallelism with the original meaning of the word.
      Right now, distributors do abuse creators, by making them sign contracts where they give up their rights, effectively making copyright law effectively useless.

      3 - Trademarks.
      They are a protection granted for names of things, I don't understand why people also use that "Intellectual Property" term to talk about them, too.

      What I am whining about is that term, I believe you should be talking about "copyright" when talking about games. And while you are at it, don't use that word, "pirate". It doesn't really mean what you say.
      I live in Uruguay, and there are shops (in regular shopping malls, not on the streets) that sell Sony Playstation II from regular Sony distributors, and in the same shop, sell unlicensed copies of games.
      The fact is that in my country nobody would buy games for 50 dollars, so Sony sells their consoles for 350 or 400 dollars (PS2 consoles), and lets retail shops sell unlicensed copies in the same place. I would thin that it's actually Sony the one getting profit from consoles, reaping the benefits of having a good game selection available. I wouldn't call the actual consumer a "pirate", most of theam think that the "chip upgrade" they need to run games is just a regular procedure. The one making money and not paying the creators is Sony (and the shops, of course).

    2. Re:Creator Control of Intellectual Property by julesh · · Score: 1

      Video game creators can retain control of their IP just the same as a musician can. But they routinely GIVE IT UP for profitability. If they want to do that, that's their perogative.

      I don't think they want to do that. I think they'd rather have a well known publisher distribute their games without taking control of the copyright. There's no real reason why this can't happen; it's just that all the big players at the moment happen to work that way. But look at other fields: you don't get this kind of problem in the book publishing industry because book publishers realised a long time ago that allowing the authors to keep their copyright was a good way of attracting the better authors to them. It's only because the game (& music) industries are sewn up between a few small cartels that they can get away with treating their content creators like this.

      Agreed that it's no excuse for piracy, though.

  46. Only in North America by Anonymous Coward · · Score: 0

    In Asia, video games have a wider varieties in themes and controls. Over there, your choices are just FPS, RPG, 2D/3D Fighters, or Sports games. Games like Katamari Damacy http://www.namco.com/games/katamari_damacy/ are innovative and unique , just the type of thing that you'll never see from a North American publisher.

    1. Re:Only in North America by Anonymous Coward · · Score: 0

      Correction, "Over there, your choices are *NOT* just FPS, RPG, ..."

  47. everybody calm down by Chimera512 · · Score: 1

    i've heard people talk about the doom and terror that is coming to the gaming industry in the near future for months now. huge studdios will stifle the creation of quality content, only what sells will get made. you'll notice these articles only pop up in between big releases, no one was talking like this right after Battlefeild 2, World of Warcraft or Half Life 2 game out. the gaming industry is just like television now, there's lots being realeased and there's still the same ratio of crap to quality, just more crap total. good games will still be made, you just may have to wait a second and realize awesome games don't come along every 3 months or whatever.

  48. Re:so stop bitching by EvilMagnus · · Score: 1

    He has - this is Greg Costikyan we're talking about - he's an A-list old-skool game designer.

    Nice troll, though.

    --
    -EvilMagnus
  49. modern gaming by sedyn · · Score: 1

    I think a large part of the problem with developing creative games, is that developing a game that will be complex enough to reach the mainstream is that it typically requires a lot of resources.

    Of course, business people have the resources, and they don't like to take risks. They have to answer to shareholders, be responsible to their employee's job security, etc.

    Unlike the 80s and even 90s when a group of programmers, sitting around could say: "Hey, that's a great idea! Let's build it!"

    Then again, that sounds like every other facet of the modern computer world anyway.

    --
    Am I open minded towards open source, or closed minded towards closed source?
  50. Maybe it would happen if it was still Origin by cbreaker · · Score: 2, Informative

    EA is responsible for breaking Ultima, including UO and Ultima 9. Ultima was probably the best computer RPG of all time before EA.

    EA also ended Wing Commander. Wing Commander II and III were amazingly great games. WC4 and the movie just ended it. Instead of going for quality, they went for quantity and fast-to-market. So they blew it - again.

    If RG hadn't sold out, and kept Origin as an independent company, all of this might be a lot different.

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:Maybe it would happen if it was still Origin by Moofie · · Score: 1

      I can tell you from personal, professional experience that there was nothing fast to market about Wing Commander IV.

      WC4 sold well, but not well enough to pay for its film budget. Had it been shot on video (like 3), it would have been a financial success.

      I can't judge anymore whether the game is any fun. I've probably played it more times than anybody else on Earth, and just thinking about it makes me numb.

      Prophecy was a neat concept, and it had some rather fun ideas for the space combat genre. Unfortunately, many of those fun ideas got cut to get the game out the door. This game was much more rushed to market than WC4.

      Don't even get me started on Privateer II: The Darkening.

      --
      Why yes, I AM a rocket scientist!
    2. Re:Maybe it would happen if it was still Origin by cerelib · · Score: 2

      Privateer (Righteous Fire), now that was some fun gameplay. For the time, it had an expansive universe with many choices and some good side plots.

      Privateer 2: The Darkening, a game that could have and should have been much better. Everything seemed 50-75% complete. It seems like some good thought went into the original concept, but the execution just fell way short. I was disappointed with that one.

    3. Re:Maybe it would happen if it was still Origin by Moofie · · Score: 2, Interesting

      " I was disappointed with that one."

      Magnify your opinion by the 30 people who volunteered to stay late to test it for Origin, each of whom was incredibly passionate about trying to make the game worthy of the original, only to be thwarted by EA management and ignored by the game's creator.

      "Disappointed" doesn't cover it. "Relentlessly bitter" gets close. "Destroyed my commitment to being part of the video game industry" is also a fair statement.

      --
      Why yes, I AM a rocket scientist!
  51. Damn.. by Anonymous Coward · · Score: 0

    How I miss saving up my pocket money to buy the latest sega master system game, back then no one cared what went on behind the scenes.

  52. If Clones aren't innovative, they'd be Real by WillAffleckUW · · Score: 1

    God, I so hope Nintendo mops the floor with the 360 and PS3 so the industry can get back to some semblance of innovation and gameplay. When will morons get sick of their damn FPS clones and crave a real game... do people even remember what a totally new and innovative game is like anymore? Hint: GTA:[insert city name], Doom[insert roman numeral], Madden[insert next year], etc. are NOT innovative!

    You and me both - FPS and driving games are becoming so boring that you can literally feel the paint peel off of your eyelids with all the me-too games.

    It's all about the fun and the story - and not adding realistic rain drop shadow effects with ray tracing chrome.

    --
    -- Tigger warning: This post may contain tiggers! --
    1. Re:If Clones aren't innovative, they'd be Real by rAiNsT0rm · · Score: 1

      heh, you mean someone else besides me is tired of Midnight Club 1, Midnight Club 2, Midnight Club: Bling Bling Edition, Super-duper-bad-ass-mofo-illegal-pimp smackin-crack smokin-street-racing with gangsta rappas? No Way! But they're the COOLEST!

      I mean and if I can't smack a hoe or two per game it just doesn't feel "right." ooh, oooh... or like games where I get to pretend I'm playing by not moving for minutes on end while waiting for guards to turn their backs or fall asleep and then quietly run by? WTF? There's nothing wrong with current games!!!

      --
      http://teasphere.wordpress.com - A little spot of tea
    2. Re:If Clones aren't innovative, they'd be Real by Prophet+of+Nixon · · Score: 1

      If you want a good stealth game try either of the Deus Ex games or Thief: Deadly Shadows... you can actually do well in any of those even on an all-out assault if you want. Stealth is an option, not a requirement. The Hitman games are OK, but not great, and the Splinter Cell games are awful.

      Racing games seem to completely suck with the possible exception of F-Zero, which is actually fairly cool.

      The best game I've played lately, though, is definitely Zombie Smashers X2 (http://www.totallyscrewed.net/). That game is absolutely incredible, though it plays best if you've got a PC gamepad of some sort. Jets n' Guns is pretty good too (http://www.rakeingrass.com/).

  53. Look familiar? by Loopy · · Score: 1

    Sounds like the same thing the movie industry went through long ago. Look at the crap movies we have to deal with today. The biggest difference is that games can be bought and sold totally online. Look at DOOM shareware for a great example.

  54. Re:so stop bitching by Epistax · · Score: 1

    Give me the budget that they have in their disposal and I will give you the best game since Civilization. Otherwise, what's the point in saying that?

  55. Seriously. by Poromenos1 · · Score: 1

    I find it much more fun to play Zelda on ZSNES than any of the new games (HL2 and Icewind Dale were the only new games I finished, or even played for more than 5 minutes, for that matter). I spent countless hours of Super Mario on my gameboy, and that was way more entertaining than any game these days...

    --
    Send email from the afterlife! Write your e-will at Dead Man's Switch.
    1. Re:Seriously. by rnx · · Score: 2, Insightful

      i'm afraid that has more to do with you getting old than with the quality of games.

  56. Break the games monopoly by Anonymous Coward · · Score: 1, Insightful

    Any company should be able to make games for any games console without payment to the games console. Its just like any other restrictive market, it needs to be broken open. Selling a console below cost is dumping.

    1. Re:Break the games monopoly by SeekerDarksteel · · Score: 0

      Selling a console below cost is dumping.

      Damn right it is! How dare Sony and MS sell us Playstations and Xboxes for below cost! I demand to pay full price for my hardware! The nerve of those guys...

      Sarcasm aside, opening up games consoles to any developer is, from the perspective of the gaming community, akin to killing a cow which is providing you with free milk. Sure, for a short period of time you get steak...but in the long run your cow is gone and you're much worse off.

      Opening up console development to anyone might provide a period of all sorts of interesting and creative games for consoles, but at the cost of killing the console market in the long run. Sony and MS and Nintendo aren't going to put out consoles which at best would make them a little money (and currently actually lose them money) if they can't make money from game liscences and sales.

      --
      The laws of probability forbid it!
    2. Re:Break the games monopoly by sqlrob · · Score: 2, Insightful

      Give away the razor, sell the blades. It's an old model.

      Don't want to play with that, publish the game on the PC. The games market is not closed.

  57. Re:so stop bitching by oldwarrior · · Score: 0

    common wisdom today says you need a staff of 50-100, art directors, project managers, legal staff, blahblah, server farms, marketing deals, and about 100,000 USD and two years expenses to even begin work. This is very far from the basement/garage game creators we had in the seventies/eighties. The development tools alone are priced to keep out noncorporate developers.

    --
    If it were done when 'tis done, then t'were well it were done quickly... MacBeth
  58. Sounds like Hollywood to me by jzuska · · Score: 1

    This sounds like EXACTLY what's going on with the current crop of movies. But this has lasted for 10+ years. Crappy movie, put out a video game, then put out a sequal, and a sequal to the game. Lame.

  59. Re:Wow, it's like every other creative feild. by notdanielp · · Score: 3, Insightful

    Or EA could
    -buy them out
    -crowd them out of the market by buying up a relevant license
    -kill sales by pre-announcing a similar product

    The PC market is much more resistant to these tactics of course, people can go public with a finished game without EA ever even knowing about it. The barriers to entry in the console market are comparatively huge.

    This is why you don't see EA dominating the PC space as much. God bless PC gaming.

    --
    The president has been kidnapped by ninjas!
    Are you a bad enough dude to rescue the president?
  60. 3D was Downfall? by NMZNMZNMZ · · Score: 1

    (This post is a little scatter-brained. Sorry)

    Personally, I think that the creation of 3D games was really the downfall of the industry. It seems to me that the requirement for games to be 3D has stifled industry creativity.

    Being something of a game developer myself, I've found that 3D games are _much_ harder to be creative with, and also make the games _easier_. It may seem odd to the outsider that the one little additional dimension makes that much of a difference, but once you've tried making both types of games, you can really tell. I think the games industry would be much better off if we dropped most of this 3D nonsense and went back to good ol' 2D games.

    Here's an example of where 3D makes games "easier." Let's say you're standing in a cave in a 2D game. Enemy in front of you shoots at you. You have to time your jump correctly so that you don't get nailed by his projectile. Now you're standing in the same cave, but in a 3D world. Enemy in front of you shoots at you. Simply sidestep to the left once and you're done. There's no timing, no skill, no fun. In this case, 2D is vastly superior from a gaming standpoint.

    That's not to say that 3D doesn't have its place. FPS games would be absolute crap in a 2D environment -- hell, would they even be possible? Other games such as Myst require a level of detail that is only possible with 3D graphics. But for the vast majority of games, especially on console, I think that 2D helps invoke creativity, brings down prices, and takes _much_ less time to develop.

    1. Re:3D was Downfall? by mobets · · Score: 1

      I like the idea of going back to the 2d design style for a lot of games, but I would like them rendered in 3d. My usual example is Zelda. I loved the original zelda games (except 2), but the new 3d ones suck. If they would go back to the standard top down view, but take advantage of 3d graphics to make it look beter, I would be happy. Surely I'm not the only one?

      --

      It was me, I did it, I moved your cheese
    2. Re:3D was Downfall? by Anonymous Coward · · Score: 0

      Dude, you don't know how much I agree with you.
      Let's first get out of the way that I'm not against 3D graphics! But a lot of 3D gameplay is broken. Imagine a jump and run: in 2D you've got to time your jumps, and you can chain jumps together, You can bounce over several enemies. Once you've got the room of a 3D environment you can walk around and ignore most enemies! And I'd say the only games that make real use of 3D are FPS, most other games could be implemented with a top-down view on a gameboy.
      I personally got burned on a commercial game for a major publisher (that is why I'm posting anonymously...), that was completely broken by the producers' insistence on a 3D view and 3D movement.
      I'm not saying we should go back to sprites and scrolling backgrounds, but limiting the gameplay to a single plane will make a lot of games fun again.

    3. Re:3D was Downfall? by Anonymous Coward · · Score: 0
    4. Re:3D was Downfall? by Dhaos · · Score: 2, Interesting

      I'm gonna have to disagree with you.

      There are many things you can do in 3D that you simply cant do in 2D.

      For example, look at the Metal Gear series. In 2D, Metal Gear was a mind-numbingly difficult, if unique, experience.

      In 3D, Metal Gear Solid created a really compelling gameplay experience, and was immensly creative. Being behind, below, or on top of objects made a huge difference in sneaking tactics. And, whether or not its your cup of tea, the game also had a very cinematic feel to it.

      Going back to your argument as to the merits and ease of 2D gameplay- you just revealed the limitations of 2D gameplay. There are only so many ways that an enemy can attack you in 2 dimensions. This effectively -limits- gameplay and -limits- creativity. It also breaks the metaphor for games trying to provide an immersive experience- why the hell didnt Shinobi, being the elite ninja that he is, ever take two steps to his left and avoid dying?

      Finally, it is not like every game released in 2D was unique. Quite the contrary. How many Street Fighter clones were there? How many side-scrollers? How many platformers? How many turn-based RPGs? Clones have always existed, this having more to do with the 'bandwagon' effect that exists in all mass media- be it music (quick! rap-metal!), movies (X-Men breeds Spiderman breeds Fantastic 4), or television (5 concurrent CSI spinoffs!?!).

      I will grant you your final point though- 3D games -can- be expensive to produce. But I really think that there's a point where graphics are "good enough", and I think we may have surpassed it. Perhaps if there were very intelligent automated tools that could cut down on production time...

      As a final disclaimer, I'll say this: I love 2D games. I've been praying for the day that they realease another Castlevania: Symphony of the Night. But I really think its unfair to say that 3D as a medium stifles creativity, because the good games that have come out in the 3D generation really prove otherwise.

      Can't 2D and 3D cooexist peacefully??

      --
      It's not what you know, or even who you know- It's how many people recognize your damn .sig
    5. Re:3D was Downfall? by Dhaos · · Score: 1

      tch. I meant co-exist.

      Must remember to spellcheck next time.

      (Note: Not actually spellchecking this message.)

      --
      It's not what you know, or even who you know- It's how many people recognize your damn .sig
    6. Re:3D was Downfall? by NMZNMZNMZ · · Score: 1

      I've actually been playing Cave Story for a few weeks (beat it [for real] for the first time last night) and absolutely love it. Great game, I reccomend it to anyone who reads this =D I'll check out the article, too.

    7. Re:3D was Downfall? by NMZNMZNMZ · · Score: 1

      (I'm having trouble arranging my thoughts today..)

      I agree.. partially. As I said in my original comment, 3D _does_ have its place in video games. But it seems as though once N64 and PSX hit the market, every game is in 3D and, frankly, a lot less fun. Sure, there are some great games (Mario64, Zelda:OOT, MGS:TS, Paper Mario [is that even 3D?], and that's just on the Nintendo side of things), but they were all ... well, easy. I want a challenge, and it seems that these games don't provide that challenge. And I think 3D is at least partially to blame.

      I agree that it would be nice for 2D and 3D developers to co-exist and get the amount of attention they deserve.

      I guess what I'm trying to say is that 2D games still provide fun things and that not all games need to be 3D as seems to be thought by game developers. Bringing back 2D games may help revive the industry of creativity that seems to have run dry.

    8. Re:3D was Downfall? by Anonymous Coward · · Score: 0

      You mention Metal Gear as an example... I played Metal Gear 2 after playing Metal Gear Solid and that was virtually the same game!

    9. Re:3D was Downfall? by NMZNMZNMZ · · Score: 1

      Arguing with your words instead of your point, but I enjoyed Zelda:OOT for N64 a _lot_. It was the second Zelda game I'd ever played (after Link's Awakening), and is probably my favorite video game, with M.C. Kids in a close second. In fact, the NMZ's in my name stand for Needmorezelda, which was my original screenname for about 5 years :)

    10. Re:3D was Downfall? by Prophet+of+Nixon · · Score: 1

      Duke Nukem: Manhattan Project was a great example of a 2d game rendered in 3d. Its fairly awesome, though I think sales bombed on it... you can probly find it online for $5.

    11. Re:3D was Downfall? by phxbadash · · Score: 1

      See...for me 2D games are easy. It takes me about 2 seconds to see the patterns in their movement so there really isn't any challenge to those games for me and they get very repetative and boring for me very fast. That being said it's very hard for me to get into any kind of story for those games cause frankly it's either extremely lame or non-existant to begin with.

      So now I've moved on to the realm of 3D games. Yes there are lots of purely crap games and yes they can be easier than some 2D games, but there are many new possibilies that open up with 3D. Most obvious of all is physics. Right now most games are just using physics as a gimmick or eye-candy of a sort, but there will come a time I believe they will soon become an integral part of game mechanincs.

      Why do I prefer 3D games to 2D ones? Because they can have a decent story mainly. Now I realise they are not going to have oscar-quality writing but then again half the movies that win oscars are pure shit anyways. For me if the story is enough to entertain me I'm happy, as long as it's presented well enough and the game doesn't have any horrific glaring bugs.

      I have a vision of where I think games should go in the next 5-10 years but who really knows what will happen. I do think that we will hit a plateau as far as graphics go within the next 5 years, where the improvements past that point will be incremental and games will have to focus on other areas to differentiate themselves from the rest.

    12. Re:3D was Downfall? by Anonymous Coward · · Score: 0
      There are only so many ways that an enemy can attack you in 2 dimensions. This effectively -limits- gameplay and -limits- creativity. It also breaks the metaphor for games trying to provide an immersive experience- why the hell didnt Shinobi, being the elite ninja that he is, ever take two steps to his left and avoid dying?
      Why must all games be character- and combat-based? Have you ever played Liquid War? How about WarioWare? Maybe an Infocom text adventure?

      How can a good book be more immersive than a mediocre movie? The plot portrayal certainly isn't as realistic to the senses as it can be in audiovisual format.

      By definition, without rules, you don't have a game. The implicit rules in Shinobi prevented your character from sidestepping enemy fire, just like the rules in Tomb Raider prevent you from invoking diplomacy or dialog with your enemies before you fill them full o' holes. Hell, if we're talking rules vs. realism, why in the world can't I drive around the city in Need for Speed Underground?

      It probably depends on your creative thought process, but I would argue that the more restrictive the implementation environment, the more creative game designers have to be to come up with a game that pushes the potential of that environment. It's like writing a haiku; you have a message you want to express and a tight structure in which you can express it, and it's up to you to figure out how to manipulate the English language to make one fit into the other while preserving your meaning.

      I don't think a 2D FPS would look very interesting (read FlatLand if you haven't already). But where you make the argument that there are things you can do in 3D that can't be done in 2D, I would argue that the reverse is equally true (without substantially changing the essence of the game). It strikes me as pretty difficult to capture the essence of, say, the Pac-Man or Sqix gameplay in a 3D environment.

      Anyhow, just some food for thought. Personally, I like both types of games, and I'm saddened to see that nobody that I know of is really paying any attention to 2D action games in the PC world anymore.

      lime
    13. Re:3D was Downfall? by Manchot · · Score: 1

      You might be right, except that Zelda: Ocarina of Time is considered by many to be the best video game of all time. It even has the highest ranking at GameRankings, the major game review aggregator, with an average score higher than 98%.

  61. Shenanigans by canolecaptain · · Score: 1

    I call shenanigans.

    The gaming market is growing annually at a frantic pace, and so many games are being produced that customers now have to make difficult decisions with their gaming dollars. At the same time, *lots* of decent quality gaming / media engines are available for free ( id, CrystalSpace, SDL, etc ) or low cost( torque, etc ).

    To fill the low cost void from the major producers, many little companies are jumping in to provide simpler but interesting games (mostly 2D), websites offering free older games within browsers, or open source levels for existing games.

    The only problem I see with gaming is the lack of open tool solutions for the consoles. The biggest reported reason for this is that the console producers are generally losing money on every console they sell, so providing an open API reduces the revenue they desire to stay profitable. The solution for this would be to release an open API for consoles after a couple of years. That could then spur sales of the consoles at the time when their sales are beginning to drop off (and presumably they have already made money through other game sales). A second solution looks strikingly like what the press reports are alluding to with the PS3 - it's a computer! (gee, ya'think?). If it could profitably be released with a supported OS, games could be produced on that.

    It's true that company's like EA are milking franchises for all their worth, but they'd stop doing that if they didn't sell so well! Capitalism is a great thing. If 3 million people stopped buying every version of every Madden title available, EA might actually be willing to invest in alternative titles. Innovative titles that are actually *fun* to play sell remarkably well - just look what happened with RTS, Sims, Creature based games...

  62. Re:Wow, it's like every other creative feild. by Chyeld · · Score: 1

    When other companies offer something EA doesn't, EA will just sit on them. Maybe they'll buy them out and destroy any future products made by the company while dismantling it. Maybe they'll just drown them in crap releases to make it less likely that the gem will be seen in the rough. But whatever they will do, you can be sure it'll be effective enough to kill the attempt.

    Don't kid yourself, we are well past the point where 'started in our garage' company has any chance of overturning the state of affairs without the big developer's consent or the help of some bigger bully.

  63. Artists, not programmers by Andrew+Cady · · Score: 2, Interesting
    I took another look at Day of the Tentacle recently, via the free software ScummVM. The game feels like it was made by an animator with aspirations of film-making -- with a programmer offering only a little assistance. Entertaining writing, consistent and attractive visual style (far better than anything created through a 3D graphics card), childish game-play... but it was a kid's game.

    Games are made poorly probably because they're made by the wrong people, viz.: programmers. Game production should perhaps be something like movie production -- the programmers should correspond to the set designers, not the director or writer.

    1. Re:Artists, not programmers by Anonymous Coward · · Score: 0

      DOTT is based on the SCUMM engine, by the time DOTT came out the engine was establised so the programmers input was next to nil. All there was to do was let the creative designers goto town.

      Programmers rarely make good game designers why do you think there are multitudes of them sweating away in places like EA. You can get a good programmer on any street corner for a pitiful amount of money but a good designer now there is a rare and elusive creature.

      (This isnt ment to put programmers down, but you guys are everywhere and most of you have yet to do dick for the gaming industry apart from bitch about the work conditions)

    2. Re:Artists, not programmers by Anonymous Coward · · Score: 0
      the programmers should correspond to the set designers, not the director or writer.

      This is the way it is. Programmers are basically at the bottom of the creative ladder in games. They have virtually no official say in the creative direction of the game. Sure, the designers listen to me as a programmer (they're not entirely heartless :) but it really is their game to make. I just make it possible.

      And it is, as you say, the way it should be. My creative role as a programmer is to make sure things "feel" right when implemented as designed. I need to make sure that the spline cam doesn't make you sick. I need to make sure it's snappy when you hit the jump button. Etc.

      As such, I'd be far more inclined to blame someone else other than the programmers.

      Market forces play a big role. The company I work for (a big name in the industry that you definitely know) is still a business; the goal is to make money, and the obligation is to the shareholders, not the gamers. There is so much money to be had even in a poor derivative moviegame title that it's something big companies aim to implement at huge cost for huge return.

      If there were a tool that would allow designers and artists to create a full game without programmers, they'd use it, and it would be Good. This is actually what game programmers work toward: writing that tool. No, I'm not worried about being out of a job because the tool is constantly out of date with the cutting edge of technology.

      But a modern game is a collection of config files, tuning menus, and scripting systems that allow the designers as much creative control as possible.

  64. The Gamers Are the Problems by Anonymous Coward · · Score: 0

    With every complete moron that spends $50 for the newest Final Fanatsy game, or $50 for flaming turds like Doom III, or shells out $12/mo. for the lastest flaming turd or a MMORPG that has the same gameplay as they have for the past decade, it only kills the reason most fo us grew up loving games.

    Blame the common gamers. They're the ones buying the complete pieces of sh*t over and over again.

    And that's why it's dead, and noone can really save it.

    We must be cruel to be kind, and kill the industry so it can come back the wya it once was.

  65. I see another side to this... by StressGuy · · Score: 1

    I recall and interview back when Doom III was being developed. Something about Carmack indicating being tied to the first person shooter genre because of the popularity of Doom, Quake, etc.

    I can see how a publisher can become known for a certain game genre almost like an actor can become typecast. I can also see how business considerations can put heavy pressure to "stay with what you are known for".

    Don't know the answer. Perhaps companies that are doing well can decide to risk capital in exchange for expanding into a different genre. To do that, however, you'd have to be prepared to take losses, at least in the short term. I suppose you could rationalize it as allowing more creative freedom to your staff - thereby attacting more creative designers to your group.

    Other than that, however, it seems that innovation would be less of an initial risk for the small time independent developers. In fact, it's just about mandatory since copying an existing genre will likely just get him squashed by the bigger publishers. Therefore, innovation is his only potential edge.

    This makes it a good thing that companies like Id Software are willing to release source code from time to time - it gives the next generation something to cut thier teeth on.

    --
    A goal is a dream with a deadline
  66. Games too expensive for publishers to gamble by L-Train8 · · Score: 5, Insightful

    When is the last time a solid freeware game caught the imagination of millions? About 15 years.

    That's because with today's hardware and the expectation of modern day gamers, it is not economically feasible for a couple guys in their garage to make a massively popular game.

    Game development costs are huge. It takes as much or more money to make a AAA title as it does to make a Hollywood movie. And when an innovative and original title comes out and is met in the market with a yawn and no sales (Ico, Res, Katamari Damacy, Animal Crossing - great reviews, no sales), it makes it that much more unlikely that publishers will finance another one.

    It's not that there are original ideas are rare, it's that those ideas don't sell a million copies, and that's what you need to finance a game today.

    --

    Don't forget that Friday is Hawaiian shirt day.
    1. Re:Games too expensive for publishers to gamble by Anonymous Coward · · Score: 0
      That's because with today's hardware and the expectation of modern day gamers, it is not economically feasible for a couple guys in their garage to make a massively popular game.

      Then it must be equally unlikely that people would make decent movies outside of the studio system?

    2. Re:Games too expensive for publishers to gamble by Anonymous Coward · · Score: 0

      He didn't say "decent". He said "massively popular".

    3. Re:Games too expensive for publishers to gamble by Sebastopol · · Score: 1

      That's because with today's hardware and the expectation of modern day gamers, it is not economically feasible for a couple guys in their garage to make a massively popular game.

      NO! NO! NO! NO!

      In my opinion that comment is a HUGE copout! I absolutely believe a good game can be written by someone with average programming skills and above-average creativity.

      I realize that sounds like it contradicts my original statement about "not being enough good programmers", but I'm really driving at the creativity and self-motiviation aspect here.

      I've witness this in primitive form with art students who are persuing game programming degrees. Typically they have basic programming skills, but manage to pull of some very enjoyable interactive software.

      I have faith that it doens't cost money to make a good game!

      --
      https://www.accountkiller.com/removal-requested
    4. Re:Games too expensive for publishers to gamble by Junks+Jerzey · · Score: 1

      In my opinion that comment is a HUGE copout! I absolutely believe a good game can be written by someone with average programming skills and above-average creativity.

      The majority of the cost of a game is content--sound, art, animation--not programming.

    5. Re:Games too expensive for publishers to gamble by sabernet · · Score: 1

      I never regretted buying Beyond Good & Evil. It saddens me it bombed so much sales wise. I dare anyone to find a bad review on it.

      However, Katamari Damacy has met with a good deal of sales. It's become sortuva intl. cult hit.

      Animal Crossing probably didn't gross as much as [insert horrible franchise-based game here], but it sold enough, so much so it merited Nintendo to make one for the DS

    6. Re:Games too expensive for publishers to gamble by tholomyes · · Score: 1

      Katamari Damacy, by all accounts I can find, sold like hotcakes once word got around. It certainly did well enough for the game publishers to sit up and notice it.

      --
      When did the future switch from being a promise to a threat? -C. Palahniuk
    7. Re:Games too expensive for publishers to gamble by Sebastopol · · Score: 1

      The majority of the cost of a game is content--sound, art, animation--not programming.

      This depends on your expectations. If you think a good game can only be a photorealistic John Horner scored, then you're right.

      Animation can be a bunch of gifs on a 2D DirectDraw screen, or it can be motion capture of an elephant wearing observation points.

      Sound can be a bleep/brrrp, or a symphonic score.

      Art, well, that's different. I would gander it is easier for a 2D artist to make good cheap textures than animation/scoring.

      --
      https://www.accountkiller.com/removal-requested
    8. Re:Games too expensive for publishers to gamble by Anonymous Coward · · Score: 0

      Games are too hard for ordinary people to play and enjoy. They are designed either for kids who have no life and many hours to brainlessly reload and retry, or for people who are willing to buy the add-on hint/cheat book. "The Sims" originally sold fantastically because (a) it was a great concept and (b) *anyone* could play it with a very short learning curve. Having got sick of paying good money for games I cannot finish without a hint book, I quit buying games. (For the record, I thought "ICO" sounded cool in the reviews. Too bad I could never figure out the trick to get past the very first damned monster.)

    9. Re:Games too expensive for publishers to gamble by AviLazar · · Score: 1

      NO! NO! NO! NO! In my opinion that comment is a HUGE copout! I absolutely believe a good game can be written by someone with average programming skills and above-average creativity. I realize that sounds like it contradicts my original statement about "not being enough good programmers", but I'm really driving at the creativity and self-motiviation aspect here. I've witness this in primitive form with art students who are persuing game programming degrees. Typically they have basic programming skills, but manage to pull of some very enjoyable interactive software. I have faith that it doens't cost money to make a good game!

      Ok, then prove it. Find me a freeware game that can compare to Counterstrike, WoW, Doom, EQ, etc. There aren't none. People will always take free over pay - so the moment a HIGH quality game comes out that is free (free as in beer) then you will get people to take it. But this won't happen. Even if a couple of mediocre programmers sit in their garage doing this work, and get it done in a timely fashion (under a year) - and then manage to market and promote it...do you think they will spend all that time and resource and give it for free? Please introduce me to these people, I will be happy to join their crowd.

      --

      I mod down so you can mod up. Your welcome.
    10. Re:Games too expensive for publishers to gamble by Sebastopol · · Score: 1

      .Ok, then prove it. Find me a freeware game that can compare to Counterstrike, WoW, Doom, EQ, etc.

      Man you don't get it. Did you hear that wooshing sound? It is this entire conversation going right over your head.

      Ok, you know what? You're right: Only multi-million dollar development companies can ever make a fun game. You're completely right. I'm just being silly, there is no creativity without money.

      Enjoy your boring life.

      --
      https://www.accountkiller.com/removal-requested
    11. Re:Games too expensive for publishers to gamble by AviLazar · · Score: 1

      You're right

      It's about time someone from /. can admit the truth.
      God forbid someone back up their statements with something other then sarcism.

      --

      I mod down so you can mod up. Your welcome.
    12. Re:Games too expensive for publishers to gamble by Sebastopol · · Score: 1

      Fine:

      "Doom."

      There. I proved my point. Like I said in the _original_ post: there hasn't been a good game to come out of the "garage-band" game scene in 15 years.

      Next time RTFthread.

      (Kudos for being an asswipe and not posting anonymously.)

      --
      https://www.accountkiller.com/removal-requested
    13. Re:Games too expensive for publishers to gamble by AviLazar · · Score: 1

      Fine: "Doom." There. I proved my point. Like I said in the _original_ post: there hasn't been a good game to come out of the "garage-band" game scene in 15 years. Next time RTFthread. (Kudos for being an asswipe and not posting anonymously.)

      Yes because Doom, a game in the early 90's, that was a few megs in size compares to games that need to be placed on DVD's.

      I am proud of being an asswipe, and never post AC

      --

      I mod down so you can mod up. Your welcome.
    14. Re:Games too expensive for publishers to gamble by Sebastopol · · Score: 1

      I too am proud to be an asswipe.

      In essence my point is that DOOM was brilliant BECAUSE it could fit on a floppy disk and didn't require tons of money to develop.

      Who were the big players in games in the early 90's? Electronic Arts. New World Computing. Microsoft.

      They all had huge budgets compared to the idsoftware, but somehow id made a killer app.

      Now, at the risk of building a strawman, I think what you're getting at is that to make a game LIKE today's blockbusters, you need 1M poly objects with real physics and score by a full orchestra.

      Doom may have been technically superior to the games at the time, but not because of money: because of brains.

      It may be harder to write a game today that is technically superior, but I say "harder" because I'm not a hard core programmer, so I don't know what can/can't be done. Hell, people are doing 6 dimensional stock-options modeling using Nvidia hardware: they're loading stock prices into TEXTURE map FP format. That's HARDCORE.

      So yes, maybe it is too hard today to overcome technical limits, I don't know. What I do know is that playing simple little web-based flash animation games made by amateurs (like the stumbling drunk or the sliding penguin) can be way more fun then the latest knockoff FPS.

      Following that experience, I think it is possible to make a game that people will enjoy without a billion dollar capital investment. Even if it is just ascii characters (e.g. Nethack) it can be fun. It just takes a very creative person and a good programmeer, fueled by nothing but love of the art to make it happen. Just like the boys at idsoftware in the 90's.

      (Another example: I enjoy interactive fiction, and there are constantly new FREE games being written on 10-16 year old grammar parsers. MANY of them suck, but some are big winners, like Christchurch from a few years ago. It is the creativity that makes it fun, not the money spent making it.)

      --
      https://www.accountkiller.com/removal-requested
    15. Re:Games too expensive for publishers to gamble by Sebastopol · · Score: 1

      Oh, I almost forgot another example: Deerhunter.

      It started as freeware and became a sensation.

      Simple game, no budget == big success.

      --
      https://www.accountkiller.com/removal-requested
    16. Re:Games too expensive for publishers to gamble by L-Train8 · · Score: 1

      I've seen figures of around 125,000 units sold for Katamari. That's an okay number, not a flop, but hardly a run-away hit.

      --

      Don't forget that Friday is Hawaiian shirt day.
    17. Re:Games too expensive for publishers to gamble by ElleyKitten · · Score: 1

      >>I don't know. What I do know is that playing simple little web-based flash animation games made by amateurs (like the stumbling drunk or the sliding penguin) can be way more fun then the latest knockoff FPS.

      I don't believe games have to be big buget or high graphics either, but could you have named a game a little better than the stumbling drunk of all things? I don't know much about indi games in general, but please tell me there are more elaborate indi games than that.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    18. Re:Games too expensive for publishers to gamble by Quiet_Desperation · · Score: 1

      Actually, Katamari (one of my top 5 all time favorite games) sold well enough at $20 to get the sequel published in the USA.

    19. Re:Games too expensive for publishers to gamble by David+Rolfe · · Score: 1

      If you like classic 2D scrolling platformer shmups there is Alien Hominid. Now available for the big three consoles after beginning as a Flash game.

      http://www.google.com/search?hl=en&q=alien+hominid &btnG=Google+Search

      --
      Read Heinlein's 1953 Revolt in 2100, now more than ever.
    20. Re:Games too expensive for publishers to gamble by ElleyKitten · · Score: 1

      Wow, I never knew Alien Hominid was an indie game! It's great to know that indie games can actually make it to the consoles.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    21. Re:Games too expensive for publishers to gamble by Jakeypants · · Score: 1

      "Ico, Res, Katamari Damacy, Animal Crossing - great reviews, no sales"

      Um, Katamari Damacy and Animal Crossing did great! Try more along the lines of Psychonauts, Thief: Deadly Shadows, Beyond Good and Evil, Ikaruga, Twinsen's Odyssey, and Realms of the Haunting.

    22. Re:Games too expensive for publishers to gamble by mink · · Score: 1

      I know it's rather late, but Counterstrike is free, unless you are foolish enough to buy the stand alone. But it could be argued it is not free since you need Half Life to use it.

      Wasnt Enemy Terratory a free game using the RTCW engine, that did not require the purchase of RTCW?

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  67. Re:so stop bitching by BillFarber · · Score: 1

    My point is simply that if a great game is something you really want, then I don't think you need that huge budget. I realize it takes lots of (unpaid) time and dedication, but so do lots of things.

  68. Is he saying progress is bad? by Paralizer · · Score: 1
    The problem is that once something becomes technically feasible, the market demands it.
    True, some developers spend most of their time working to reach the new bar set by the hardware developers, but that's not necessarily a bad thing.

    Take the case of id Software's Quake 3. The engine was revolutionary at the time (like all of Carmacks work), but some argue that id games are all the same; they are reincarnated to fit the current market. Well, that may be true, but this sort of technology helps others too.
    As hardware becomes capable of displaying better-detailed graphics and higher polygon counts, it becomes mandatory to provide them.
    Perhaps, but not all developers have to spend the time to create these new engines that can produce high polygon rendering and reasonable speeds.

    Once this sort of technology is out there, other developers can get their hands on it and begin to create their own games based off of it, that's the idea behind the engine-game relationship. It allows developers who may be skilled in designing games, but lack the manpower to reach that level of technology, to produce games that are of the current market standard. And when they do, other developers come out of their closets and do the same thing. The result is a market with new and interesting game ideas that developers were able to paint over the canvas that was the engine of what other companies were able to create. For example, I do not think American McGee would have been able to create Alice (a very unqiue game with several aspects never seen in the market before) base off of Carmack's work.

    A lot of people seem to be making the argument, like this guy is, that these new games such as these new Halo's, Unreal's, Doom's, Quake's, etc, are all eyecandy glossed over old games. Well some people like to play them, and others like to use them to create different games.

    That's the theory, but empirical evidence bears it out. Back in the day, a Doom level took one man-day to build. A Doom III level takes two or more man-weeks.
    I know this guy isn't comparing the detail of a 12 year old game to todays, how is this proving his point? Obviously there will be more polygons, just like in any other field.

    Now one might argue, of course, that the improvement in graphical quality improves the gameplay experience so much that the cost is worthwhile. But if that's so, why was Doom so rapturously received, such a huge hit? And why do the critics basically agree that Doom III - well, it kind of sucks?
    Not many people make that arguement. Many people perfer gameplay over graphics, but if the graphics are there and do not interfer with the gameplay, why not have both? Doom was revolutionary for it's time - it brought in a whole new wave of gaming concepts; Doom 3 expands on that, not in the gameplay area but in technology. Doom 3 showcased Carmack's engine, and eventually it will be used for innovative new games (I'd like to see American McGee do something with it). In 2 years no one will be criticizing id for developing the game when 20 other smash hits are in the market place which are built off it.
    1. Re:Is he saying progress is bad? by dthree · · Score: 1

      "Many people perfer gameplay over graphics, but if the graphics are there and do not interfer with the gameplay, why not have both?"

      He did say that creating the art is now what makes up a large part of the game's budget. So if you continue to increase the technological complexity you therefore continue to increase the art budget and it requires bigger and bigger companies to make these games. Even if you are just using the engine.

      While people keep comparing the movie industry to the game industry, they forget that the movie industry expanded in 2 directions, the hollywood budgets keep getting bigger for high-profile films, but a low-budget expansion has taken place as well, And their output is more than just winning awards, they are making money, too.

      If the small, independent game developers can only make money creating casual games (like another article in that issue) then there will never be another Doom or Myst or even Day of the Tentacle.

      --
      "I forgot my mantra."
  69. EA is the DEVIL by jued0001 · · Score: 0

    Didn't take long for these to start. New record? Likely not...

    --

    _______

    I just wish I could c:\format Internet

  70. Worker burn-out by Scrameustache · · Score: 1

    And don't forget to stop treating the employees like disposable wage-slaves.

    Insane hours, outlandish conditions, high turn-out, it WILL come back to haunt you. I got out, I was tired of having 60-70 hour weeks scheduled by management routinely .

    They are squeezing the life out of their people, because they know a fresh batch of naive workers comes out of schools every year, eager to get into the glamourous biz. It's how it is now, it's not a sustainable way of going at it.

    --

    You can't take the sky from me...

  71. Re:Wow, it's like every other creative feild. by Drooling+Iguana · · Score: 5, Insightful

    Like what happened when other companies started to outdo EA in their football games?

    --
    ... I'm addicted to placebos
  72. Sadly.. by BlackCobra43 · · Score: 1

    In order to shift the current paradigm of the public's perception of video games as "kid toys" we would need an extensive publicity campaign to increase awareness of the artistic merits of video games as a creative medium. This would involve....marketing departments. Who's got the biggest of them all?

    EA. There is definitly a need for antitrust legislation in the vg industry, and on that I agree with you entirely.

    --
    I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
  73. Blah Blah, same old recycled complaints by cbreaker · · Score: 4, Insightful

    The same old tired arguements like this tend to reappear in 6 month cycles. "New games suck. No creativity."

    I call bullshit.

    In the entire history of video games, there's *always* been the leading games with something new, and dozens or hundreds of copies. How many games appeared that were similar to Pac-Man? How many games were similar to Pole Position? How many games were just like Mario Bros?

    You can't point at today's games and say there's a problem. This has always been a "problem" (I don't think it really is one.) When a successful formula is created, a lot of people follow because it's what people want. FPS's became immensely popular - and people wanted more. Game publishers were happy to accomodate them.

    Think about it in terms of the technical aspects. A game like Doom wasn't really very original. You killed monsters in an A-Z fashion to the end of the game. The only reason it gets recognition is because it was one of the first mainstream FPS games. But it was really evolutionary - we have two eyes, we see in 3D, and so it makes sense to make 3D games as soon as computers are fast enough. There were lots of 3D games BEFORE Doom - especially in the arcades (albiet many of them utilizing vector diaplys.)

    It's all been a big process of building on top of the ideas that other people came up with. This isn't a bad thing, it's a GOOD thing. Little steps. There will be a fair share of crappy games, but that's always been the case.

    To say there's been no creativity in games of recent times is to admit that you haven't played any.

    I mean, what do you expect from games? If you're looking for the Holodeck, you need a reality check.

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:Blah Blah, same old recycled complaints by An+Onerous+Coward · · Score: 1

      Okay, I'll admit that the follow-on "problem" has always existed. When a truly innovative game became a huge commercial success, people copied and remixed ruthlessly. Some of the follow-ons could even be described as innovative in their own right: the creators took the genre in a slightly different direction, or simply added the sort of polish that turned the game into an outstanding example of what the genre could be.

      But the fact that the problem has always existed, and has given rise to some creativity in its own right, doesn't mean that there isn't a downside. Every time a publisher decides, "Our most promising route to commercial success is a quick Starcraft knockoff," it takes the time and energy that could otherwise have gone into exploring a more innovative idea.

      You're missing the point, as evidenced by your Holodeck reference. When people complain about the lack of creativity in games, it's usually the case that "more realistic graphics" is the last thing on their list. Katamari Damacy is often listed as one of the really innovative games, despite having among the most primitive graphics I've ever seen on the PS2. For other examples, check out the Indy Gaming Jam, a small event held each year where a group of developers come together and churn out a bunch of games over the course of a few days.

      Each year has a different technology focus. For example, the first one focused on sprites in gameplay, and led to a series of games where the player controls thousands upon thousands of units. The most recent Jam, subtitled, "Physics must be good for something besides ragdolls and exploding crates!" led to one game where your goal was to help a yoga master maintain increasingly difficult positions.

      None of these games is intended to be a runaway blockbuster. But it's a good indication of just how tiny a fraction of potential gaming ideas actually get commercial attention.

      --

      You want the truthiness? You can't handle the truthiness!

    2. Re:Blah Blah, same old recycled complaints by robyannetta · · Score: 1
      The same old tired arguements like this tend to reappear in 6 month cycles. "New games suck. No creativity."

      This is not true. There's lots of creativity out there, it's just no one has the balls to release it. Look at GTA:San Andreas. There was plenty of creativity there before they released a recent patch. Then again, I don't know anyone who actually downloaded it...

      --
      - Just my $0.02, take with a grain of salt, your mileage may vary.
    3. Re:Blah Blah, same old recycled complaints by cbreaker · · Score: 1

      I am not of the opinion that games suck with no creativity; rather that every 6 months someone makes a big stink about how they think they suck. Personally, I think the gaming industry is moving along okay. I do see a trend that prevents new companies to enter the market - but I think this is mostly driven by the fact that it takes a LOT of effort to make modern games.

      --
      - It's not the Macs I hate. It's Digg users. -
  74. Indie Games by wviperw · · Score: 4, Informative

    FTA:

    "but in gaming, we have no indie aesthetic, no group of people (of any size at least) who prize independent vision and creativity over production values."

    Umm, yeah we do.

    I think there is a lot more than this author admits to. Why do you think there exists open source 3D engines like Ogre3D as well as a ton of websites devoted to game design techniques , etc? Yes, the indie scene could be bigger, but it is by no means non-existant.

    --
    Nothing disturbs me more than blind loyalism towards some unrealistic and over-idealistic notion of one's nationality.
    1. Re:Indie Games by micromuncher · · Score: 1

      Amen! Freeware, shareware, and small publishers are not dead. Semper fi.

      --
      /\/\icro/\/\uncher
    2. Re:Indie Games by cliffski · · Score: 1

      theres tons more than that, firstly you missed out the rather excellent
      game tunnel and then there is the daily updates on tigsource and more small developers sites than you can shake a stick at, including mine:
      Positech Games
      The problem is that sites like this just dont get the traffic that gamespy and gamspot do, because none of us have the multimillion dollar advertising budgets. A clique of big name companies have decided that independent games == casual color matching games for soccer moms, and thats definitely not true. My most succesfull game was targeted at people who like complex political strategy games (nationstates / republic / civilisation), you try and persuade the likes of Real or Yahoo to publish that game?
      There are plenty of original and interesting titles out there, you just need to google for them a bit, instead of just walking into CompUSA.

      --
      DRM-free indie games for the PC and Mac: Positech Games
  75. listens to Blood hound gang - I hope you die by Aperculum · · Score: 1

    I don't care, just making useless comments.

  76. gaming? by Valen1260 · · Score: 1

    Isn't this pretty much the state of every aspect of the entertainment industry? Gaming. Music. Hollywood. Television.

  77. Re:so stop bitching by BillFarber · · Score: 1
    >> Nice troll, though.

    Thanks for the compliment, but believe it or not, I didn't really intend it as a troll. I meant it as the subject said, "stop bitching". I'm tired of artists (game developers, musicians, painters, etc) blaming the big bad corporations on the lack of good art.

    If he's an A-list old-skool game designer, then he should know better than anyone that some of the best games were produced on a shoestring without any publisher lined up.

    Stop bitching. Do it again. Nobody is stopping you and if you do create a great game there will be plenty of opportunity to publish it.

  78. At $60/game Nextgen I think we will stop buying. by Viewsonic · · Score: 1
    I dont think any of us are willing to pay that much for a game today. If anything, games should be going down in cost since the market is so huge. Bump games down to $20-30 each. I would be more inclined to buy repeats this way.

    There is no way in hell im paying $60 for another Halo sequel, or Gran Turismo 30.

  79. Irony beyond comment. by Rahga · · Score: 4, Interesting

    Looks like the author, Greg Costikyan, is operator of a cell phone games company that made a movie license game called Mean Girls: Wannabe

    1. Re:Irony beyond comment. by jonom · · Score: 1

      I suppose everyone has to make a living...

      I haven't heard Greg's name in a long time.

      I still own at least a couple of games of his design from 20-25 years ago; Paranoia - great Logan's Run-ish RPG with wicked humour, and Vector 3 - cool 3d space combat board game are a couple that spring to mind.

      There were a few other fun ones too; Bug-Eyed Monsters and The Creature That Ate Sheboygan, Titan Strike...

      I think there were probably others I played as well - I think most of them were the pocket-game style published by Steve Jackson Games.

      I guess my point is that he is someone who has come up with innovative and fun games in the past.

  80. Re:Wow, it's like every other creative feild. by ilyaaohell · · Score: 2, Insightful

    News like this always makes me laugh.

    Just because a mass-market game is earning a lot of money doesn't mean that game developers have stopped creating more innovative games. There are ALWAYS new, original and exciting games coming out. And this will NEVER stop. Creative games don't need $10 million budgets, therefore there's nothing stopping a smaller company from making them.

    Similarly, people always whine about the Hollywood movie industry. They whine about how all the movies coming out are big summer blockbusters. They are NOT the only movies coming out, they're just the ones that get the most public exposure. There are and always have been smaller original movies, it's just a matter of knowing where to see them.

    --
    UNIX: A computer user is defined as a programmer. WINDOWS: A computer user is defined as a consumer.
  81. I'm not sure if creativity is what we want. by ForsakenRegex · · Score: 1

    When I go looking for a new game, I find myself always thinking "I want a strategy game just like StarCraft, a FPS just like Tribes 2, a turn-based game just like MOO2, a multiplayer turn-based game just like Trade Wars, and an MMO like EverQuest (tons of caveats on the EQ statement, but it's still true).

    Most of my friends are the same way. They want to take their favorite game from the past and just have it different enough to be fresh. They want things like better graphics and less bugs, but they usually don't want big differences in gameplay. The gameplay is what made the games great to them in the first place.

    --
    "A man talking sense to himself is no madder than a man talking nonsense not to himself."
  82. Nethack by Anonymous Coward · · Score: 0

    Give me Nethack, or give me death!

  83. Good luck by hoggoth · · Score: 1

    Hey, good luck with that.
    After you're done rescuing the games industry from creative death, perhaps you can let Hollywood and the music industry know how you did it because both of those much older more established industries have gone down the exact same path dictated by unstoppable market forces.

    --
    - For the complete works of Shakespeare: cat /dev/random (may take some time)
  84. WRONG! by Anonymous Coward · · Score: 0

    The "freeware" of yesteryear has changed into the "mods" of today. Counter-Strike, Day of Defeat, Rocket Arena, Capture the Flag?

    I don't believe these were launched by the actual companies. The future of gaming is player created/episodic titles!

  85. PT Barnum once said by Junior+J.+Junior+III · · Score: 5, Insightful

    There's a fool born every minute.

    Gaming's not dead. It's not dying, either. It just seems that way to people who've been through a few decades of iterative improvments yielding diminishing returns. People get old, they grow up, and they realize that the games they're buying today don't offer anything new. Well, so what?

    There are new suckers being born every minute, and Doom 3 is NEW to them. The industry can just keep selling the same old crap to young new gamers who don't know any better, and a few years later they'll come out the other end of the process, just like the author of this article has now, jaded and thinking that everything's the same old recycled ideas and crappy invocations that have lost sight of the fact that games were supposed to be fun. They're right, of course, but as long as there's enough fools being born every minute, the industry can sustain a business model of cranking out unimaginative crap updated with the latest graphics engine.

    That might not mean that the industry has much to offer YOU, the veteran gamer, but you can still enjoy a game of PacMan, of Pitfall!, of Super Mario Bros., of any game that you've ever enjoyed. New games may suck to you, but you're on to the old tricks. If the games were truly better then, why ever leave that era?

    Why must you always buy something new in order to have fun? Rejoice in the fact that you'll never have to buy another video game and revel in the library of great console and PC games you've enjoyed for years. Free up that entertainment budget and put it towards your retirement.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
    1. Re:PT Barnum once said by sedyn · · Score: 1

      But gaming is my entire motivation to retire.

      --
      Am I open minded towards open source, or closed minded towards closed source?
    2. Re:PT Barnum once said by Shotgun · · Score: 1

      There are new suckers being born every minute, and Doom 3 is NEW to them.

      And Doom 3 is just an extension of what we call "Cowboys and Indians" when I was a child. The difference was that we actually had to run and make our own sound effects.

      --
      Aah, change is good. -- Rafiki
      Yeah, but it ain't easy. -- Simba
    3. Re:PT Barnum once said by Anonymous Coward · · Score: 0

      No, he said that there's a *sucker* born every minute.

    4. Re:PT Barnum once said by empvirus · · Score: 1

      Well, what about Half-Life? Before HL, I hadn't seen a game that had interaction with the environment on that level. I don't know about you, but I'd say that's innovative. Granted it came out in '98, but my point is that the ideas are still flowing; not as fast as we'd like them to, but still flowin'.

      --
      Sometimes I comment just to hear myself typing.
    5. Re:PT Barnum once said by Junior+J.+Junior+III · · Score: 1

      Half-life...

      1) Was 7 years ago.
      2) Was innovative, and good.
      3) Is a single datapoint counterexample and not a trend.

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
  86. Re:Hot air (corrections) by Anonymous Coward · · Score: 1, Informative

    First of all the article is by Greg Costikyan, not Warren Spector. Second, Black and White was designed by Peter Molyneux.

  87. Pitchforks and Torches by infonography · · Score: 2, Insightful
    Everybody in for a chorus of 'Dead Thing Pie!' as well as storm the castle of the evil (but lame) game developers.

    But are we the buyers are to blame here. Beyond that the market has fragemented. Anyone who expects that there will a killer game that everybody would like is a fool. The tastes of the market are far to varied now. That games are getting lame is because people buy lame games. I have noticed that on Broadcast TV it's sucks. That's because the people who were interested in good shows were willing to cough up a few bucks a month for cable/Sat. Now cable and Sat are starting to suck because of torrent and netflix.

    What's it mean?

    [Shrugs]

    --
    Sorry about the writing. Robot fingers, you know? Cliff Steele in DOOM PATROL #23
  88. Death to the Games Industry--genre? by FerretFrottage · · Score: 1

    So is this a third person shooter?

    --
    "Look Lois, the two symbols of the Republican Party: an elephant, and a fat white guy who is threatened by change."
  89. answer itself is simple; solution is not... by werelord · · Score: 1

    Aside from the fact that this has already been covered to death in the blog world (GDC this past spring).. and no, I did not RTFA, but I've read many different pieces on this subject, and don't need to read it to know what they say.

    The goal market that The Escapist describes already exists in the casual game market. A place that serves creative vision over supressing it: casual games. Niche products successful: again, casual games. Gameplay over glitz: again, casual games. And as far as IP; again, casual games.

    Yes, the hardcore poo-poo the casual game market; "those aren't games, more of a past time or waste of time"... They can decry it all they want, it won't change the fact that casual games have just the same ability of entertainment, immersion, and addictiveness as your "God of War" or "Civilization XVII" or what not. Just to a smaller scale. But I imagine thats not the goal of the question that the article is asking..

    But what to do about the hardcore games, the "consoles" and such?? As much as games drive technological advancements, games are just as much of a slave to those technological advancements. We need to separate the capabilities of the machine with the percieved success of the game. Unfortunately that is not possible in this day and age, where consoles are completely redone every three years, video card manufacturers in a race to be the best, and the market constantly demanding "bigger, better, faster". An ideal industry is not possible under this model.

    Yes, the "hardcore" industry will implode. It won't be economically viable to continue creativity; and as people get turned off by "Pole Position, new and improved!"; its inevitable that even the rehashes of the same-old will also die. But it will not destroy the industry; only normalize it. Think of it as the dot-com bust for the games industry. It will recover, and be better off in the long run because of it.

  90. Re:Wow, it's like every other creative feild. by ilyaaohell · · Score: 1

    EA is not marketing their games too much for PC gamers. The reason for this is that, on a PC, a highly successful game sells 100,000 copies. In the console world, this would be a big flop. Therefore, for PC games, the costs of a big marketing campaign aren't justified.

    However, I would say that EA actually IS a massive player in the PC world. They make some of the biggest war games in the industry, in addition to basically holding a monopoly with sports games (almost all other sports developers only release their games for consoles). I would say that virtual monopolies on two entire genres makes them quite a force.

    --
    UNIX: A computer user is defined as a programmer. WINDOWS: A computer user is defined as a consumer.
  91. OT But... by mpapet · · Score: 1

    I think the "death of..." stories may be endemic of a recognition of subtle but massive changes in society.

    Maybe we're in the end of "Information Age" right now and evolving into another kind of age. And maybe people can't put their finger on the sense that something is dying and something else hasn't taken it's place yet.

    Someone somewhere once said to the now-dead comedian John Candy, "It's not show art, it's show business." I'd say lamenting the lack of new and different titles just means the business is really in charge now.

    --
    http://www.maxineudall.com/2010/02/should-economists-be-sued-for-malpractice.html
  92. Re:Wow, it's like every other creative feild. by quanticle · · Score: 1

    There are and always have been smaller original movies, it's just a matter of knowing where to see them.


    Indeed. And now, with the advent of DVDs and high-performance home-theater systems, it can be argued that it has never been easier to enjoy independent movies. For some independent movies, the theatrical release has become almost an afterthought, as they increasingly play to the DVD rental market.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
  93. Mod him up! by jcr · · Score: 1

    Thanks for adding a bit of much-needed perspective. If I had the points..

    -jcr

    --
    The only title of honor that a tyrant can grant is "Enemy of the State."
  94. Do they think we are dumb? by i5ku12 · · Score: 1

    Look, i'm a not a hardcore gamer but i try to be... Making things prettier and more realistic and all that is great, but he makes a good point, some times you need to escape reality and play some weird game, or some randomly strange game...those games are the ones with the most creative game designers are...we don't need more creative people in game development, we need to find the ones that are already there.

    --
    Human desire will bring death.
    1. Re:Do they think we are dumb? by EEBaum · · Score: 1

      Do they think we are dumb?

      Well, people *are* buying the rehashed games in droves, so yes. And apparently they are correct.

      --
      -- I prefer the term "karma escort."
  95. more please by Hrodvitnir · · Score: 1
    A market that serves creative vision instead of suppressing it. An audience that prizes gameplay over glitz. A business that allows niche product to be commercially successful - not necessarily or even ideally on the same scale as the conventional market, but on a much more modest one: profitability with sales of a few tens of thousands of units, not millions. And, of course - creator control of intellectual property, because creators deserve to own their own work."

    And... a million dollars.
    --
    "There are more important things than stopping terrorism. Upholding the Constitution is one of them." - Ars Forumer.
  96. Games Industry by Anonymous Coward · · Score: 0

    You the game buyer deserve what you get. The game authors deserve what they got. They lobbied for increased 'intellectooooool property protection'. They got it! Now their intellectoooool property is being protected from them as well by monopolists. Did you fools not see this coming. This system will not reform from within as the money bags are too strong. It will take the death of the industry, and an outstanding case of withholding valuable knowledge from a suffering public, like a copyrighted and patented ebola vaccine that protects against a mutant germ that the monopolies developed in order to sell the vaccine and hold up the public. While the mutant germ kills millions and threatens to kill billions, the intellectooool property 'holder' will act like a prima donna and hide behing a phalanx of lawyers demanding trillions of dollars.
    Then finally the game will be up.

  97. I'm curious by BlackCobra43 · · Score: 1

    What current-day games do you think wil be remembered fondly in 10-15 years as we do now for arcade,NES,SNES,etc... games are now?

    --
    I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
    1. Re:I'm curious by Moofie · · Score: 1

      I don't remember arcade games or Nintendo games fondly (they weren't really a part of my life), but I remember playing Wing Commander and Scorched Earth. Both superb games.

      We'll see which of today's games will stand the test of time. Final Fantasy VII will always be one of my favorites. I was shocked how much fun I had with GTA3. There are good games out there...but 90% of everything is crap.

      --
      Why yes, I AM a rocket scientist!
  98. Uh Yes by hellfire · · Score: 2

    Artists should have the same rights as any other tradesman. Does the carpenter own the rights to your kitchen just because he builds the cabinets?

    Wrong Metaphor.

    If I ask a carpenter to design a kitchen and I pay him for it, does he have the right to go to other houses and install the same kitched?

    The answer is... it depends on your contract. The answer should be yes.

    The gaming industry right now is evolving into the music and movie industries. To get published you have to sign away your life to a publisher who blasts the game all over the media. The internet is a great tool for indie developer shops but when I go to gamespot I only see games from the bigtime publishers in all the advertisements.

    What has to stop is the person who commissioned the kitchen from saying in a contract "If you install this kitchen in anyone elses house, I get half of what you make on the sale."

    --

    "All great wisdom is contained in .signature files"

    1. Re:Uh Yes by Eric+Savage · · Score: 1

      "What has to stop is the person who commissioned the kitchen from saying in a contract "If you install this kitchen in anyone elses house, I get half of what you make on the sale."

      If it had to stop, it would stop. The carpenter obviously finds it financially advantageous to accept these terms. If he didn't, he wouldn't sign. If someone pays me a salary to write code, with the understanding that they own the code, that's fine with me. If they said, we would like to share ownership of this with you, but pay you 20% less, I'd simply calculate the value of the ownership, and if it was more than the 20% cut, I'd do it, otherwise I wouldn't.

      --

      This is not the greatest sig in the world, this is just a tribute.
    2. Re:Uh Yes by hellfire · · Score: 1

      No it would not necessarily stop. If that's the only way you can get your product to market is by signing away the rights, then you have to do it. Companies like the software publishers and music recording industry create a stranglehold on the market so smaller companies can't break in and make a huge amount of headway. You can't compete if the 800 lb gorilla says you can't unless you play the game their way.

      --

      "All great wisdom is contained in .signature files"

  99. Translation by frgough · · Score: 1

    I want all this stuff, and I want someone else to give it to me. Now!

    --
    You can tell the character of a man by observing those who hate him.
  100. Gameplay DOES still sell.. by rbonine · · Score: 4, Insightful

    It's just that most game companies take the easy way out and try to make the game as pretty as possible while skimping on gameplay.

    Look at Diablo II, for example. When it first came out - in 1999 - it was a sprite-based anachronism and was slagged for its lack of 3d graphics. Now, six years later, there are still 30,000 or more people playing it every night on Battle.Net. It was on the top 10 sales list for years.

    1. Re:Gameplay DOES still sell.. by Anonymous Coward · · Score: 0

      LOL, one of the first times I've heard Diablo II cited as an example of good gameplay, but hey, to each his own.....

    2. Re:Gameplay DOES still sell.. by Telastyn · · Score: 1

      Except that Diablo is nothing more than a pretty roguelike. Gameplay from 10-15 years earlier!

      I mean, if that isn't the perfect example of the article's commentary, I don't know what is...

    3. Re:Gameplay DOES still sell.. by Maltheus · · Score: 1

      This is it exactly. And everyone I know sees it this way. I saw recent interview with people working on the next Quake and Age of Empires. All they would talk about were the suped up graphics. When will these idiots ever learn? We want gameplay. What new things can I do?

      Most people aren't running the latest hardware to take advantage of these "great" graphics, so the game companies are just wasting their time there. And even if you can take advantage of them, why would a person spend valuable time on a crappy game just to look at pretty graphics?

      It's all about gameplay. You don't even have to take a chance. I can think of dozens of great new things they can do for RTS games, without changing their essential nature. But games companies waste their time giving me "special shading" that I'm just going to turn off anyway. Games companies can probably save money by just giving us what they want, instead of what their marketing department thinks we want.

    4. Re:Gameplay DOES still sell.. by The_Honkey · · Score: 1

      One of the reasons that so many people still play Diablo ii is because that Blizard still supports it actively. Blizzard released the 1.11 version patch for Diablo ii, adding more features for us all to waste time finding. It is very nice of Blizzard to improve a product that is over 5 old (because I know a certain large company that does "extended support" after 5 years).

      --
      I am what I am and thats what I am -Popeye
  101. For me, the game industry lost me years ago by suitepotato · · Score: 1

    I was a big fan of the first Zork, Bard's Tale, and Alternate Reality: The Dungeon. Of the three, despite its assininely insufficient attempt at graphics, AR:TD was engrossing because there were definite things to be solved, some of which came on you at random, and others which were at different places, and the included map was a stylized artsy drawing and not a literal map. You had to graph it out on paper and that took me several months of play to get each level correct.

    Now it is all about super 3D, running around in ninety directions getting dizzy with bizarre amounts of controls, where the game play makes you wish you had four hands and forty fingers on each. The story is hack, the story-telling intellectually retarded, and the ultimate experience underwhelming. I could barely handle Doom, Quake was only fun when you set the gravity to zero and bounced around, and so forth. Now, I don't see anything engrossing enough to make getting good at it worth it.

    Kingdom of Loathing is my new favorite and despite being free, I actually want to and have donated money. It takes up just enough and not too much time, it's still evolving, and the community of players is much closer knit than anonymous gripers about the latest craptacular EA Games offering. All things being equal I'd rather play that than anything offered right now. I don't even touch my Game Cube anymore having largely been turned off by the horrific treatment that Robotech was given. "WTF?! I waited twenty years for this game and this is the best we get?!" It was as much a letdown as the Robocop for Gameboy from Ocean which was delayed nineteen times or so before it broke and it sucked worse than the Gameboy Pit Fighter which was hard to imagine up to that point.

    --
    If my grammar and spelling are off, I am [distracted/tired/careless] (take your pick)
  102. Text format by hapwned · · Score: 1

    For those of you on phones, here is the text version, with all its scrolly-goodness. Also, click there if you cannot find the "Next" button on the page.

  103. If you want to see cool indie games by alan_dershowitz · · Score: 1

    They are being programmed by the thousands in Flash. I have seen tons of cool little games made by one or two people that were far more fun than anything I could buy for sixty dollars for the PS2. However, there's a problem:

    I'm a programmer myself, and my dissatisfaction with Flash is that it's ASS-SLOW. I tried writing an action-style game in it, and it choked after an unacceptably low amount of onscreen action was occurring. If Adobe/Macromedia/whoever would fix this, it would make a FANTASTIC game engine. It's easy to program for, and the output looks great.

    I realize that Flash isn't ported to any video game consoles, but if you want to see indie games, they're on the PC in Flash. If Flash was ported to CE/Java so it worked on handhelds alone, and it would be a huge market.

  104. Heh by mcc · · Score: 1

    A market that serves creative vision instead of suppressing it. An audience that prizes gameplay over glitz. A business that allows niche product to be commercially successful - not necessarily or even ideally on the same scale as the conventional market, but on a much more modest one: profitability with sales of a few tens of thousands of units, not millions.

    So you think you're going to be able to convince the wider market to change the kinds of things they like?

    There is no fricking way that (say) Electroplankton is going to be commercially successful, in any conceivable way the market could configure itself. A lot of things that lack widespread success really just are that way becuase they're just the kind of thing only a limited number of people would like. And this isn't a bad thing. I don't want to be expected to start playing games I don't like just because it's what the mainstream gamers want; I wouldn't expect mainstream gamers to start playing games they don't like because it's what I want. You aren't going to change the fact that people like grand theft auto. You could maybe do something about the areas of the game industry where people keep buying the same franchise year after year because they don't educate themselves as to alternatives, but some things are just popular because they're highly likable.

    I think this article is misguided, even aside from the Wired-from-the-90s-style sensory overload layout. What we need is not a market that wants innovation. What we need is a market which allows innovation-- which has enough diversity that there is room for both a ramaging mainstream and a healthy "cult" market . What we don't need is for "the market" or "the audience" to fundamentally change its focuses, becuase that involves changing people's hearts and minds. If we focus on fundamentally changing the market, we're not going to get a lot done.

    What we need to look at is the more meaningful goal of keeping the niche/alternative/"indie" market healthy-- making sure there's some way for the niche developers and the niche end-users to connect to one another. Right now there are barriers to that, in the increasing lack of diversity in the publisher market, in the way that it is increasingly difficult or impossible to get anyone to find out about or sell a game without a big corporate patron. Trying to identify these barriers to the health of the niche market and fix them is probably more likely to get us somewhere than just railing against the stagnant state of the mainstream market; the mainstream game publishing market got into its current nasty, stagnant state for a reason. Though, doing things this way will benefit the wider market as well-- it will allow the niche "games as art" market to do what it's done in the past, which is serve as an incubator for the stuff that turns out once the wider, "mainstream" market finds it to be the Next Big Thing, allowing the "mainstream" market to periodically refresh itself.

    What we want to avoid if at all possible is a kind of a partitioning, like we've seen in say movies, between "commercial" and "indie". Okay, so there's lots of good indie films out there, but they're inherently limited in what they can do and who they can reach. When was the last time you saw an "indie" sci fi movie? They're not very common, because you need a special effects budget to do that. Indie music is a lot healthier but that's because music production can be potentially done on such a low budget without the quality being impacted; movies and games are something of a larger-scale endeavor. Freeware games are great and all but if your choice is between "buy what the mainstream wants" and "buy games that had no budget" that would be sad. I think there's room in the market for small or more adventurous publishers to coexist right among

  105. Target Audience? by kwieland+in+stl · · Score: 1

    I think this is just good 'ol economics. Supply meets demand. End of story. If you want the supply to change, change your demands.

  106. Meh by t_allardyce · · Score: 1

    Erm the film industry has been doing this for the best part of a century with no sign of stopping. Fight scenes, car chases, guns, sex, its all generic and everyone laps it up. Watch 99.99% of film trailers and you will see the exact same formula used every time! random cuts, music building up tempo and intensity, action sequence with loud choir chanting style or fast orchestral as the action gets faster or more intense, the same voice over, the same cliche scenes of people shouting 'noooo' and 'we WILL save xyz' the same 'desparation' the same 'life affirming realisation' - the same climax moment and the same post-climatic smart remark eye-brow acting followed by 'coming soon'.

    --
    This comment does not represent the views or opinions of the user.
  107. We're all doomed? by chmilar · · Score: 1

    [...] or we are all doomed.

    Get some perspective: It's just frickin' games!

    It just isn't that important.

    --
    Reading Slashdot is ruining my spelling and grammar.
  108. Nothing new to see here... by fitten · · Score: 1

    move along.

    Nothing said here hasn't been said hundreds of times over the past 20 years or so.

  109. Foolish Girlie Man by Number6.2 · · Score: 1

    The same "problem" exists in television and film. Film's "answer" was the Indie movemet. Televisions "answer", as far as I can tell, is Public Television and cable.

    As long as it takes as much money to make a new game as it does to make a hollywood film.

    I've seen a lot of 'little guys' working hard to make games. The problem is financing. The answer might be to work the Long Tail:

    1. Create an indie game clearing house, a place you could go to see who's working on what

    2. find a game that 'looks cool' that's in production. Send 'em some cash, buy $50 "shares", share the thrill and risk of investing in a new game! You sent $50 to support vaporware? You won't be the first one to lose money: even happens to the Big Boys, so don't whine to me. At least you'll never find out how badly the game would suck

    3. Now you're not only part of a Community, you're an investor, too! How slick is that? It's what Adam Smith had in mind all along. Stay involved, ask questions, ask for milestones, meet the developers. This game is partly yours, after all.

    4. Ah, beta! Guess what? YOU'RE A TESTER! You get to suggest changes, and they'll take you seriously because (he he ) you've invested hard earned time AND money in their effort.

    5. Holy crap, we released. Find a publisher? Go your own way? Who knows? You have version 1.0, so how involved you want to get in the politics is up to you.

    This is not Open Source. I have no idea how the legal angles would work, but a good boiler plate would be some version of an investment contract now. If you don't like this, create your own business model.

    Open Source is actually easier, as most of the legal stuff is dealt with under the license the developers are publishing under. I think.

    What do I know, I'm a wage slave, and I ususally buy my games from the discount rack.

    --
    "If god did not exist, it would be necessary to invent him" --Voltaire
  110. But what are they wanting? by sterno · · Score: 3, Interesting

    I keep seeing this complaint about games. That we're evolving the technology, but the overall creativity of games is diminishing. So I ask, what exactly are people expecting, creatively that they are not getting now?

    I've personally been playing the same game for two years now with little change. I've not picked up Half Life 2 or Battlefield 2 because, frankly, there's nothing that new. I've been playing PlanetSide, and what it lacks in an uber cool graphics engine, it makes up for in large battle tactics that do not happen in any other game.

    So that's what I want to see, more games that blend strategy and first person combat in large persistent environments. What do you want to see?

    --
    This sig has been temporarily disconnected or is no longer in service
    1. Re:But what are they wanting? by Rycross · · Score: 1

      I don't think that the overall lack of creativity is diminishing, just that the game industry has been growing so large that the non-creative flavor of the year type games are completely drowning out all the truly creative games.

      I'm truly enjoying Katamari Damacy. I also really enjoy the Nippon Ichi line of strategy games. While they're pretty incremental changes (they tend to take the previous game's engine and make changes instead of starting from scratch), they always have some creative new features or quirks that make them worthwhile.

    2. Re:But what are they wanting? by Musteval · · Score: 1

      Less games featuring 50 Cent.

      --
      Note to mods: I'm probably being sarcastic.
    3. Re:But what are they wanting? by Rycross · · Score: 1

      Bah, hit submit too fast. As for what I would like to see... I would honestly like to see some MMO strategy RPG games. I've been tossing around some design ideas in my head for one for several months now.

      I'd also like to see an MMORPG that had more of a focus on social aspects (most just have a guild... how about alliances, guild halls, guild run quests), and one that eliminated grinding by having characters level up through long, story based quests. FFXI had missions, but they were short and spread out over too many levels. WoW flirted with the idea, but made all their quests a nice mask for grinding.

      How about a truly casual MMORPG? WoW certainly tried, and it works until you hit the higher levels and then it turns into another EQ clone.

    4. Re:But what are they wanting? by sterno · · Score: 1

      Yeah Katamari for being such a simple concept is fun and rather addictive.

      --
      This sig has been temporarily disconnected or is no longer in service
    5. Re:But what are they wanting? by nakedsushi · · Score: 5, Informative
      There's already an MMO strategy RPG that just came out of open beta a few weeks ago, I believe.

      Dofus

      I played some of it in open beta and it's a little like FF-tactics with a pretty bad French to English translation. However, it's still playable and I would have enjoyed it more if the battles weren't so slow due to players forgetting to "complete" their turns.
    6. Re:But what are they wanting? by Anonymous Coward · · Score: 0

      Try Guild Wars. That seems to have been designed for slightly more casual play.

      The people who did that hate grinding too, so quests are the principle way of levelling up... the cap is low, and the character classes, items and techniques are unusually well balanced, making for a slightly more strategic MMORPG with a strong PvP (Guild vs. Guild) backing as well as a compelling PvE game. It's just a bit different from the usual (not least because non-town areas are individually instanced for each group, so no running into mobcampers in the middle of nowhere on a quest), and it's nice to see something a bit different. Plus, there's no monthly fee.

      You might like it. You might not like it. Give it a go.

    7. Re:But what are they wanting? by Rycross · · Score: 1

      Awesome, thanks for the link!

      As far as forgetting turns, do they have a timer like in professional chess? I had also thought of some ideas for a MMO strategy RPG, and that was the method I came up with for the turn problem.

    8. Re:But what are they wanting? by phxbadash · · Score: 2, Informative

      WWW.EVE-ONLINE.COM

      This game is essentially run by the players, the devs just releaase new content periodically and the players have at it.

    9. Re:But what are they wanting? by Rycross · · Score: 1

      Yeah I've looked at Eve and I want to try it out. Its on the list when I finish Makai Kingdom and have some free time (I've been pretty busy lately).

    10. Re:But what are they wanting? by Rycross · · Score: 1

      It might be that its fun and addictive because its simple. I think complexity can really detract from a game, because it can often cause frustration. I usually get annoyed with RPGs that make me keep track of billions of different systems for customizing your character. I actually stopped playing Vagrant Story for a long time because of this.

      Think of some of the games that have been around the longest. Chess, Go, etc. The basic ruleset is incredibly simple. For chess, you have a set of pieces, and each piece can make certain moves. Thats about 90% of the rules.

    11. Re:But what are they wanting? by Tyler+Durden · · Score: 4, Insightful
      I keep seeing this complaint about games. That we're evolving the technology, but the overall creativity of games is diminishing. So I ask, what exactly are people expecting, creatively that they are not getting now?

      Errrrr.. if you're going to give people just what they're expecting then you're not being very creative, are you?

      A great video game does something that nobody expects and totally expands views of what's possible in the genre. Great people go out to create new expectations and mediocre people try to fulfill them.

      I grew up during the dawn of arcades. During that time, you'd very frequently see a new game come out and say to yourself, "Wow, I never knew they could do that," or, "Gee, I never thought of that before." (Think Tempest, Punch-Out!!!, Zaxxon or Dig-Dug for examples). Nowadays this feeling comes much more rarely, even considering the sophistication of modern games.

      Nowadays people are only willing to make safe bets on the games they're willing to put out. It's time the industry grew a pair of balls and were willing to create something for the sake of doing something damn cool and just hoping that potential buyers feel the same way. It's not all that risky when you're willing to forego bleeding-edge technology and instead focus on innovative gameplay to shrink your budget.

      --
      Happy people make bad consumers.
    12. Re:But what are they wanting? by blincoln · · Score: 4, Insightful

      So I ask, what exactly are people expecting, creatively that they are not getting now?

      Nothing.

      It's the overdone, familiar genres that make money. Therefore those are what most people are expecting.

      There is a vocal minority of gamers who complain that there are so few innovative games out there, but when they're actually released, they sell like crap:

      - P.N.03 (and its cancelled sibling Dead Phoenix) for the Gamecube
      - Rez and Ico for the PS2
      - Beyond Good and Evil
      - Battlezone and Sacrifice for the PC

      The only kind of oddball games I can think of that sold well recently were the original Soul Reaver (which seems to have been a fluke - its sequels didn't match its success), and the Metroid franchise, which is pretty much its own formula now anyway.

      What makes tons of money?

      - The newest FPS
      - The newest licensed sports game
      - The newest racing game
      - The newest fighting game
      - The newest knockoff of whatever is popular at the moment (e.g. GTA clones now, RTS games a few years ago)
      - Knockoffs of 25-year-old arcade games for cellphones
      - Movie licenses

      All of these have an implied "good" attached, e.g. Fight Club the Shitty Game is not going to outsell Soul Calibur 2 just because it's newer.

      If unusual games were profitable, there wouldn't be a shortage of them.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    13. Re:But what are they wanting? by Hatta · · Score: 3, Insightful

      I keep seeing this complaint about games. That we're evolving the technology, but the overall creativity of games is diminishing. So I ask, what exactly are people expecting, creatively that they are not getting now?


      Adventure games.

      --
      Give me Classic Slashdot or give me death!
    14. Re:But what are they wanting? by Anonymous Coward · · Score: 0

      Ahem... fewer!

      Grammar Macht Frei!

    15. Re:But what are they wanting? by Rimbo · · Score: 4, Interesting

      What makes a game fun is the pattern it forms in your mind as you do things and get rewards for them.

      Building a business around these patterns is tricky, because the only certain way to do this reliably (without, say, getting a PhD in psychology) is to repeat what's been fun before. At first you have a successful game, then you have copycats, then you have a genre.

      The problem is that the patterns formed in the mind eventually become desensitized to the same stimulus over and over again. The genre must continually evolve or die.

      It gets more and more difficult to find new ways to trigger that positive response while still remaining within the confines of a known successful genre.

      The reason genres (such as FPS or RTS) developed in the first place was because the difference between each technological graphical breakthrough was significant to the player.

      What's happening now is that the graphical breakthroughs are no longer adequate. The calls for "creative" games, for genre-busters (e.g. Katamari Damacy) that are coming about more and more, are based on the fact that we, as game consumers, are starting to get bored.

      But until game designers find a formula to make a game fun that transcends genre -- meaning that it doesn't just copycat an earlier fun game -- this pattern will repeat.

      I am no psychologist, but I have an idea of what these principles would look like:

      1. Provide positive response for the basic activity of the game. Pac-Man slows to eat each dot, and you see and hear happy feedback with each successful dot eaten. Items in Katamari Damacy are plentiful and make happy sounds (and controller vibrations) as each gets sucked up. With an FPS, there is the flame and the sound of each blast you fire. Warcraft units click, light up and give you one of a number of obedient greetings as you select them.

      2. Scale reward with effort. You can finish each screen without eating a single ghost, but if you really want the big points, you gotta try and eat all four! It's one thing to have a big enough Katamari, but let's try and really blow the king away with a BIG one... and how do you get that cat over there? It's fun to play Counterstrike and Warcraft, but it's more fun to win.

      The player must be allowed to do what he is trying to do. In other words, controls must be responsive, but Pac-Man (for example) takes this even further, to where you can turn into a tunnel even if you've gone a few pixels past it, without having to turn the other way. If there's a split-second delay between clicking the mouse and knowing that your weapon's going to fire (there may be a delay in firing it a la BFG, but you hear and see feedback as soon as you say to do it), you're going to get frustrated.

      Know what games follow these principles better than any others? Slot machines. Because they have to.

    16. Re:But what are they wanting? by Anonymous Coward · · Score: 0

      This is not a grammar issue, but a usage issue. Also, while many agree with you, it is certainly not a hard and fast rule. From http://www.m-w.com/:

      1 : constituting a more limited number [less than three]
      2 : of lower rank, degree, or importance [no less a person than the president himself]
      3 a : of reduced size, extent, or degree b : more limited in quantity [in less time]

      usage The traditional view is that less applies to matters of degree, value, or amount and modifies collective nouns, mass nouns, or nouns denoting an abstract whole while fewer applies to matters of number and modifies plural nouns. Less has been used to modify plural nouns since the days of King Alfred and the usage, though roundly decried, appears to be increasing. Less is more likely than fewer to modify plural nouns when distances, sums of money, and a few fixed phrases are involved [less than 100 miles] [an investment of less than $2000] [in 25 words or less] and as likely as fewer to modify periods of time [in less (or fewer) than four hours].

    17. Re:But what are they wanting? by Anonymous Coward · · Score: 1, Interesting

      After seeing "Fight Club" and "50 Cent: Bulletproof" mentioned I felt compelled to reply. I am a former member of the game industry and happened to work on "Fight Club". I wasn't happy with the direction the game went and the final product is laughable. In fact after working on said game I became so dismayed at the state of the industry that I decided to leave.

      And "50 Cent: Bulletproof" would be the game I'd be working on now had I not left. I can hardly think of a game idea I'd want to work on less.

      I couldn't agree more with the comments of Greg Costikyan, at least as far as what is stated in the post. I have yet to RTFA, but I will.

      ICO is my favorite game ever. And Rez is also high on my list. It seems that the niche games appeal to me the most because this is the area where a game can become something more than 'just a game'. The bounderies are pushed as to what a game is and this is where it can truely become an art form.

      But just as some of the best independent films do poorly in terms of sales at the box office, it seems the same is true for games. There are too few independent voices in the industry and I suspect this is mostly due to the fact that there are far fewer willing to invest money to develop such games. My hope is that at some point development for consoles will be more open, allowing for completely new ideas to come to light. I think this is the next major step in getting the industry out of it's current rut. There will always be Big-Budget titles that spend all there money on content and little time on gameplay or new ideas, but hopefully there will come a time when 'John Q. Programmer' sitting at home with a vision and some skill will have access to the same hardware that 'Mega Game Studio' does. And no the PC doesn't count.

    18. Re:But what are they wanting? by Comrade64 · · Score: 1

      Are you basically saying that we should force Peter Molyneaux to actually make a game that does what he says it will do instead of dumbing it down to wash-out worn down industry standards? Not that I don't like his games...I like 'em, but if they did everything he promises...then it would break more barriers...or am I completely off my gourd?

      : changes subject quick!
      Hey! How about that summer movie slump?

      --
      If you are reading this, then you are one of those people whom I just can't take seriously.
    19. Re:But what are they wanting? by nakedsushi · · Score: 1
      Yes, there's a timer, but the game goes much faster if people would just click the "ready" button after their turn. I've had perfectly smooth games where everyone was courteous and clicked "ready" when done, and other not so smooth games where people actually said, "BRB, feeding the cat!"

      In a battle with more than 5 players, it takes a while if everyone's waiting for that one person to finish feeding the cat.

    20. Re:But what are they wanting? by grimharvest · · Score: 1

      Oh that's easy. It's not that they want to see anything in particular. They just like to bitch and moan in these threads. If it's not about videogames, then it's about movies, music, the government, books, sex, food, life...whatever topic seems closest to the current thread. The real questions are why if there's supposedly all these disenchanted game developers hanging around Slashdot, why they don't form their own companies more often and make these innovative games they like to tell us about. Why they're not the ones willing to take a chance even while their berating EA and the rest of them. Why we never see somebody show up in the games forum to say, "Hey, I'm working on a new and innovative game. Who wants in?"

    21. Re:But what are they wanting? by donscarletti · · Score: 3, Insightful
      So that's what I want to see, more games that blend strategy and first person combat in large persistent environments. What do you want to see?

      Ah, so in fact you actually do want Battlefield 2 (which blends strategy with first person combat in a large environment with persistant rank) but have been prejudiced against it because it has the number 2 after it. Battlefield 2 has a squad and commander system that makes it easy, intuitive and fun to play as part of a team. It also has been designed to make teamwork florish over individual work by its balancing of outfit kits and making vehicals heavily enhanced by additional passangers. Battlefield 2 may not be a revolutionary step, but it is a clear evolutionary step in the field of group tactics and team strategy. I picked up a copy three days ago and I am very glad I did.

      As for the other game you mention, Half Life 2. I found that game increadibly innovative in that firstly, it is the only game I have ever played that has physics simulation as an integral part of the gameplay and not just an afterthought. In HL2 there are puzzles (albeit not overly challenging ones) based on clever usage of physical objects with really great effect. It is the only game I have played where one's most powerful weapon is picking up part of the scenery with a special weapon and flinging it at enemies at high speed with accurate effects on impact. Later on it becomes the first game I have played to allow a players to hurl enemies at other enemies. Half Life 2 is also the first game to have a large section of it played in an unarmed semi-amphibious watercraft where one needs to both navigate an artificial canal and clear obstructions on foot in some fairly cool senarios at dams, locks and sluices. To my knowledge, none of these things have been done before, making HL2 far more innovative than it's predecessor.

      It occurs to me that much of the whining about lack of creativity in games at the moment is done by people who rather than judging it by its content, judge it by its enumeration. Get over the numbers and give the damn game a try; games need something to build on and a game is basically a sequence of numbers anyway.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    22. Re:But what are they wanting? by GMFTatsujin · · Score: 1

      Huh. Aside from the fact that the article completely refutes your position, I'd agree with you.

    23. Re:But what are they wanting? by Macgrrl · · Score: 1

      Beyond Good & Evil rocked, and Jade was a great female heronie who didn't rely on a DD chest to get by.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    24. Re:But what are they wanting? by Anonymous Coward · · Score: 0

      Play Wulfram: www.wulfram.com

    25. Re:But what are they wanting? by Rimbo · · Score: 1

      Shit! I forgot one other, and since my post was based on that whole point I can't see how I did:

      4. Throw variety into the mix to prevent boredom. Pac-Man sped things up, changed the fruit and added the first "cutscenes." Katamari Damacy does all kinds of different things within the simple structure of rolling things up into a ball. Warcraft and FPS's have the infinite variations of other human player's strategies and reactions, plus different maps to play on, and some random elements (where you start the map, for example).

    26. Re:But what are they wanting? by aichpvee · · Score: 1

      Ok, so fewer than games with 50 Cent!

      --
      The Farewell Tour II
    27. Re:But what are they wanting? by klept · · Score: 1

      Thanks for the link. Am going to try playing.

    28. Re:But what are they wanting? by Anonymous Coward · · Score: 0

      Yeah, he's really "breaking barriers" now. Let's be realistic. He wouldn't be breaking "more" barriers, he might actually start breaking some again. Fable? Please, that shit sucked. And anyone who said it doesn't IS off their fucking gourd.

    29. Re:But what are they wanting? by rtb61 · · Score: 1
      All I see is that the games industry was foolish enough to allow some dingbats from the RIAA to enter into the industry in management positions.

      After all no matter how bad the gaming is with the right marketing it will sell, it works for people loosely describe as music. The failure in gaming at the moment is just a failure in the marketing divisions understanding of their customers. Bad games, offensive copyright protection, bugs etc. Do real damage to the game licences, the publisher and the developer.

      So rather than seeing anything really significant in the games industry, all you are seeing is a bunch of useless ass wipes attempting to escape from an industry they see as collapsing and trying their brand of BS in another industry they see as having a future and failing spectacularly.

      Piss off a gamer and they will not buy you games, they might borrow them off the net to test and reject them but that is about it (and they are likely to do that for quite some time. The developer suffers far more than the publisher).

      A lesson to be learned, hire people from the music industry with it's very unusual relationship between it's so called artists (a lot of those one hit manufactured wonders actually believe they are creating art) and highly impressionably adolescent's combined with peer preassure and a 2-5 minute piece nobody really pays much attention to (they just subconsciously combine it with a pleasurable activity at the the time) sells. Think the same BS will work with a game that somebody spends hours/days of focused attention on rather than just a couple of minutes of limited attention (likely drunk, stoned or horizontal/vertical dancing) and don't be suprised when it blows up in your face.

      Really big hint here, do not hire marketdroids from that industry unless you want to fail or you are a monopoly selling a crap operating system and short to medium term sales count more than customer experience and the long term future of your shareholder's company.

      --
      Chaos - everything, everywhere, everywhen
    30. Re:But what are they wanting? by Nivoset · · Score: 1

      i though i just got an email saying the pay amounts being way to high for such a simplkistic game. like15$ a month.

      --
      Movies made by a crazy person

      http://www.youtube.com/marginalpro
    31. Re:But what are they wanting? by nakedsushi · · Score: 1

      I think their monthly price for the US server is $6.66 a month, but I could be wrong.

    32. Re:But what are they wanting? by prof_tc · · Score: 1

      I think that game developers are still innovating. However, it is about the money, and I don't really blame them. For every new idea that comes out, there are 2 or 3 clones/remixes/whatevers. People keep buying them. The only issue is that it takes extra time to find the good ones. Oh well.

    33. Re:But what are they wanting? by Lerc · · Score: 1

      Th problem with game ideas such as Tempest, Zaxxon and Dig-Dug is that they can't be built into a big game arc like most retail titles. I'm not pointing out a promlem with your argument here, I'm pointing out a problem with the industry.

      I miss the Pick-it-up-and-play-it games. More cheaper small, original titles please.
      Here's a shameless plug for one of my own games (hey, it's feeware). You probably won't play it for more than a week, but you'll have a bit of quick easy (and I think, Original) fun.

      http://www.screamingduck.com/dvl.php

      --
      -- That which does not kill us has made its last mistake.
    34. Re:But what are they wanting? by Anonymous Coward · · Score: 0
      ...it's a little like FF-tactics with a pretty bad French to English translation.
      ...as opposed to a pretty bad Japanese to English translation?
    35. Re:But what are they wanting? by Jekler · · Score: 1

      There is a vocal minority of gamers who complain that there are so few innovative games out there, but when they're actually released, they sell like crap:

      The "innocative" games sell like crap because there's some fundamental need that gamers have that those games aren't filling. I'd consider myself part of the vocal minority, and most of those so-called innovative games aren't any better than your mainstream stuff.

      The issue I take with the majority of the underground games that the fans call innovative is that they're often fueled solely by inside jokes and easter eggs that only a small niche of gamers is going to understand. References to obscure TV shows or references to previous (and equally as unpopular) games. They try to be innovative in a way I'm not looking for. They use a unique UI, control system, or the introduction of some new mythology. Sometimes it works out well, sometimes it doesn't, but either way, it's not what I was looking for so it doesn't matter whether or not it works.

      I'm looking for gameplay innovation. With combat, I want unparalelled control of my character and better physics. With role playing I'm looking to control the outcome of events with no script.

      Just because a game tells a story that's difficult to understand or has weird gameplay controls doesn't necessarily make the game innovative.

    36. Re:But what are they wanting? by richlv · · Score: 1

      was he feeding his cat with a spoon ?

      --
      Rich
    37. Re:But what are they wanting? by ichigo+2.0 · · Score: 1

      Maybe his spoon was too big.

    38. Re:But what are they wanting? by asb · · Score: 1

      I grew up during the dawn of arcades. During that time, you'd very frequently see a new game come out and say to yourself, "Wow, I never knew they could do that," or, "Gee, I never thought of that before." (Think Tempest, Punch-Out!!!, Zaxxon or Dig-Dug for examples). Nowadays this feeling comes much more rarely, even considering the sophistication of modern games.

      Think back to your arcade days. How many nearly identical horizontal/vertical scrolling shoot-em ups/beat-em ups did you see? How many space invaders clones were there? Just download Mame and get a the full ROM set to see it yourself.

      Now, move to C64-days. How many really original games were there? I know that some of my friends had about a thousand copied games. Most of them were nearly identical shoot-em ups and platform games.

      I say: people who say that "things were better before" are full of shit. They simply have forgotten about all the half assed bulk games that were fed to the market "back in the day".

      --
      Antti S. Brax - Old school - http://www.iki.fi/asb/
    39. Re:But what are they wanting? by KDR_11k · · Score: 1

      Look at 3b, seems to describe its usage here perfectly.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    40. Re:But what are they wanting? by hesiod · · Score: 1

      > I've personally been playing the same game for two years now with little change

      I agree: I've been playing StarCraft since 1998!

    41. Re:But what are they wanting? by motherball · · Score: 1

      Man, you said it. Leave it to a slashdot thread to mod up all the funny or cleverly off-topic comments that dont really address the issue in a safe and comfortable way and miss one that does.

      The Above Post is 100% RIGHT ON. rtb61, you pretty much nailed the problem on the head.
      Somebody should mod this up immediately for Insightful, or how about, Truthful.

      - dingbats from the RIAA *check*
      - no matter how bad the game is, with the right marketing it will sell *check*
      - The developer suffers far more than the publisher *check*
      - do not hire marketdroids unless you are a monopoly selling a crap operating system hmmmm

      I guess in order to get a good insight across you have to package it in such a way that is pleasing for the intended audience of slashdotians, whatever that is...

      Mod to me zero and back, I dont care.

    42. Re:But what are they wanting? by Tyler+Durden · · Score: 1

      Oh I remember plenty of the "half assed bulk games" around back at the day. But the point is that at the same time of them you'd have truly original ideas coming out regularly. A hell of a lot more regularly than now.

      And some of the clones inspired by new sub-genres (inspirations from Space Invaders and Donkey Kong, for instance) were really great in their own right. From the boredom that was Space Invaders came the truly great Galaga.

      --
      Happy people make bad consumers.
    43. Re:But what are they wanting? by Anonymous Coward · · Score: 0

      The screenshots they show on that site are actually from the sequel, Shockforce. I worked on that game.

    44. Re:But what are they wanting? by hesiod · · Score: 1

      > It occurs to me that much of the whining about lack of creativity in games at the moment is done by people who rather than judging it by its content, judge it by its enumeration

      Almost 2 week-old thread, so no one will probably see this comment, but you are absolutely right.

      After all, GTA & GTA2 were not exactly the pinnacle of achievement in gaming, but 3, VC, & SA are best-sellers!

  111. Same old gripe by highcon · · Score: 1

    Here is my answer: If you want more interesting, independent (games/music/books/software) go seek it out. It will take you more work. If you are satisfied with the same mainstream bullshit that gets shoveled out to the lowest common denominator, go to (insert large store) and buy it. Independent stuff is out there, and there will be more if people start buying it.

    --
    You can either complain, or do nothing. You don't get both.
  112. Re:Wow, it's like every other creative feild. by Iriel · · Score: 1

    Unfortunately, as the article points out, I don't EA is going to be toppled as soon as someone else can offer something new. Like the article mentioned, gaming has become mainstream and that's where a lot of EA's success comes from. They're like the MTV of video games, in a way. Yeah, you can say that R* has that title too, but not in the same sense of financial and pop-culture omnipotence for games (with the exception of things like GTA).

    With Joe and Jane Sixpack on the couch with controllers becoming the norm, I don't think it's enough to be innovative, an upstart has to convince the pop-culture before they try it that 'this is the new era'. As far as the article is concerned EA has already mastered the art of marketing recycled garbage as 'the next generation of games' in a way.

    Here's the one ray of hope I do have for video games:

    We're already nearing that same point of stagnation (creatively, not financially) that movies are starting to suffer for now. If the creative trend of video games has advanced to this far at such a rapid pace compared to movies, maybe we can get over the hump sooner as well.

    --
    Perfecting Discordia
    www.stevenvansickle.com
  113. A Gaming Golden Age by JonKatzIsAnIdiot · · Score: 1

    This is gaming's golden age. The games being released - Half-Life 2, Battlefield 2, GTA3, World of Warcraft, etc. deliver a great experience - far beyond what we thought was possible a few years ago. There are many different games genres, with sub-genres within each. Anyone who says that today's games are all alike simply isn't looking very hard (unless there are similarities between Doom and BeJeweled that I've missed) There is an incredible variety of games available - just check the many Flash/Shockwave/Java games sites.

  114. Supply and Demand by Anonymous Coward · · Score: 0
    Yes, hardcore games would like more creativity, and developers certainly crave the opportunity to work on something new and interesting. (I am one)

    But the simple depressing fact is that shovelware racers and shooters sell orders of magnitude more than dare-to-be-different games like Jet Set Radio

  115. Valve Leads the Future by AcheronHades · · Score: 1

    I think Valve has the right idea in electronically distributing their games themselves. I don't think there buisness model is neccisarily the wave of the future or anything, but I think they are on the right track.

    Talk all you want about gloom and doom of the game industry, someone is trying to buck the trend though.

  116. Uh, yes by Thangodin · · Score: 4, Interesting

    Paying for it is one thing, but what many distributers do is nickel and dime the original game development company to death...literally. The guys who came up with the game get to finish the game...maybe. That's about it. The lawyers swoop in and pick the corpse clean, dismantle the team, take all the tools and intellectual property they can find. The distributer then bangs out a couple of expansions and rides the franchise into the ground. You'll never see another great game from that team because the team no longer exists.

    The risk is borne entirely by the original developers, who often have a near finished product developed with their own time and money when they sign the deal. Then the distributer begins to load on extra conditions and unnecessary delays, and does some creative accounting when the game ships to make certain the people who did the work get the least money. The company that developed the game goes down in flames under the weight of the development debt, and the distributor walks away with all the money.

    So, no, the creators do not get paid. In fact, they were the ones who paid for the damn thing in the first place!

    What I've just described is EA's business model. The amount of anti-competitive maneuvering in the game industry is incredible. EA just bought Renderware and are now killing it, in an attempt to break Rockstar games. Why compete with better and more interesting games when you can just kill them off, by yanking their tools out from under them?

    What the industry needs is a free and open source suite of tools and engine components that nobody can buy, but that anyone can use. If the little companies want to win, that's where they should start, by pooling their resources, because anything that is commercially owned can be bought by your biggest competition, and building your own engine and tools from scratch is just too damned expensive.

    1. Re:Uh, yes by mikael · · Score: 1

      EA just bought Renderware and are now killing it, in an attempt to break Rockstar games.

      I'm curious - how exactly are EA killing RenderWare?

      I can understand why EA might dislike Rockstar games - but they would also be attempting to kill off 400+ other developers.

      What the industry needs is a free and open source suite of tools and engine components that nobody can buy, but that anyone can use.


      Why? If someone has the skill, knowledge and experience to build a cutting edge game engine and level editor shouldn't they be rewarded for their efforts?

      A better way would be for the little companies to bundle their games together into a single pack of maybe 10+ games.

      Not only would this increase their chances of getting on the shop shelves, it would help to reduce distribution costs.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    2. Re:Uh, yes by GaryPatterson · · Score: 1

      What the industry needs is a free and open source suite of tools and engine components that nobody can buy, but that anyone can use.

      What about the Torque engine? It's cheap enough that anyone can use it, looks good, has a good contract and apparently is straightforward to develop with. You get the source code, too.

      It's not open source, but the time taken to build a commercial-quality engine may mean open source never happens. It'd be nice if it does though!

      By using a pre-built engine, you focus on delivering content, not getting the renderer working or the network code right. The game content is more important than the renderer in most cases (cue Doom 3 wisecracks) and that's where developers should be.

      That's where games are going, I think. I'm going to get a Torque licence soon to play around with it.

    3. Re:Uh, yes by jonwil · · Score: 1

      If you are looking for a games engine and you dont need one that is A1 quality (and dont mind the need to release your changes under GPL) you can always go with the Quake III engine.

    4. Re:Uh, yes by pcgabe · · Score: 1

      What the industry needs is a free and open source suite of tools and engine components that nobody can buy, but that anyone can use. If the little companies want to win, that's where they should start, by pooling their resources

      This is probably the single most brilliant thing I've ever read in a /. comment. An elegant, obvious solution to a growing problem.

      Am I cynical to think that your suggestion will be ignored or put down? What a sad world that would be.

      --
      Don't put advice in your sig.
    5. Re:Uh, yes by GaryPatterson · · Score: 2, Informative

      Maybe, maybe not. I'm not keen on releasing anything under the GPL unless I want to. That steers me away from Q3.

      GarageGames seem to have a community behind them right now, and have some good looking tools (like the shading packs and the RTS pack) today.

      Q3 will take a while to get to that stage, and besides which, I just can't stand the look and feel of id games. I've never liked one, try as I might.

  117. The point by Anonymous Coward · · Score: 0

    I think the point was the author wanted everyone to pick "small budget" and "good gameplay"

  118. Play katamari!!! by sirber · · Score: 1

    Bored of same old crap games? Gave a look at Katamari Damachi and the upcoming We Love Katamari!

    --
    Be or ben't
  119. ID by xinn · · Score: 1

    did it once upon a time why can't someone else do it in the future. Bemoaning the lack of creativity based on the marketplace seems counterproductive.
    classic business model applies here:
    1. Create something everybody wants
    2. Market it.
    3. Profit!
    4. Build an aerospace company!!!

    --
    These are not the .sigs you are looking for. He can go about his business. Move along.
  120. Pick yer industry by belgar · · Score: 1


      "We must blow up this business model, or we are all doomed. What do we want? What would be ideal? A market that serves creative vision instead of suppressing it. An audience that prizes gameplay/musicianship/good scriptwriting over glitz. A business that allows niche product to be commercially successful - not necessarily or even ideally on the same scale as the conventional market, but on a much more modest one: profitability with sales of a few tens of thousands of units/songs/seats in the theatre, not millions. And, of course - creator control of intellectual property, because creators deserve to own their own work."
     
    And, of course, we'd also like a pony.
     

    --
    What does it mean to wake out of a dream
    and be wearing someone else's shorts?
    BNL, Born on a Pirate Ship (1998)
  121. Cash Cow by slasho81 · · Score: 1

    The games industry is a very much alive cash cow from a business point of view. Yeah, they're milking the consumer and killing creativity. But they don't care as long as the money keeps flowing.

  122. It does? by EEBaum · · Score: 1

    Who ever said that? The only "old saying" similar to that I know regards being on quickness, cheapness, and quality.

    I can name a bucketload of games with huge budgets and pretty graphics where gameplay sucks. Did they just pick one intentionally?

    Sorry, but I call BS on your "old saying."

    --
    -- I prefer the term "karma escort."
    1. Re:It does? by Anonymous Coward · · Score: 0

      Those big budget games picked big budget and graphics, leaving gameplay in the dust. Try to read better.

    2. Re:It does? by Bartacus · · Score: 1

      I always heard it as a WinNT/Win2K saying:

      Reliability
      Networking
      Security

      Pick two.

      --
      -- he's not heavy, he's my sysadmin!
    3. Re:It does? by Anonymous Coward · · Score: 0

      Those big budget games picked big budget and graphics, leaving gameplay in the dust. Try to read better.

      The GP clearly wrote:

      pretty graphics
      good gameplay
      small budget ..pick two...


      Perhaps you should try to read better.

  123. Keep Dreaming by Anonymous Coward · · Score: 0

    Keep dreaming, bucko.... this is america...where bling is king....

  124. Answer: the Long Tail by mpowers · · Score: 1

    I think the answer is that the games industry needs a better way to market the "Long Tail". There ought to be more money made in the 90% least popular titles than in the 10% most popular.

    Retail don't cut it: the industry needs an iTunes/Amazon-like way of connecting to the consumer.

    This is what we're trying to do in the mobile gaming space: http://mpowerplayer.com/. Check it out.

    Here's the Wired article on Long Tail: http://www.wired.com/wired/archive/12.10/tail.html

  125. Re:Wow, it's like every other creative feild. by JFitzsimmons · · Score: 1

    You do realize that buying out really only can work if the company is public or has greedy private owners. If a company is owned soley by people that are determined not to have their company fall into EA's hands then it is not possible for EA to buy them. With that said, I'm sure there's plenty of other ugly things that EA could do to companies that resist bribery, but I'm not sure what they are from my rather boring consumer's view on the market.

    --
    Beware he who would deny you access to information, for in his heart he dreams himself your master. -Anonymous
  126. Damn You! by Anonymous Coward · · Score: 0

    Put an end to Ultima?! You're out of your mind. The reason why Ultima declined and fell was that Richard Garriot sold out Britannia to EA. That's why Ultima 7 Serpent Isle's second half seems rushed. It was, there's dialog uncovered by Exult that shows it. EA took over Origin to kill it.

    Damn you Lord British for selling Britannia to the Guardian!

  127. Heath Robinson contraptions by jonoverdose · · Score: 1

    From the article: "My friends, we are fucked. We are well and truly fucked. The bar, in terms of graphics and glitz, has been raised and raised and raised until no one can any longer afford to risk anything at all. The sheer labor involved in creating a game has increased exponentially, until our only choice is permanent crunch and mandatory 80 hour weeks--at least until all our jobs are out-sourced to Asia."

    Heath Robinson contraptions were over-engineered, over-elaborate gadgets made up of thousands of cogs and widgets which performed some arbitrary trivial function which could otherwise be accomplished with a tenth of the complexity.

    If the money-men stepped back a little bit to look at the big picture and come up with some new concepts, they might even introduce a lot of ex-gamers back into buying their games.

    Give us something new. I'm bored. Please.

  128. overpricing is not the problem, is it? by amrust · · Score: 1

    I had a friend try to tell me the other day, that the reason the gaming industry is failing, is because "games cost a lot more today", compared to when we were kids.

    But that doesn't make sense to me. If I look at a new console game for PS2, say for $40. Back in the 1970's (my Atari 2600 days), by my friends logic, those games back then (compared to what the dollar is today), would have been like $10-15. I think they were more than that, somewhere around 30 bucks apiece. I'm at work so I don't have time to do the math. But I could swear new Atari games back in the 70's cost WAY more than the comparable "trend" of today's new games.

    So... am I right, or is my friend? A free lunch may be in the balance, if it can be proven.

    --
    VOTE!
    1. Re:overpricing is not the problem, is it? by qaz23 · · Score: 1

      I don't think overpricing is the main problem, although it certainly can contribute to the gaming industry's downfall. I remember back in the days some NES games were going for upwards of $50! And the NES was quite a successful system, with a lot more innovative games too. The same can be said for SNES and Genesis (remember Phantasy Star 4 being like $80?). The gaming industry really needs more innovation these days, then we might actually pay more for games.

  129. Why create for PC when there's a bigger market? by unfortunateson · · Score: 2, Insightful

    Big screens, entertainment rooms, etc. make playing games on even a 19" monitor on your desk less than optimal. This makes people more likely to want to play games on a PS42, Xbox reloaded, etc. From the developer's point of view, a known platform, where you don't have to adjust to resolutions, video card limitations, etc. etc. is a big boon.

    What sucks about developing for the consoles is the locked-down marketing environment, where you've got to get approval and shelf space from Microsoft and Sony (Nintendo? Nintendon't).

    That immediately raises the baseline costs, which justifies a bigger budget to try to pull in a bigger audience, and make those licensing fees a smaller percentage.

    The PC market still makes it possible to have low-budget, high-fun games, such as Hamsterball Gold (yeah, it's basically marble madness, but well done), that tar-ball game I forgot the name of, FreeCiv, etc.

    And there's work being done there, as described above. It's not dead, but it's not mainstream.

    --
    Design for Use, not Construction!
  130. Games I thought were awesome! by kwandar · · Score: 1

    Listed somewhat in chrnological order:

    Zork - http://www.infocom-if.org/downloads/downloads.html

    Empire - http://www.killerbeesoftware.com/

    Sundog - http://dmweb.free.fr/FTLGames.htm

    Dungeon Master - http://dmweb.free.fr/FTLGames.htm

    Deus Ex - http://www.deusex.com/

    While I am currently playing with games like Neverwinter Nights and Far Cry, quality games like these, last and last.

  131. the death of gaming by ChadGhostal · · Score: 1

    this was written a while ago, so its slightly outdatted, but still relevant http://thedeathofgaming.blogspot.com/

  132. Huh? by Shotgun · · Score: 1

    for the sake of our souls

    Somebody REALLY needs to go outside every now and again.

    --
    Aah, change is good. -- Rafiki
    Yeah, but it ain't easy. -- Simba
  133. Screw you and the cinematic you rode in on! by EEBaum · · Score: 3, Interesting

    Lately it feels like game developers/publishers want to be movie directors. Perhaps if we'd get rid of cutscenes (bless the developers that let you skip them) and put that budget toward the elusive "fun," it'd be a big step in the right direction.

    Most games with cinematics that I play end up feeling like I'm running around fulfilling someone's to-do list. I end up saying "Forget that. YOU take the magic gem to the wizard!" and dropping the game. I think that removing the "well, you NEED to do that in order to see something pretty, and we need you to see something pretty in order to justify having made the cutscene" factor, games could start to return to being fun.

    --
    -- I prefer the term "karma escort."
    1. Re:Screw you and the cinematic you rode in on! by davew2040 · · Score: 1

      I hate to rub against the grain of some hearty nostalgia, but almost every game created has had way more required to-dos than optional ones.

    2. Re:Screw you and the cinematic you rode in on! by EEBaum · · Score: 1

      I understand the required to-dos. I guess they just seem a lot more contrived lately. Especially when, on the way to all your to-do-ing, you have to listen to a bunch of really lame stories.

      It's *really* irritating if you want to play a game a second time from the start, too. Unlike watching, say, Monty Python and the Holy Grail, watching a bunch of stale dialog and "heylookatthisthisispretty!" camera pans is not something I care to do a second time.

      If I have stuff to do, just let me do it. Don't make me watch your attempt at amateur filmmaker on the way. Some games will simply say "Here is crap you gotta do." I like that. Having to watch bits and pieces of a movie on my way to doing the crap both slows the action and makes it feel rigid. When I see a cinematic, I know that my particular state in the game was explicitly anticipated. In games without cinematics, the illusion that I got to where I am in a somewhat unique way remains more intact, and it feels like a game rather than "oh, before you watch the next part of the movie you have to go to the store for Overseer McMurgolothingshire and pick up some wombat soup."

      When there are so many cinematics, the vast majority of games, I find, try to be both a game and a movie, and succeed at neither.

      --
      -- I prefer the term "karma escort."
  134. Re:Wow, it's like every other creative feild. by thebdj · · Score: 1

    ummm...WoW over 1 million US users so that is 1 million copies of a game sold and I am pretty sure there are more then 100,000 copies of EQ, Doom 3, HL2, and the millions of Sims games. The problem is there are a TONS more PC games then console games typically because it usually costs less money and you don't have to license the information necessary to make a game for a PC. And yes EA is a huge player, those bloody Sims games are almost consistently the top of PC games sells, and they have some more games up there usually too...

    --
    "Some days you just can't get rid of a bomb."
  135. Re:Wow, it's like every other creative feild. by ObjetDart · · Score: 1
    Just because a mass-market game is earning a lot of money doesn't mean that game developers have stopped creating more innovative games. There are ALWAYS new, original and exciting games coming out.

    I would really appreciate any links you may have to sites that feature lots of new, original and exciting games. I'm sort of reading between the lines and assuming you are referring to some of the lower budget fare coming out of the smaller, independent game developers. Seriously, I would love to know about such a resource!

    Because right now all I have is the avault demo download list:

    http://www.avault.com/pcrl/

    And to be honest, the "indie" games that crop here are just as depressingly discouraging as the big budget games. Not only are the indie games recycling the same old tired premises as the big boys (racing, FPS, RTS, flight sim, tetris-like puzzle, or arcade shooter, take your pick, because that's pretty much it!) but their games have the added bonus of crappy graphics and sound.

    Where does a game player go when he wants true innovation?

    Please don't say Japan!

    --
    I read Usenet for the articles.
  136. You Have to Buy Them, People... by ewhac · · Score: 1
    Yes, we all say we want imaginative, creative games, but who among us actually follows through on that?

    You did buy a copy of Darwinia, didn't you? How about Uplink?

    Schwab

    1. Re:You Have to Buy Them, People... by Anonymous Coward · · Score: 0

      Isn't Darwinia a perfect example of a standard RTS game with "unique" graphics? What's creative about that?

  137. Deja Vu all over again by Luminary+Crush · · Score: 1

    Is it just me, or does this type of malaise seem to afflict all of the mass-market creative arts such as television, music and now computer games?

    It seems to me that each of these industries used to be highly competitive, but once major (take your pick: record label/studio/producer) moves in creativity slumps and ratings/sales have to be very high just to make a profit. The reason being, of course, that all those (label/studio/production company) builds need their nice shiny glass windows cleaned.

    Now that some parts of the music industry have begun to use the internet and direct distribution (bypassing some of the label overhead) and it seems obvious that films will be next, is this not the model we should look forward to with games?

    As people look more to virtual selections and rely less on walk-in sales, it seems to me all creative, easily reproduced IP will follow and further define this distribution and compensation model.

  138. Re:Wow, it's like every other creative feild. by iocat · · Score: 3, Insightful
    Bottom lime: all Greg seems to do is write gloom-and-doom articles about the game industry. If it sucks so bad, go get a different job.

    I'm sorry, I'm in the game industry, and I see all the problems he discusses. But it's no different than film, animation, book publishing, etc. It's always going to be a slog to survive commercially while realizing creative visions that don't appeal to the mass-market.

    I mean, really, as far as gamers seeing stuff they think is cool, go hang out at an actual EB with actual, money-spending gamers. They see stuff they think is cool ALL THE TIME. No, it may not appeal to the videogame design elite, but the average consumer is being well served, voting with their dollars, and growing the industry.

    It's cool to say the game industry is doomed, but I haven't seen very good evidence of it.

    I was just playing Flatout this weekend. It's a simple game made by a small team. In essence, it's like Pole Position with better textures and a better damage model. But you know what, it's really freaking fun. Looking at their home-grown ragdoll physics stuff is great. The music is cool. I got my $50 worth. The notion that there's somehow something intrinsicly wrong with the "Pole Position" model -- simulate a real world car race -- is totally elitest and fucked, in my opinion. (Oh, and somehow the Flatout team, laboring in the slave world that is the game industry, managed to cram in some totally funny -- and innovative -- mini games... I guess because it's not Katamari, though, it doesn't count as innovation.)

    --

    Dude, I think I can see my house from here.

  139. Is it because those game designers play games? by Rycross · · Score: 2, Insightful

    Sometimes I have to wonder if the fact that game designers are avid game players doesn't help the fact. Most of the time, when I talk to people in our game developement club, their original and creative ideas involve taking x game and adding feature y. Said feature y probably comes from game z.

    It makes me wonder how much having a large game library hampers your creative process. When you're exposed over and over to certain ways of implementing game ideas, do you tend to think out of the box less and less? I see this a lot with software too. How many open source projects are truly revolutionary, and not just a better implementation of something that already exists?

    One of my friends told me that the creator of Katamari Damacy, possibly the most creative and innovative game in the past couple of years, had never played video games (and actually hated them). Is this true?

    1. Re:Is it because those game designers play games? by Nasarius · · Score: 1
      When you're exposed over and over to certain ways of implementing game ideas, do you tend to think out of the box less and less?

      As a (very) amateur songwriter, I'd strongly agree with that assessment. To avoid subconsciously copying what I've recently heard, I have to start listening to music that's vastly different than what I'm trying to write.

      --
      LOAD "SIG",8,1
  140. Mods by plug_it_in · · Score: 1

    Well, I think that the only way that really good games can come into the playing field is by mods. Mods don't required huge budgets or anything. Just a bunch of dudes in a basement making a game. The SDK is included in many games, because they realized the longetivity that mods produce. An example would be Counter Strike. Now that is a damn good game, and it was a mod. Now you sort of have to pay for it cuz its combined with HL2, but anyways.

  141. Innovation by Anonymous Coward · · Score: 0

    Don't worry, there's still innovation out there, here's a voice controlled board wargame in development here.

  142. Bad Analogy by SuperKendall · · Score: 1

    The person who pays for the work deserves to own the work. This is the same idiotic logic where we have photographers owning the rights to YOUR wedding pics, even though you paid for them. If the creator wants to own the rights, then the creator should PAY for them.

    No. It's more like saying that a wedding photographer would own no rights to the photos at all, even to the point of using them in a portfolio - and that's not right either.

    What investors should get is profit from a sucessful, and perhaps chances to get in earlier on sequels that use the same IP. But the people that create that IP should absolutley haev ownership over it.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  143. Steam is powering the little guy sometimes by databyss · · Score: 1

    Steam is a very useful tool for the independant game maker out there.

    Being able to create mods with some of the biggest engines out there, and then distributing it simply and easily helps out alot.

    There is tons of creativity and original ideas in alot of those mods, and without steam they'd never be heard from.

    --
    Hmmm witty sig or funny sig? Maybe elitest techy sig!
  144. Death to Moores Law more like: From TFA by tod_miller · · Score: 1

    TFA: On a theoretical basis, the rise in development costs is driven directly by Moore's Law.

    Is it just me who is sickened by sentences such as these?

    I am a bastard cynic, but I am sure I am not the only one.

    Check one of my pathetic journals for a diatribe on Moores 'Law'.

    Teh Link4g3 for teh lazy

    To confirm you're not a script,
    please type the word in this image: hirers

    random letters - if you are visually impaired, please email us at pater@slashdot.org

    --
    #hostfile 0.0.0.0 primidi.com 0.0.0.0 www.primidi.com 0.0.0.0 radio.weblogs.com
  145. Don't Worry by 99BottlesOfBeerInMyF · · Score: 1

    This problem will solve itself as the world moves to faster internet connections. You see, what sells video games right now is a few graphics on the cover and the reputation and branding. Blizzard could still sell games if their retail boxes were plain brown because they have a very good reputation. I predict, however, that games will move more and more to the shareware type model of game sales and "try it before you buy it" as a sales technique. As game sales move more and more to online channels, customers will gravitate to games they can try a few levels of first. This means you can actually sell a game based upon how fun the game play is rather than on the graphics on the box or the reputation. This will open the door to games that are fun and innovative, even if they don't have the best graphics. If nothing else there is always the physical limitations of human perception... eventually better graphics won't even be noticeable. To summarize, this problem will solve itself.

  146. Not only Games.... by CaptScarlet22 · · Score: 1

    But everything in life is at a stand still. There is.....NOTHING NEW!!!

    People, our society has peaked.

    --
    It's left blank because I have nothing to say to you punks!
  147. You don't get it... by Anonymous Coward · · Score: 0

    The business does not care about your wants or needs. They care about increasing shareholder equity. This is true of every industry. If not meeting customer demands begins to affect shareholder equity, then you will see something happen. However, as long as people pony up the cash for the next `great` release, the industry will continue to do as it has. If it ain't broke, then don't fix it.

  148. strange by brandanglendenning · · Score: 0

    can nobody prize gameplay and 'glitz' equally? what an overload of dramatics.

  149. Captain Obvious! by MaestroSartori · · Score: 1

    Yes, it's true - most things in almost every creative discipline's commercial side are NOT particularly original!

    I'm a game developer by trade, working on console games. For various reasons, most of the time console games don't try to reach too hard for innovation. The reasons for it are purely business - making what you know will sell makes for a steady, predictable revenue stream, whereas taking a risk on a more experimental title runs the risk of pouring money down the drain.

    You get the odd thing that bucks this trend, and it often involves hardware (Singstar and Eye Toy are the most obvious recent candidates I can think of), but sadly games like Ico or Rez or whatever just don't sell in the quantities that a Madden or a FIFA will.

    The other thing preventing much originality on consoles is the entry barrier - devkits and licenses and middleware cost lots! I am therefore often surprised at the lack of more originality in PC games, where you can download DirectX for free (or SDL/OpenGL if you're feeling cross platform).

    Take a look around at the PC game scene - the derivative FPS/platform/shmup titles still vastly outweigh truly original games.

    All of which isn't to say that even the most derivative of games don't have touches of originality in them, or twists which differentiate them from their competitors. Maybe as someone who works in games I tend to pay more attention, but stuff like the melee combat in FEAR, or the black/white shield in Ikaruga are things that make me a happy gamer...

  150. Not Barnum by sxltrex · · Score: 1
    But it's a common misconception.


    Here's some info.

  151. Re:Wow, it's like every other creative feild. by Anonymous Coward · · Score: 0

    Similarly, people always whine about the Hollywood movie industry. They whine about how all the movies coming out are big summer blockbusters. They are NOT the only movies coming out, they're just the ones that get the most public exposure. There are and always have been smaller original movies, it's just a matter of knowing where to see them.

    I disagree. People don't whine about blockbusters. People whine about the ever-increasing quantity of movies based on old licenses and the "band-wagon" mentality of the industry. When one successful comicbook hero movie releases, you can bet a half-dozen more are around the corner. When one successful 70's sitcom-based feature film releases, movie studios start cranking 'em out like it's the only thing they know how to do. The sad part is, after the first successful release, the focus shifts from making a quality movie to filling the consumer demand so the movies that follow are, more often than not, much worse. The same can be said for the gaming industry. Just look at EA's lineup for the next twelve months - all sequals and book/movie licenses save for maybe 1 or 2 titles. How many of those sequals do you think will be better than the original? My guess is none.

  152. I know! by Anonymous Coward · · Score: 0

    Japan!!

  153. "An audience that prizes gameplay over glitz." by OzPhIsH · · Score: 1

    I agree with Greg's assessment of the shitty state of the modern gaming industry, but come on, "An audience that prizes gameplay over glitz??"
    HAHA!. What world does he think we live in? Has he not noticed that pretty much every form of popular media these days caters to the lowest common denominator? That's where the the money is. With the masses who don't know how to think. Most people wouldn't know quality entertainment these days if it smacked em' in the face. Why else are the airwaves filled with a hundred shitty "reality" shows? Why else are theaters showing films with cookie cutter stories, sequel after sequel, and uninspired remakes of uninspiring original material? Why else, when I turn on the radio, do I hear the worst, most talentless garbage in the history of music? These industries, despite moans and groans of executives and insiders are still making record profits! As much as they would like us to believe it is, the sky isn't falling on any of these industries. At least not yet. I can't wait until it does.

    He's correct in essentially saying that the problem right now isn't that the various industry skies are falling (economically), it's that all the shit they keep pumping out is falling out of the sky and all over us. Who's to blame? Large publishers and distributers which aren't willing to take risks and only look to maximize the possible profit? Partly. But For the most part I blame individual consumers. Dumbass fucking consumers who pay a premium price for complete shit and can't get enough as smile while shoveling it down their own throats. I can't see any effort spearheaded by Greg, or anyone, changing this mentality.

    --

    "To lead the people, you must walk behind them"

  154. Gaming innovations by supradave · · Score: 1

    Let see... Pong, Space Invaders, Asteroids, Pac-Man, Flight Simulator and a smattering of other simulators, Castle Wolfenstein 3-D. I haven't seen any truly innovative games in the last 10 years. I've seen innovative enhancements, like network and effects, but nothing to make me drool with desire.

    Doom, Quake, Half-life, TombRaider, et.al. are fun and they are fun to look at, but there isn't really any innovation other than better effects. Half-life had a good story line too.

    There haven't been too many moves into a more cerebral genre. What I find mostly annoying is that some of the most popular games are maze games (Doom, Quake, CounterStrike, Metroid Prime, driving games, et.al.). It would be nice to move away from those.

    But as for new ideas, I'm as stumped as anyone.

  155. Another controversial game possiblity by kmahan · · Score: 1

    I assume production has already started on "Looter: New Orleans" and variants.

    --
    Invalid Checksum. Retrying.
    1. Re:Another controversial game possiblity by ultranova · · Score: 1

      I assume production has already started on "Looter: New Orleans" and variants.

      Just take any adventure game and add new graphics. Coming to think of it, you could propably do this as a Neverwinter Nights or Morrowind module. Or a Nethack variant.

      Seriously, looting is the focus of almost every game with characters recognizable as living beings from Pac-Man to Zelda to Powerpuff Girls (the "Him and Seek" GBA game) to GTA:SA.

      Just take Pac-Man and slap in new graphics. If you want to innovate, you could make it 3D, with a time limit that is shown graphically as a steadily rising water level - complete a level before you drown, and you get to go to a higher level (literally ;). Or grap a breathing mask bonus item to get a bit extra time - with the added bonus that the police (the robots) drown when water fills the level, so they won't bother you when on breath mask. And if you want to be really controversial and ensure huge sales, make one of the collectable items a nude calender - but the player needs to unlock this by using a patch you secretly leak to the Internet.

      Then, as a gesture of goodwill, offer "Pac-Man 2: Looting New Orleans" free of charge for everyone who used to live there when the storm hit.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    2. Re:Another controversial game possiblity by kmahan · · Score: 1

      I was thinking along the lines of a GTA theme.

      So shooting at the rescuers, burning the place down, stealing from the old folks. All those examples of humanity at its best.

      --
      Invalid Checksum. Retrying.
    3. Re:Another controversial game possiblity by Anonymous Coward · · Score: 0

      Well, at least if they burn it down they won't have to worry as much about disease--every burnt building will be completely sterilized!

    4. Re:Another controversial game possiblity by ultranova · · Score: 1

      So shooting at the rescuers, burning the place down, stealing from the old folks.

      How do you burn down a city that's being flooded ?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    5. Re:Another controversial game possiblity by KDR_11k · · Score: 1

      It's a game, that's where the challenge is coming from.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  156. Re:Wow, it's like every other creative feild. by Pxtl · · Score: 1

    I agree. I can't help but notice that these days "innovative indie" means "It's an FPS set in WWII - but from the RUSSIAN perspective. Mindblowing, isn't it?"

    All the creative stuff is happening in the Flash games right now, which are awash in a sea of suck and are only interesting if you're amused by Flash games.

  157. No wonder by GamblerZG · · Score: 1

    Reasons:
    1) Publishers control nearly everything in this industry. They decide what games are going to be developed and, ultimately, what games are going to be played. Since publishers are big companies, they can afford to screw up games repeatedly, and it's the original (non-mainstream) games that usually get screwed up. You can't even boycott them, since buying the same game from a different publisher is not an option, and good games are not replaceable.

    Solution: dump publishers in favor of internet sales (from developer to gamer). However, this would require some alternative financing model.

    2) Consoles are controlled by corporations that produced them. This makes independent game-making nearly impossible, and has other negative consequences (censorship, etc.).

    Solution: Create a few sets of open standards for gaming PCs (this should include both software and hardware). This will simplify upgrades and make game development a lot easier. Done right, this might even be good for hardware manufacturers.

    1. Re:No wonder by GamblerZG · · Score: 1

      PS: The "genius-is-rare-balme-the-developers" approach is total BS. There ARE small and innovative games out there, you just don't know about them.

      Who heard about F.E.A.R.? Everyone?
      And now, who heard about Fahrenheit? Nobody?

  158. Zing! by Anonymous Coward · · Score: 0

    Your post is so dead on, I want to print it out and frame it on my wall.

  159. Re:Wow, it's like every other creative feild. by Irish_Samurai · · Score: 3, Insightful
    Actually, the NFL approached EA on the exclusive licensing of the NFL. From their perspective it made sense to unify yourself with the company that made the number one selling football game.

    And I don't care what anyone says, if the NFL came to you and asked you if you would like exclusive rights to their property for ANYTHING (Towels, plates, games, butter, whatever...) you would be a foolish business man to say "No, I think I like my competition having an equal footing with me. It spurs innovation."

    Plus, Madden isn't going to live forever, and EA needed another property to attach it's football game to, and you can't beat the friggin NFL.
  160. Seems like they already have the answer by serutan · · Score: 2, Interesting
    Buried in all the ranting are some practical ideas:

    If you develop games the right way, the fearless way, the independent way, your costs are drastically smaller. A few thousand unit sales will pay the bills.

    develop for open platforms, not proprietary consoles.

    work in small, committed teams

    find our market ...through the excellence of our own product, through guerilla marketing and rabble-rousing manifestoes.

    Sounds good, but people are already doing these things. The problem seems to be that gamers still buy most of their games from big distributors. In other words, mass marketing Works, just like in any other industry. So I think a realistic attitude would be to accept this as a fact of life, write better quality games for the discerning few who will buy them, get used to making less money and having more freedom, and quit whining about what the majority does.
  161. The solution is simple, buy a DS by exp(pi*sqrt(163)) · · Score: 1

    Nintendogs is about as original game as you can get. And Advance Wars DS is the most awesome strategy game you can hold in the palm of your hand. Advance Wars may be a sequel of a sequel, but unlike other franchises, this one actually improved with each revision. Maybe on platforms like the PS2 and PSP we see an incredible lack of innovation with one first person shooter after another. In fact, even on the GBA I see types of gameplay that are fun and different. The problem with PCs and high end consoles is too much power so the game authors seek to achieve only one goal: realism. In the low end market people realise that to sell a game they need to make something that's actually fun.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  162. Markets by Urmane · · Score: 2, Insightful

    Markets don't serve "creative vision", markets serve customers. What you want is irrelevant. Sorry.

    --

    --
    "I find your lack of faith disturbing." -- Darth Vader
  163. if the industry crashes... by The+Lynxpro · · Score: 1


    Can we get an official deathwatch on G4TV to go with it?

    --
    "Right now, somewhere in this world, Scott Baio is plowing a woman he doesn't love," - Peter Griffin, *Family Guy*
  164. Hey, why stop with games? by szquirrel · · Score: 1

    I'll go you one better: Burn down the book publishing industry. All you need to write a book is pen and paper and you can easily distribute it world-wide from a $7.95/month web host. It's even cheaper than making a game, you don't have to spring for a copy of Code Warrior and you don't need any knowledge more specialized than literacy. What a brilliant idea, why didn't anyone think of this before?

    What's that you say? Millions of people have had the same idea and couldn't make a living from it? Gee, maybe it actually helps to have things like shelf space and pretty packaging and an advertising budget when competing for mindshare with thousands of other creative works.

    The present system wasn't inflicted on us out of thin air by an evil wizard. It was built by people because it WORKS.

    --
    Never approach a vast undertaking with a half-vast plan.
  165. YEEEAAAAH!!!! by milimetric · · Score: 1

    I raise my Dreamcast controller and dusty IBM PC keyboard to you my friend.

    I feel like I'm in like Geek Braveheart.
    "Every man dies, but not every man really games."

    Seriously though, look at games like Orisinal which really speak for what gameplay is all about. They're simple, well designed, challenging, addictive, non intrusive games. They are genius too because the music goes perfectly with the game and what is happening. Try the cats game... doesn't that sound like cats are involved? Or the little girl and star game... makes me feel like a little girl catching stars and I'm a freakin meathead football player.

    I love what the OP said, I totally agree, how about some open source games? It seems that games, once they have an engine (which could be like Quake 3's engine or any other OpenSource engine) can just be improved upon by anyone. For that matter, why don't we all work on Project Revolution. Or if you want something new, how about a game where you have to survive in New York city by playing chess and basketball. You get a "rep" and the higher the "rep" the more tournaments you can join. The grand finale could be you playing in the Rucker and then facing off against Maurice Ashley in Washington Square Park. You get minus "rep" points if your basketball friends catch you playing chess or something like that.

  166. like any other form of entertainment. by flaming-opus · · Score: 1

    So basically video games are not like the movie industry. Or the music industry. It's not great, but that's the way a market economy works.

    You have your major production houses that put out a lot of expensively produced, glitzy crap. Every once in a while they stumble upon a great piece of tallent, and end up with a classic.

    Surrounding these are a moderate number of small houses that put out inexpensive "art-house" games that lack the glitz, but might hold some special content of their own.

  167. Re:Wow, it's like every other creative feild. by pete6677 · · Score: 1

    It's not really a matter of whether EA can stay on top, but will they? GM could be the leading US carmaker again, if only they really wanted to. Sears and KMart could have remained leading retailers, if only they wanted to. Management can develop some really narrowly focused ways of thinking once a company gets big. Forward thinking management, like the ones who turned around IBM, can keep a company large for a long time. But if the EA executives become anything like the KMart executives, expect to see the giant fall.

    As far as licensing is concerned, anybody can make a football video game so long as it isn't NFL-themed. Provide enough interesting features that EA doesn't, and people will buy it anyway. And some things can't be locked up via licensing anyway. Good luck getting an exclusive contract to make non-NASCAR racing games.

  168. Doukutsu - Cave Story by Fireye · · Score: 1

    A friend of mine clued me in on this gem. It plays like metroid, looks like old platform amiga games, and has a fun involved deep storyline! See here: http://agtp.romhack.net/doukutsu.html

  169. Re:Wow, it's like every other creative feild. by Nikker · · Score: 3, Interesting

    I agree

    I beleive this is turning a new era or a changing of the guards. We are now dealing with politics and mind sets of share holders, owners P's and VP's of people that when they started this technology thing really had no idea what it was about, they put it in a box and people bought it so thats how it went. Only now they realize how much a part of society it is going to be and now we see patent rushes and dirty practices in the hopes they can stay alive long enough to say they figured it out.

    I personally don't think its going to work that way. There is such a gap in education, mind set, outlook and talent between the kids comming out of college right now to the CEO's of today that they just can't work. These companies to take these new avenues would have to loose money and market share which would kill the stock value of their company which would make it extemely timid to make the changes necessary and fail a couple of times.

    If you look at it like this, in the early 80's most people 50%+ only knew of computers by minimal association such as movies and some exposure in the work place. 10%- actually knew how to use one competently. 5%- knew the internals in terms of programming and advanced knowledge. This is the era that the CEO's and VP's of today came into the picture. Most of them fall in to the 50% category maybe now have be come more enthuisast and started to play on GUI's of the 90's but still are nowhere near 5 and 10% of their class in the 80's.

    Now you have the kids who were born in the 80's now completing college / university where all of them have at least 10x as much experience as the 50%ers in the 80's, most if not all have used a computer before in one respect or another and are adequately aware to run various apps and produce something from their experience, know what to do if it 'crashes' etc etc. Lastly the people of today who know and are comfortable editing internal settings, scripting and even developing are creeping into the caliber who also runs major departments. Do you know many VP's who can code? If so would you expect that trend in many of today's companies?

    As a result the new generation is going to eclipse the existing where they will not be able to compete. Existing companies have left so little room that those who will take part will be willing to eat bread and jam to survive and to keep costs down. I think it will be like a DDOS type of occurance where local software shops will come about in evrey town. They will administer local servers for gaming, fix your BSOD and probably suggest things like linux or come up with their own distros.

    Not many will actually produce full out software that evreyone will want but in an area of about 1000 people as an example good money can be made for 5 or so for maintence, upgrades and troubleshooting at a reasonable rate.

    I think it will be a big change in the industry and as always the ideas of today will become the objectives of tomorrow.

    --
    A loop, by its nature, continues. If that didn't make sense, start reading this sentence again.
  170. That's why I quit playing games by Anonymous Coward · · Score: 0

    Besides being short on time, the games for the past 3 or 4 years have been so mundanely boring that I pretty much walk the shelves "HOPING" for something cool and new.

    Nope, same crap, keep walking. I am now a "former gamer". No longer do I spend $$$ on games, they're all the same, now I spend them on GBA titles which at least have some reto play.

    FPS are all too boring. PS2 - same, Xbox - same. PSP is slightly interesting but not worth the money (yet).

  171. Scratch an itch by SnprBoB86 · · Score: 2, Insightful

    If artwork and technology are causing exponential development costs, developers need to work smarter.

    Right now the game industry is in a transitional phase where great graphics are expected, but hard to produce. The solution is to make it easier to produce great looking games and Middleware is the key.

    Middleware solutions are growing fast and have enabled spectacular feats. GTA3+, for example, runs entirely on RenderWare with a proprietary background-loading/streaming system. Rockstar took existing technology (RenderWare) and existing game play stuff (racing, 3rd person shooters, crazy-taxi, etc) and blended them together with something new and unique and CREATIVE (a vast, free roaming game world). Sure the development costs were high for the GTA3 series games, but I can bet you that had they been forced to reimplement RenderWare, there would be no GTA3 games to play today. The cost would have just been too prohibitive.

    Now that Rockstar has come up with this free roaming world game play style (and people clearly enjoy it) either rockstar, or someone else, should release the technology as middle ware and poof, its now easy for people to add new innovations to that.

    There needs to be more art-related middleware such as http://www.speedtree.com/ and improved tools such as ZBrush (being used for bump map creation in Unreal 3) from http://pixologic.com/home/home.shtml

    A lot of time is spend reproducing work. We need to work smarter, not harder. We need public domain high resolution 3d models for common real world objects, character model generation software, facial expression engines, animation engines, tons of stuff!

    There is a big itch that people need to start scratching! And you can make a lot of money doing it.

    --
    http://brandonbloom.name
  172. Darwinia by 5n3ak3rp1mp · · Score: 1

    it is not economically feasible for a couple guys in their garage to make a massively popular game

    Well it might still be popular to make a moderately popular one. Here's a pretty good review.

    A team of graphic artists creating textures and 3D models does not necessarily a good game make.

  173. Re:Wow, it's like every other creative feild. by Darksoftnet · · Score: 1

    Acclaim is a good example of this. Dave Mirra 3 is never coming out now.

  174. Virtual Reality! by MindPrison · · Score: 1

    We're getting there, just hang on! The technology where in its infant stages 20 years ago and didn't quite match the expectations about 10 years ago. 5 years ago we had the technology but it was too expensive for the average joe. Now is the time, more than ever to realize your wildest gaming imagination. We have the chips, we have the technology - and it's cheap! But without YOU...we're nothing! If you crave it...you shall have it, noone is willing to invest unless you prove to our investors that you do indeed want to break free from your safe traditional gaming world. I have an idea for an eye-laser monitor that always will be in focus no matter where you look as the laser beam will hit the retina surface and it will fill the entire view...practically this means you will be able to view IN FOCUS the whole viewing area of your retina surface. :) Keep beliving!

    --
    What this world is coming to - is for you and me to decide.
  175. Is it the Devs that make the games good? by Tony.Tang · · Score: 1

    I have wondered for a while whether it is really the developers who should always have "creative control" over games. To be a good developer probably requires some form of creativity, but this kind of creativity, I think, is different (or at least only tangentially related) from the kind of creativity that makes for a good game. I have begun to think that good games happen not /just/ because of good, bug-free programming, but also because of "professional creativity" that comes in the form of a producer (the analogy of a movie director or movie producer). The idea is that good games happen when this person (or I suppose, group of people) has some overall vision for the game that is "creatively unique."

    I know this comment will not be popular with the hAx0r crowd that /. caters to, but I think this may be true in the same way that you can't depend on camera-men, actors and extras to make a good movie -- you need a director, or at least someone with good vision. That all said, there exist people that exhibit both kinds of creativity, like Clint Eastwood who has demonstrated this ability both as an actor (programmer) and producer (game producer) for "Million Dollar Baby." I don't know id's process, but John Carmack may also be this kind of person -- i.e. one that is a good "low-level contributor" (developer), and one that has good creative "game-level" contributions (game producer).

    Anyway, that was a long winded way of saying: maybe 'true' control of what goes into games should be left to people who are creative game 'experts.' In some cases, this /may/ be developers, but I think it's more likely that it's actually the artists or producers, who have experience in "creativity that is evocative for people." (Programmers have experience in "creativity that gets the damn computer to do [x].")

    So, I'm RTFA now, and as usual, my little post has little to nothing to do with the RTFA, but what the hell.

    *hits Post on his browser*

  176. Self-publishing in film and print vs. games by tepples · · Score: 2, Insightful

    But it's no different than film, animation, book publishing, etc.

    There is a difference. Anybody can self-publish a film or animation by selling DVD-R discs online. Anybody can self-publish a book through a so-called vanity press. But in console game publishing, only the console makers can make a legitimately bootable disc, and they don't talk to smaller firms. And before you suggest developing for PC, remember that there are a lot of genres, such as same screen multiplayer, that don't translate well to the PC.

    1. Re:Self-publishing in film and print vs. games by zoomba · · Score: 2, Insightful

      A console game is the game industry equivalent of a studio backed and distributed film. They have the resources, they have the lock on equipment and stars, as well as a virtual lock on theaters.

      The PC is the platform of the indie developer, always has and always will be. The only barrier to development is your own ability to learn given all the free tools out there. You can put a game up for sale on your website and use PayPal for order handling. So what if there are a lot of genres that don't translate well to the PC? Same screen multiplayer isn't a genre so much as a hack to bring MP games that have been enjoyed for years on the PC to the console market.

      The only genre that doesn't translate well to the PC is the platformer, but that is solved by getting a good control pad

    2. Re:Self-publishing in film and print vs. games by wan23 · · Score: 1

      Same screen multiplayer isn't a genre so much as a hack to bring MP games that have been enjoyed for years on the PC to the console market.

      You clearly do not own a gamecube. Stuff like Mario Party, Mario Golf, Mario Baseball, Super Smash Bros., and the like wouldn't work at all over the internet. They just wouldn't be as fun if you couldn't talk to the other players.

      Tell me how a game like Final Fantasy Crystal Chronicals would even work without people being in the same room together. (OK, this one is a single/multi-screen hybrid, but still). Really, I'd say that multi-player games don't work at all on the PC except FPS, RTS and MMO, <flamebait>of which only RTS is worth playing</flamebait>. :-)

  177. two observations by SABME · · Score: 1

    1. The lack of creative offerings in the game industry (or music, movies, TV shows, etc.) illustrates the difficulty of producing a high-quality, original product. 2. Any game (movie/tv show/music) that's bad will not make money because, in the long term, people won't like it. Corollary: if you think a creative product is bad, yet it is commercially successful, there must be *something* about that product that people like that makes it a good product. Examples abound of wildly successful creative works that were criticized as trash in their day: the works of Jack London, the Lord of the Rings, rock and roll music, rap music, etc.

  178. Fresh Game Idea... by funkyfreshcoderdude · · Score: 1

    Make a sequel to the Resident Evil series where the zombies are Australian regenerating mice...

  179. Which football league? by tepples · · Score: 1

    As far as licensing is concerned, anybody can make a football video game so long as it isn't NFL-themed.

    EA (which in many minds jumped the shark when it ditched the box-ball-cone logo) has bought up exclusive rights to not only NFL football but also NCAA football, AFL football, and even FIFA fútbol. Which league is left? Do you expect an MLS, rugby, Canadian, Australian rules, or Gaelic football sim to sell well?

    1. Re:Which football league? by jaseparlo · · Score: 1

      New from EA Sports!

      LaCrosse 2006! You're in control as expensive private schools battle it out for the coveted Local Trophy!

      --
      All available data suggest that regardless of any of this, the sun will still come up tomorrow.
    2. Re:Which football league? by pete6677 · · Score: 1

      I actually didn't know the exclusive EA license covered all of those sports. I have heard only bad things about this years' "exclusive" NFL game. So the scenario you describe won't be so laughable if EA's quality goes down too much more.

    3. Re:Which football league? by David+Rolfe · · Score: 1

      You probably don't want to think about this then:

      http://shop.gameplay.co.uk/webstore/productpage.as p?productcode=RM01444&title=rugby_2004_-_ea_classi c

      I'll bet in other countries, EA already has bought up the rights to the relevant leagues.

      --
      Read Heinlein's 1953 Revolt in 2100, now more than ever.
  180. Isn't this fun? by Anonymous Coward · · Score: 0

    If only you had those school you could learn the difference between "inconsiquential" and "inconsequential", but since I'm nice, I'll teach you.

    inconsiquential is not a word.

    inconsequential is a word.


    If only you knew that when referring to a single word rather than a quotation, you use single quotes instead of double quotes. 'inconsequential', not "inconsequential".

    Also, capitalizing the first word of a sentence is usually a good idea.

    I could go on, but if you didn't listen while your first grade teacher was going over this stuff, you're probably not going to read all of this.

  181. Same old same old by jparker · · Score: 3, Interesting

    I've been working in the game industry for 5+ years. My current title is Lead
    Programmer/Designer. I've put out 6 titles, all mass-market crap. I know what
    I'm talking about, and I know what Greg's talking about. And frankly, I'm tired
    of hearing it. Don't misunderstand me: he is right about the absolutely sorry
    state of the industry, but wrong about its *relatively* sorry state.

    Consider the movie industry: I'm sure that most people reading this didn't go
    see War of the Worlds because Tom Cruise is, like, ya know, so cool and all,
    but there's millions of people who did. Most of the problems Greg's pointing
    out aren't truly problems with the industry, but problems with mainstream
    consumers. Yes, all of us in game development would *love* a return to the days
    when only the hardcore bought our titles, and we were communicating directly
    with a horde of fans who grokked what we were doing. But now things have gone
    big budget, and you can't make a game with a few guys, a vision, and a garage.
    You can't count on your players grokking your vision anymore. You can't even
    count on them knowing what grok means.

    Video games have surged in popularity like no other medium. It took centuries
    for the novel to achieve its current form, and decades even for relative
    newcomers like film and comics. Games, as a medium, aren't ready for the
    mainstream. In these other media, the early creators had a long time to develop
    and tune techniques of expression free from the constraints of profitability.
    (Of course, most of them were also quite poor; more on this later.) Video games
    haven't had this time. The entire medium is just barely alpha-quality, and yet
    the money drove it mainstream. And, like any other medium, the majority of
    casually-interested consumers don't prize the same things that hardcore fans
    do. That majority has the money. They don't care about gameplay any more than
    they care about a good script, but they love pretty graphics the same way they
    love Tom Cruise.

    This leaves developers with a choice. (Yes, Virginia, we do have a choice.) In
    fact, there are 3 choices:
    1) Side with the mainstream and the money. This is what almost everyone is
    doing, and what Greg is railing against.
    2) Fuck the mainstream. Make good games. "But what will we eat? How will we
    pay rent?" Yeah, those are problems. Deal with it. No one is going to make
    realizing your personal vision easy for you. You're going to have to go out on
    a limb to do it. Is it uncomfortable? Yes, horribly, but it's utterly
    ridiculous for someone to claim that the industry is unfair because you have to
    sell 100,000 titles to be profitable and there are only 10,000 people who want
    to play the game you're making. That leads us to option number 3.
    3) Get better. The best creators, in any medium, appeal to both the mainstream
    and the hardcore. Shakespeare was popular in his day, across many strata of
    sophistication. So is Katamari Damacy. So is Animal Crossing. Find a way to hit
    both crowds. Is it easy? Hell no; it's next to impossible. But it's what you
    have to do to be great.

    Now, I'm being a bit hard on Greg. Some of this is made harder by the way
    publishers (and retailers, etc.) treat creativity. (i.e. they hate and fear
    it.) They've fed people pabulum until the masses believe it's ambrosia, and
    that's a crime against a medium I love with all my heart, and I will never
    forgive them for it. But it's *our* responsibility as creators to show the
    masses there's a better way. Is it easy? No. Is it profitable? Not likely. Is
    there an alternative? No.

    I'll fall back on a favorite quote: "Neither individuals nor corporations have
    any right to come into court and ask that the clock of history be stopped, or
    turned back, for their private benefit." - Robert A. Heinlein, "Life-Line"
    That holds the same for the legal courts and the court of public opinion. It
    holds even if the clock of history is moving in in the

  182. Re:Wow, it's like every other creative feild. by Jane_Dozey · · Score: 2, Insightful

    I wouldn't exactly consider myself "videogame design elite" (more a casual gamer) but I can see the problem. There seem to be more games produced today that at any other time and they're all getting a little "samey". I'm far from saying that there isn't ever anything new or innovative, IMHO there is but the gaps are getting bigger.

    I absolutely love it when I find something that's unlike other games I've played. The games industry needs less formula copying and more creating. If they don't they won't collapse but they'll get stale and that's not good for anyone involved.

    --
    Silly rabbit
  183. Have you ever tried... by Anonymous Coward · · Score: 0

    Katamari Damacy? Its gameplay is simply amazing. I suggest you all to try it.

    PS: try not be too much shocked by the opening when you see it...

  184. Re:Wow, it's like every other creative feild. by Irish_Samurai · · Score: 1
    I think the problem lies in companies trying to "game" the distribution of movies, games, or music. Theses industries powerhouses rely on forcing people to buy what they say to buy.

    The music industry is getting owned by the new methods of distribution available to musicians now. A startup band can reach way more people now than it could 10 years ago for roughly the same amount of cash. Thats cutting labels out of the deal, and they don't like that. The bands that embraced this mindset and methodology have done very well for themselves. Plus, these artists understand that touring is where they make their money, not album sales. The Music companies make money on HOW you get the music, not the music.

    The movie indistry is having a similar problem. Theater ticket sales have slumped because A) the movies suck and B) People hate other people. Why sit in a theater to watch a movie for way too much when you can wait 2 months, and then pay half the price of a ticket to watch a movie at home, smoking a jay and drinking a beer - pausing to use the restroom when you wanted too AND being able to comment out loud about the movie without offending someone? A Disney exec said they were toying with the idea of releasing movies in theaters and on DVD simultaneously, and the theater industry went apeshit. They make money on HOW you watch a movie. Not the movie itself. The movie is to get your ass to the theater.

    Games have the worst of both worlds. You have to make an initial investment on HOW you get your games. You choose a system (XBOX, PS2, or PC) and then you can only play games on that system for that system. To expand your choices, you have to buy another box. Now, game companies take a loss on the boxes (except for PC makers) and make it up on licensing. Well, if you begin making games that sell less - even if they are the baddest games on the planet - the license model is worth less cash. And that would in turn cause the console makers to scale back the specs of their systems so they could generate profits on the machine too (or take a smaller loss). Here's where PC games make it even more F'd up. They can ignore the distribution sytems of Sony and XBOX. ANYONE with enough desire can make a game for the PC. It just takes a little work. But, these games can only hit a segment of the market. It's very difficult to make a cool indy PC game and transfer that to a medium for an XBOX or PS2. You can burn music to CD, rip it from the CD, stream it, and hold it on a player in multiple formats. Movies can also be distributed in multiple formats playable on ubiquitous machines. This is not true of games. Games have non cross platform hurdles firmly entrenched. There is money to be made on "porting" a game from one outlet to another. The game industry profiteers have no urge to have a uniform gaming delivery standard like the other industries do (MP3, Wav, CD, DVD, VHS, MPEG, ect..) Creativity will ALWAYS get squashed when you have to pay the piper just to get the material out the door.

  185. The customer is always right by tepples · · Score: 1

    If you think a good game can only be a photorealistic John Horner scored, then you're right.

    The customer is always right. If the customer thinks a good game can only be a photorealistic John Horner scored, then a good game can only be a photorealistic John Horner scored. The only games that hit consoles are those that are thought to be able to sell.

    1. Re:The customer is always right by Sebastopol · · Score: 1

      Agreed!

      Fuck the mindless masses who can't be bothered to try something new that maybe isn't as polished or pretty, but is stimulating nonetheless. It takes work to enjoy something new.

      Refer to: indie cinema vs. summer blockbusters.

      --
      https://www.accountkiller.com/removal-requested
    2. Re:The customer is always right by tepples · · Score: 1

      Fuck the mindless masses ... It takes work to enjoy something new.

      So what steps do you propose that we take to help change the entertainment work ethic of the public, especially when MPAA movie studios control all TV news media? If it is truly a demand-side problem, then what should we do to help build demand for independent works?

    3. Re:The customer is always right by Sebastopol · · Score: 1

      If it is truly a demand-side problem, then what should we do to help build demand for independent works?

      Go to your local indi filmhouse, and realize that 50% of it will suck hard, and 50% will be so mindblowingly good it changes the way you look at the world. Seriously, the only way indi media will survive is if people patronize it. Maybe take a friend and expose them to the risk of new things, spread the virus.

      However, I would stop short of trying to artificially build demand. I mean, this is treading on that area where it sounds like I'm saying, "You have no taste: you should like what I like." And that's bad. Some people legitimately love the mindless crap that is smeared on the screens each weekend. THat's their taste. I personally think it is poor taste, but hey, what the fuck does my opinion matter? Werner Herzog isn't going to disappear, and he has many a protege, so I'm content that I'll always have cerebreal film to enjoy.

      --
      https://www.accountkiller.com/removal-requested
  186. Re:Wow, it's like every other creative feild. by Anonymous Coward · · Score: 0
    His stupid page doesn't display correctly in Firefox or Opera. Though it does in Konqueror.

    What a fucking n00b!

  187. Re:Wow, it's like every other creative feild. by Anonymous Coward · · Score: 0

    The graphics in Flatout look pretty fucking weak. Maybe I'll grab a torrent for it to see if it's any fun.

  188. bring back adventure games! by RouterSlayer · · Score: 1

    hell, bring back the whole freaking genre! please!

    I want more "Monkey Island" and "Sam & Max" games,
    and "SpaceQuest"...

    These were the best games of all time.
    FPS RPGs just suck...

    1. Re:bring back adventure games! by squidsoup · · Score: 1

      amen

  189. Employment contract by tepples · · Score: 1

    If there is no employment contract, the rights will go to the employer.

    Nowadays there is almost always an employment contract, so the default state is nearly a moot point. Given that things such as employee conduct and health care benefits need a contract anyway, why not clarify copyright ownership while you're at it?

  190. business vs creativity by namelessnone · · Score: 0

    Problem is not the "game industry", problem is with those that run things, which are not game developers. Those that run the big publishing houses, big hollywood studios, etc etc, they are BUSINESS PEOPLE, NOT CREATIVE PEOPLE. They dont give bananas about creativity, they want the fattest bank account they can get, and that means appeasing shareholders, which means keeping the company profits high, which means throwing out the same old BS that the ma$$es want. Some of these not-creative-business-people can even be called PSYCOPATHS! (Have i heard someone saying Jim Caparro?)

    There are no more "game developers" running the "game industry"!

  191. Re:Wow, it's like every other creative feild. by KillShill · · Score: 1

    it's not foolish, it's honest commerce.

    something that has been forgotten in the sands of time.

    the difference between making money and making it honestly is that you are working to benefit the public and yourself versus just benefitting yourself exclusively.

    i mean that's why corporations are allowed to exist in the first place: the benefit to the public.

    in what ways does having a 100% monopoly on NFL games, benefit the public?

    --
    Science : Proprietary , Knowledge : Open Source
  192. bad pun ahead. by ScaryFroMan · · Score: 0

    Looks to me like the gaming industry is in need of a revolution of sorts...

    --
    In Soviet Russia, backwards is everything.
  193. No, It's Not Just Like Hollywood by Anonymous Coward · · Score: 1, Insightful

    I've seen several people making comments along the lines of "Big whiners, don't they realize that Hollywood/TV/etc has exactly the same problems?"

    Here's how the game industry is different than Hollywood:

    The lowest ranking person on the status totem pole of Hollywood production is the writer. A writer working on direct-to-video features makes about $100K a script. A decent feature script goes for around $200K. "Big" scripts start around $500K and can go into the millions.

    Compare to the salary of most programmers and artists working in the game industry, much less designers or writers (and I should point out that many game companies do not consider writers cost-effective, despite marketing bullet-points trumpeting the depth of their "interactive storylines").

    Or take the example of "above the line" personnel such as actors and directors, who routinely get a back-end percentage of the gross. The day anyone in the industry who actually made a material contribution to the development of a game (and no, not voice actors) gets any kind of royalties is the same day that Larry Probst takes a vow of poverty.

    Oh, and isn't Hollywood unionized as well?

    Let's face it, game development is a 21st century sweatshop where a few people realized that they could make a whole lot of money off the backs of a lot of other passionate, dedicated people. Given that, the fact that games seem to have become rote, cookie-cutter affairs in many ways should not be a surprise to anyone -- after all, factories produce widgets, not works of art.

  194. Greg Costikian is a Genius. by Anonymous Coward · · Score: 0

    I don't care much these days about the gaming industry, but Greg's work on Paranoia 2nd Ed. transcended game. I consider it great literature.

  195. Like the new saying goes... by dascandy · · Score: 1

    pretty graphics
    good gameplay
    small budget

    pick one. Unfortunately the quality of old games doesn't transfer. I haven't seen affordable games anymore... they either have good graphics, good gameplay or they're affordable (and both play crap and look crap). At this rate, DosEMU forever!

  196. Re:Wow, it's like every other creative feild. by faust2097 · · Score: 2, Insightful

    Midway's "Blitz: the League" is coming out this fall and it has a lot of stuff that's never been seen in a football game like a storyline. Also hookers.

    No NFL license doesn't mean you can't make a sports game, in fact, Pro Evo/Winning Eleven has been kicking the official FIFA games butts for the last few years. If the game is good enough the lack of license doesn't matter.

  197. Nethack by eGabriel · · Score: 1

    I would love to worry about all of this, but for the last 15 years I haven't been able to ascend my chaotic human monk.

  198. Big enough to talk to console makers? by tepples · · Score: 1

    An artist without representation can represent himself

    No he can't. Console makers don't even talk to individuals or to smaller firms.

    The publisher's capital is cold hard cash

    As well as access to the hardware on which games run.

    Why do they deserve the return on my investment?

    Because they invented the hardware on which your game runs.

    1. Re:Big enough to talk to console makers? by alan_dershowitz · · Score: 1
      Because they invented the hardware on which your game runs.

      This is not an answer. Why is the publisher entitled to _all_ profits when they did not put up _all_ capital? IF you say "Because they can", well of course, but this would be exploitation, and it's obvious why artists would be against that :-|

      As for the other two points, distribution doesn't change anything in the point (I left it off for brevity), and of course an artist has the ability to enter other artistic fields where they are capable of representing themselves.

      I understand your point, but I think the problem is that publishers are treating artists like a commodity, when in reality their relationship is more like partners because art is capital because art is not interchangeable.

  199. You mean like the pirate multicarts? by tepples · · Score: 2, Informative

    A better way would be for the little companies to bundle their games together into a single pack of maybe 10+ games.

    Some console makers routinely decline titles containing multiple games so as to avoid association with pirate multicarts. Exception is when there's a story line tying the games together, such as the minigames of Mario Party or WarioWare, or in the case of a re-release compilation from a recognized industry name, such as Namco Museum or Midway Arcade Treasures or Sonic Mega Collection.

  200. And the Titanic was unsinkable, too. by nobodyman · · Score: 1
    Gaming's not dead. It's not dying, either. It just seems that way to people who've been through a few decades of iterative improvments yielding diminishing returns.


    You make some good points, but I disagree. I've been around a few decades, and I can tell you that the video game market didn't seem dead in 1983-85, it was dead. And I disagree that "idiots" (which I assume also includes uninformed or otherwise ignorant consumers) will always prop the industry up. You had the same idiot ratio back then as you do now(I'd say even higher... word of mouth was nothing like is now with the Intarweb), but it wasn't enough to keep the industry alive back then. Yes, the market is much bigger now, but so are the production costs. You can't extrapolate 15 years of growth and assume that something can't die. Titanic was thought unsinkable, but hubris and some ice was enough to prove otherwise. For Atari, it was hubris and "ET" for the 2600 (yeah I know, and others).

    But there's another problem. As pc gaming continues to decline, the pool of talent shrinks further. If you want to learn PC game development all you need is a PC. However, if you want to develop console games, or even learn how to do it, you're pretty much screwed. Supposing you could afford a development kit ($10,000 -$100,000), you still can't go out and buy one -- you need to be an established publisher or development house. So, a success story like Id software simply wont play out today.

    You think that you have poor quality and unoriginal titles now? Just wait 5-10 years when the pool of capable talent shrinks to a fraction of it's size, and the only developers that have access to the state-of-the art are working for EA.

    Speaking of EA, I hear they're currently hard at work on the innovations in store for their Madden franchise. No siree, no way will this ship ever sink!

    1. Re:And the Titanic was unsinkable, too. by Junior+J.+Junior+III · · Score: 1

      If you doubt how well this business model works, look at the film and music industry, which is making money this way, and has been for decades. Mass-producing formulaic, worthless crap works. So does creating high art. But formulaic crap is easier and more certain and more lucrative.

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
  201. Open systems by Sun+Rider · · Score: 1

    Easy, just open console programming to the people, publish the specs, sell development kits to anybodythat wants them, let an ecosystem grow up, pick the best and support them with money.

  202. My favorite part... by g0bshiTe · · Score: 1
    of TFA
    Thirty-five year-olds play games because they've been playing them since they were teens. Fifteen years from now, 50 will be the cut-off - and 30 years from now, the demographics of game players will match the demographics of the population as a whole. (And, by the way, we won't have idiot senators attacking games any more - everyone, regardless of age, will know how dumb that is.)

    That is sooo true. I can hardly wait.
    --
    I am Bennett Haselton! I am Bennett Haselton!
  203. movie industry = game industry by novakane007 · · Score: 1

    All the comparisons that people were making between Disney and EA are actually quite clear on many levels. EA has been accused of killing creativity, with the dozens of titles they release each year a small fraction are original releases. Everything else is a sequel or a annual release like the sports titles. Just like disneys model over the last 10 years. Very little original content. Instead they bastardize old favorites with lame sequels. The movie industry is suffering form trying to make every movie a canned winner instead of gambling on original content and now the game industry is following them down the same dead end road.

    --

    WURD!!
  204. The industry is in decay by Robotron23 · · Score: 3, Insightful
    Ultima Online was a game EA pretty much turned into a failure inside of a year. It originally belonged to a smallish firm called OSI, which was tied to Richard Garriot, who invented most of Ultima's concepts. UO was one of the first MMORPG's and was very popular...until EA took over.

    As soon as Richard Garriot sold up, OSI was referred to sarcastically as O$I by a great deal of UO's playerbase, it was a joke at first...till the real changes began. One of EA's first updates to the game was "Publish 16", a large patch that basically Diablo-ified much of UO, changing the game mechanics profoundly. It also encouraged farming/hyperinflation, you had to have like a million coins for decent armor. Then came Age of Shadows, which pushed these changes further, introduced materialist crap like Bulk Ordering and customizable housing. One of the sole good EA-additions in my opinion was champ hunts - you gather up like 5-8 people and spent like 3 hours in Felluca (Pvp realm) fighting tonnes of monsters.

    Not to say that the playerbase weren't fussed before that. I knew a lot of dudes in UO that believed that 1998-9 was its "Golden Age", anything after that was just spoiling what was the first truly brilliant PVP game. Anyway, by 2004, nothing was untouched by EA, even the previously tough gain system was fucked with...and users began to leave. An employee at EA was sacked for duping in game and selling gold/items on eBay. A lot of the guys I spoke with before I quit in spring were just staying for the 7th year vet rewards (I think they turned out to suck aswell). Since then they've brought out more expansions, andcreated more crappy incentive items/clothes (pixel-crack as many users called em' :).

    Point is, is that EA generally fuck most things up, usually after a decent start. Take Medal of Honour Allied Assault, it was EA produced and marked the beginning of a swathe of WW-2 (later Vietnam/Gulf war) themed FPS's. But it was a geniunely good game, and if EA hadn't made about 2 expansions and then another 3 or 4 MOH games to follow it then it would have been remembered as a standalone hit, not just the start of something which would later come to derision among many magazines and websites.

    Here's my suggestions to how games can improve :


    Cut the budgets to about 1/10 their current size.


    Keep staffing teams very high, allow brainstorming sessions within dev teams. In the case of RPG's, use literature as inspiration - all a good RPG needs is a story and gameplay. If you care for the characters/plot twists then your playing a great RPG.


    Stop making sequels. Even GTA is starting to get somewhat spoiled now - because labels just force programmers to make sequels too soon and too quickly. Make a maximum of 3 games in a series. Further to this, stop making copycat FPS's.


    Do away with lengthy working hours, and put little or no pressure on the devs. EA's games suck for a reason - too many wage-slave caffiene fueled all night coding sessions.


    Yeah, bring Wing Commander back, and also bring back real-cinema cutscenes like we saw in C&C Tiberian Sun. Who cares if the actings a little cheesy? Wing Commander IV rocked because Mark Hamill and that dude from Back to the Future put their all into a canceled TV series. If a canceled TV series can do that much for a games cred, think of what a well-planned, filmed production could make - a legend perhaps?


    Petition for EA's breakup. Its too large, too cumbersome and obsessed with profit over innovation. Gaming can't be allowed to go the way of music - where big firms make crap...and get away with it.


    Lastly, stop paying attention to graphics. Focus 60% on gameplay/plot, 25% on sound and 15% on graphics/overall look, scenary etc. I'd prefer a plot akin to FF7's than some shiny windscreens and nice scenic views.

    1. Re:The industry is in decay by kubrick · · Score: 1

      Origin were stuffed well before UO. EA acquired them in 1992, and U8 was rushed out, U9 even more so. UO was released in 1997.

      --
      deus does not exist but if he does
  205. Different reason by Anonymous Coward · · Score: 0

    Creator control is a good idea for a healthy artform.

    Not because creators deserve to own their work, but because work-for-hire produces the kind of bland, boring, uncreative "art" that the article complains about.

    The comics industry is a prime example. In the 60's, the industry became consolidated to 2 major companies, and a single genre: superheros. Work-for-hire was an industry standard, with artists and writers treated as disposable cogs in a machine. And, by the 80's, they had abused their aging base of collectors so much that the mainstream comics market suffered a collapse from which it still hasn't recovered.

    Any of this sound familiar?

    The moral of this story is: a consolidated, work-for-hire "art" industry can pump out mediocre schlock with expensive production values for decades before collapsing and throwing its controlling corporations into bankruptcy. But in the meantime, bad art crowds out good, creators and fans alike are exploited, and it sucks to be a developer.

    So, get ready for decades of beautiful FPS's that make full use of all the latest graphics card, coz that's all you're gonna get.

  206. What? by ivan256 · · Score: 1

    I was with him until this:

    And, of course - creator control of intellectual property, because creators deserve to own their own work.

    Let me guess, the creator should have control for life plus a bazillion years... The creator should be allowed to limit availability to old works after they no longer feel the work makes them look good. And the creator isn't the person doing the work on the game, it's the big-shot "rockstar" that has his name on the box. That crap is exactly why stuff is supposed to end up in the public domain after the creator has had sufficent time to profit from it.

    Not that any of that even matters. It's irrelevant to the consumer - the gamer - who controls the IP, and that's not something he should be crying to his audience about. As long as the gamer can use the work as he/she wishes after they've forked over the cash for it, who the hell cares who owns the IP.

  207. Re:Wow, it's like every other creative feild. by Irish_Samurai · · Score: 1
    Corporations are definitely not allowed to exist to benefit the public. They may use that to validate themselves, but that is not their purpose.

    There is nothing dishonest about an exclusivity contract. The NFL has every right to say who can use their property. And it is prudent business to choose someone with a consistent record of selling the most football games. EA would be idiots to allow their competition to get that contract. Once again, they did not initiate the talks. If 989 or someone else had gotten the exclusivity contract, people would be bitching that Madden didn't have any players or teams and that EA sucked for letting it happen.

    the difference between making money and making it honestly is that you are working to benefit the public and yourself versus just benefitting yourself exclusively.

    EA is making footbal games. That's about as beneficial to the public as penis pills man. EA is never going to save humanity with a football game. Neither was any other developer. And so what if it's a monopoly on NFL games? It's not a monopoly on football games. If a company locked down a whole genre, I could see the problem, but that's not the case here. No one prevented anyone from "benefiting the public" with their football games. One company just happens to have a tool that no others have.

    Using your logic, a company with a superior game or physics engine should allow all other developers to use it to make games. Bullshit. What if other developers make games with content the engine makers felt was inappropriate? What if I make a kick ass physics engine and I decide that I only want it to be used to make racing games because I think all the existing racing games suck? Am I monopolizing the game industry for not allowing my engine to be used in other types of projects? It's called a free market. Keep it free, not regulated with your one man view of business ethics.
  208. I think... by TooncesTheCat · · Score: 1

    I think most of the doom and gloom comes from the dropping revenues. The dropping revenues can be credited to people at home now pirating games and music and such at a mass quantity due to the ease of use of most filesharing / bitorrent / irc and the like. But seeing as how I pirated 99% of the games in the past 10 years it's all because of one reason. The market doesn't want to stagnate.

    I would pirate a game just to see how well it would run on my current rig (and if the gameplay was good or not). It sucked having a 2 month old graphics card that wouldn't even run a newer game all because the guys at ATI or Nvidia wanted to come out with a bleeding edge graphical game with no substance that only a 500 dollar video card could handle.

    A lot of the newer games now have no substance just as the article mentioned, but most people are content with graphics as they are now and want to stop spending their hard earned cash on a 400-dollar graphics card (I did the smart thing and got a 6600 GT when it dropped to 150). People are starting to wait a year until the 500-dollar cards drop by a third of their original price, then are excited cause they can play the games that they could not before. Only to find out that in 2 months another hyped up card will come out that 5 games will take advantage of, and it will be the 500-dollar cards suitable enough to run it.

    People do not like spending money on a game that is all hype and pretty graphics. Gameplay has waned in the past years. And it's pretty deplorable. I can see where this guy is coming from.

  209. Long live Purple Tentacle! by jonom · · Score: 1

    http://www.ugo.com/channels/games/features/evilgen ius/top11/10.asp

    He only came in #10 on the Ugo list but I think he should be higher up the Evil Genius ladder.

  210. hear hear!! by shokk · · Score: 0, Flamebait

    Nevermind the victims of Hurricane Katrina! Here is the real issue facing today's world: gamers are feeling bored with the raft of entertainment being plowed their way. We should take the entire budget of Homeland Security and that being spent on the Iraq War not to mention those homeless people, and divert it into making better or more funnerer games! For the sake of the gaming industry and gamers, the world must change!!!!!

    Boo hoo. Y'know what, time for a reality check. If you're playing a game instead of sweating it out, you're doing better than 90% of the world. Not saying don't have fun - I'll be playing Guild Wars tonight. But just realise the truth. 'Cause this article aint it.

    --
    "Beware of he who would deny you access to information, for in his heart, he dreams himself your master."
  211. Re:Wow, it's like every other creative feild. by Leadhyena · · Score: 1
    If you had bothered to RTFA you'd realise that he compares gaming to other fields and makes the rather valid point that other fields seem to go stale every once in a while, but that the gaming industry is not pursuing it. On this page in the article he makes it plain:

    .....Innovative, compelling novels are published every year, and that's a medium that's 300 years old. We're only 30 years into the gaming revolution. Additionally, games are an enormously flexible form: They've been created with every technology from the Neolithic to the modern. And software is an enormously flexible medium, too; if you can specify it, you can implement it. We've gone from three genres to dozens in a few short decades, but we've charted only the merest coastline of a vast, virgin continent. And we need to keep exploring it, or we're going to get stale.
    He makes some compelling arguments in that argument. You'd get more out of it if you didn't dismiss it so easily.
  212. creativity isn't a market by OrangeTide · · Score: 1

    The market serves the consumer. if people are willing to wait in line to get the first copy of some crappy $50 game, in fact as willing to pay $70 for a "special edition" of that crappy game. Then you really shouldn't expect change. The mainstream market serves the mainstream consumer. And until profits dip, I don't see any reason for the business model to change.

    Now if enough people are complaining about the problems with mainstream gaming, then perhaps there is a market for indy gaming. (infact there is, there are several indy gaming companies, who offer very interesting and inexpensive games online).

    Besides gaming isn't like shoes. You actually need shoes. It's pretty hard to get around with out them. So if you don't like the styles and trends in shoes. You want a $20 sneaker that isn't made by children in sweat shops, well your options are pretty limited.

    At least with gaming you can choose a diffrent hobby. Like biking, or watching tv, or painting or kart racing. Frisbee golf is starting to gain popularity I hear.

    I'm disappointed that theaters show a lot of crappy hollywood films. And that blockbuster doesn't have a section for films made by local artists. It's really inconvient to watch good films, finding some good games is actually quite a bit easier.

    --
    “Common sense is not so common.” — Voltaire
  213. deus ex 2? spector? by Antonymous+Flower · · Score: 1

    without Pole position, without space invaders, without Mario there wasn't a business model for video gaming. if you want innovation in the market, then innovate. if people like what you have to offer, then you are in a position to define the business model. this is natural selection, this is economics. the current model reflects what people actively seek from gaming. build it, and they will come.

    I remember playing GTA in 1997 (or so) and saying "this should be in 3D !!" I had to stop and ask why it wasn't in 3D. Maybe there were no 3d engines? No, not so. GLQuake, Quake 2? Well, maybe disk space constraints? Not so, according to games like curse of monkey island and myst. So what gave? We didn't see it (gta3) until almost 2002. And we all know how that fared. I guess my point is the games industry is similar to the gold rush. The gold was there for ages.. it took explorer's spirit and a little initiative to make killers out of mimes.

  214. Missing the point. by Telastyn · · Score: 1

    The games industry -currently- supports the small indie developer making 10,000 sales rather than 1,000,000. But the games industry is still an industry. And more importantly, the retail industry is still the retail industry.

    If Mall-Games-Co has the choice between a hot selling game and a mediocre selling one, they're going to pick the hot game in an instant. The shelf space costs them the same!

    And as long as gamers keep preferring console games to PC games, the game industry will be beholden to the retail industry's way of things.

  215. Someone is doing something new by Anonymous Coward · · Score: 0

    Hey, at least Nintendo is doing something new. It maybe not as good, but they are making us play differently.

  216. A counter-example by phriedom · · Score: 1

    I think you and the parent poster who claims it has been 15 years are forgetting or not giving proper credit to Counter-Strike. Although it was written on top of a licensed engine, and was later sold as a commercial product, it was written/developed non-commercially by a team of volunteers, was given away for no additional cost, and was for a time the most popular game on the internet.

    --
    Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
  217. Nothing new....because it's all been done before.. by ducomputergeek · · Score: 1
    I had an English Professor once remark that there is no longer any orginial work in writing today. It is all been done before. He is really correct. Every story can be broken down in to one of about seven types. Sure, there may be plot twists, well written dialog and good story telling, but someone else as written the same basic story with the same basic plot twists before. Just because the story's been told before doesn't mean there still aren't good new books out there.

    Video Games I think have reached the same state. I like 2 types of games: Air/Space combat sims and FPS tactical sims (like Ghost Recon 1, the first 2 Rainbow Six games on PC).

    I've played Halo and Halo 2, and with friends on a friday night with some booze, it can be a lot of fun. But is that the game or the people playing it?

    I haven't seen any Space shooters from major developers since FreeSpace 2, great game that didn't sell all that well. However with the semi-opensourced FS2 code, there have been some really cool mods.

    Ghost Recon 2/Rainbow6 - 3 I hated on the consoles. They seemed much more arcadish shoot'em up and less tactical stategy.

    A few weeks ago I thought about creating a MMOG FPS set in World War I. I looked at several game engines, and found Military Forces at sourceforge.net.

    I finally did buy a new PC game (first one in 3 years) the other day: Falcon 4.0 Allied Force. I purchased Falcon 4 six months after it was released for $15. WHy? All the features never worked. Well some in the mod community were able to get Atari to actually release a new version of the game that all features that were supposed to work actually did work.

    --
    "The problem with socialism is eventually you run out of other people's money" - Thatcher.
  218. Re:Wow, it's like every other creative feild. by Anonymous Coward · · Score: 0

    No, the NFL offered its license for bidders, and each company chose the terms to go along with their bid. Take 2 wanted non-exclusivity, EA wanted to shut everyone else out. The sad part is, EA didn't even have the highest bid. The NFL just decided that EA would do the best job, and made the infamous deal.

  219. Re:Wow, it's like every other creative feild. by iocat · · Score: 2, Insightful
    The reality is if it wasn't for those "samey" games that only appeal to the mass market, there wouldn't be any dough to make "innovative" games. Although this has been a pretty dry summer, I think the ratio of innovative games has been pretty good over the life cycle of the current-gen consoles. Not every movie can be Napolean Dynamite, because people like car chases. Not every game can be Katamari, because people like playing simulated Football.

    I think you'll always see a dip in innovation at the end of the cycle, as more teams move onto ramping up for next gen, but that will be followed by a rash of bizarre games at the very tail end of the cycle (like the Sea Monkeys game on PSP, or Easter Bunny's Day out).

    --

    Dude, I think I can see my house from here.

  220. Let AI Create for the Mass Market by alucinor · · Score: 1

    Eventually, we can relieve humans of producing creative works for the mass market because the process should be so rooted in statistical mediocrity and hence formulaic, that we just let rules-based systems generate "art" for the consumer. But chances are that as soon as these big media companies think they've figured out the market, consumers who yesterday thought this factory-churned crap was cool will suddenly get really bored and start looking at what the unpopular people are doing, steal their ideas, and make it a trend -- as the cycle usually goes.

    --
    random underscore blankspace at ya know hoo dot comedy.
  221. Re:Wow, it's like every other creative feild. by Irish_Samurai · · Score: 1
    So the NFL initiated the talks, and the NFL chose who would get the contract.

    And the NFL decided to take it exclusive after Take Two started a price war with their $19.95 price point. Here's a link to the article. The other reason Take Two wanted non-exclusivity is because they couldn't afford it. That part of a contract is expensive. If they had wanted to get exclusivity take Two would have needed to raise its price back to the $50 range to cover costs. Then all the fanboys would have been screaming "See, once you get a lock - you gouge the price!" It would have been a fight with your customer base you will always lose. They never could have won the NFL contract, they never had enough juice.

    Besides, the NFL is a business also. They like to make money and protect their property. They didn't like a pricing war being waged with their property at the center of it. Would you? They went with a solid standard that could pay the bills. When my company needs supplies, I don't always go for the lowest price, I also pay attention to quality. Take Two made a good game, I prefer it to Madden. In fact, I won't buy a Madden game, I'll just keep playing 2K5 and updating the rosters. But they did not have the track record that EA has with an NFL game. The 2K series started hot, then dropped, then rose from the grave. Not exactly what I look for when I need a steady eddie to handle my license.

  222. Talking about games: he's right by N3wsByt3 · · Score: 1

    He's actually right about the tendency of games to go for the more 'shiny' super-realistic, state-of-the-art graphics and gizmo's...instead of compelling gameplay.

    I mean, c'mon, there used to be great games, even in the 90ies. Yes, they were very basic, graphically (compared with the techniques today, it's almost pathetic)...but at least they were great fun! They are often still fondly remembered!

    Indeed, those oldies are not as pleasant to look at, but they had other things going for it. (I wonder why they don't make such games with modern graphics?) As an example, I would urge anyone to try out UQM, based on Starcontrol 2. you can read an analysis on my blog about it: http://newsbyte.blogspot.com/2005/06/game-of-fun.h tml

    --
    --- "To pee or not to pee, that is the question." ---
  223. Pure Garbage by brkello · · Score: 1

    It's like someone took all the insightful comments on games.slashdot.org and put it together in an article to try to make everyone just nod their heads because it's a popular opinion. But it really is just trash and absolutely the opposite of insightful. Oh no...that game industry is dying! It sure is, look, gaming companies are making more than ever in history. Oh god, all the games are sequels! While that is not even close to the truth, a lot of game sequels are better than the first one. Sometimes people really enjoy playing a game so if the new one is similar enough with better graphics and a new story, it makes an excellent game because it is still fun. And there are plenty of innovative games out there, you just have to stop looking at what everyone else is buying and look a little deeper. It's not the game companies fault you can't put a little effort in to looking in to games other than just noticing that everyone is buying halo. There is really just as much innovation going on today as there was before if not more. How can I possibly say that? Because innovation is inevitable in a brand new field. It was impossible not to be innovative in games because there was nothing else out there.

    Right now there are more good games than any one person should play in their life time. You don't care about graphics? Then buy all the old consoles and play through every great game on those systems. You all are such hypocrites saying you don't care about graphics. I bet there are hundreds of great games you haven't played...still, you sit there and wait for the new systems and bitch and moan about lack of innovation on those systems. All the old games are still out there for you to play...if it was so good back then, then go back to those systems. You will find you are just looking at the past through rose colored glasses.

    --
    Support a great indie game: http://www.abaddon360.com
  224. Re:But they are by bussdriver · · Score: 1

    The people 'high up' are into spending time keeping the public entertained, that IS the problem. If they did pursue video games and movies, it would be too obvious to too many people.

  225. You forgot one! by robyannetta · · Score: 1
    "I mean for Gods sake (and these are just some of the best)"

    You forgot

    Hunt the Wumpus for the TI-99/4A

    --
    - Just my $0.02, take with a grain of salt, your mileage may vary.
  226. I agreed with everything in blurb up to... by Anonymous Coward · · Score: 0

    And, of course - creator control of intellectual property, because creators deserve to own their own work.

    Because, this is what most inhibits development now.
    The creator must own their precious rights regardless of whether or not technologies will eventually be implemented. Until this mindset is vaporized we will be locked in this model.

    What is the cause of the cyclic problem? Ownership of thoughts.

  227. Communism!! by jimbro2k · · Score: 1

    "... creators deserve to own their own work."

    Workers owning the means of production?

    We must stamp out this kind of evil thinking. Everything is perfect just the way it is...
    Just shut up and obey.

    --
    There is not nearly enough love in the world, but there is far too much trust.
  228. gaming industry & movie industry by Anonymous Coward · · Score: 0

    He does have some point. When any industry is new, you get more people that are willing to explore the medium. When its become established and very profitable, people tend to tread off the beaten path less. Here's a good example, what movies are playing this summer? Let's see, you can see the one about the superheros, or about the animated animals, or about some secret military weapon gone haywire.

    I don't expect the industry to die soon. The people in japan still comes out with some great stuff. (katamary damacy comes to mind. And the ever so popular, DDR and kirby: canvas curse) But if everything becomes monopolistic via RIAA/MPAA paths, it might be. But I do miss the games I use to play on win 95. Like the puzzle game where you have to collect the break the mirror to blind the giant eyes so you can get a brainsickle and a fridge motor to put in a leaf so that the little people will give your their board that they were using to paddle across the cosmos. And yes, that game made as much sense as it sounded, it was a great game. ^^

    But given all that... the game I miss most is still pong.

  229. Nintendo get this. by squidsoup · · Score: 1

    Sony and Microsoft do not.

    While Sony and Microsoft are embroiled in a wanger duel over graphical power, Nintendo have publically stated that we have reached the point where graphics are really important. Nintendo understand that to continue to focus on the goal of photorealism in games, is to destroy the games industry. If games have the production costs of films, and they are certainly starting to, publishers will not take risks, and fewer games will be produced.

    The upcoming Nintendo console, the Revolution, supposedly will create a new gameplay mechanism that will open video games to a much larger demographic. You can already see nintendo doing this with devices like the DS, and software like Nintendogs which really is not a game in the traditional sense.

    I for one look forward to the return of a period of creative game development, similar to that of the 80s and early 90s. The industry is stagnating, and at the moment, only Nintendo seem to be making the correct sort of efforts to change that.

  230. Independent encouragement by Anonymous Coward · · Score: 0

    The film industry also lacks from innovative design and cookie cutter movies. Their only saving grace is the independent film market. What I feel like would help the gaming community is a Sundance like festival.

    Of course games require considerable skill and talent to make but public ally available graphics engines help to cut down on development time. These resources should be more publicized and open source in the gaming community should be supported if true creative development is going to occur at the rate of more than one or two games a year. (This year the mercenaries game takes the cake with complete interaction with the enviornment).

    Keeping the current business model is beneficial in the sense that it produces game to perfection in execution even if concept is lacking.

  231. Of course.. by pantycrickets · · Score: 1

    You are always welcome to dump your own hard earned money and also time into a game idea that you personally think is really cool and watch it bomb. Or you can always sit on Slashdot and bitch that someone else isn't willing to do it in your place.

  232. Boxing analogy by dickwolf · · Score: 1

    Right now the heavyweight boxing division is in "crisis"; there are no fighters worthy of the championship belts. Why? The speculation is that, in their formative years, the biggest, stockiest kids who might make great pugilists are being recruited into other sports -- football, hockey, etc. which do not inflict brain damage, scars, dislocated ribs, etc.

    Suppose you are a creative genius, full of great ideas, and looking for a way to earn a living. Which would you rather do -- Work for the games industry (suffer long hours, low pay, create derivative pap aimed at target markets) or work in IT/development (decent hours, high pay, individualized projects) ?

    --
    This signature is being generated randomly.
  233. Procedural Art by ichigo+2.0 · · Score: 1

    I think the problem of huge development budgets will be solved by procedural techniques. Just think about it, did someone draw the textures on your skin or clothes, and preanimated all your different movements? All the textures we see can be calculated by mathematical models, and all our movements can be calculated from our physiology. The first of this new generation of on-the-fly procedurally generating games is Spore; I'm sure EA saved loads of money by not needing any animators and level designers for it.

  234. Bingo by sn0wflake · · Score: 1

    What did I win in bullshit bingo? The gaming industry is bigger than the film industry and now this mediocre journalist is anticipating that it'll all go down the toilet *LOL*.

  235. Quest forever... by Nefarious+Wheel · · Score: 1
    I will give up EverQuest when you pry my epic from my cold, dead hands.

    Oh wait, incoming rez...

    --
    Do not mock my vision of impractical footwear
  236. a classic case of Old Fart's Disease by FruFox · · Score: 1
    AKA the Niven Syndrome. :) Congrats, article writer, you are officially Old. You've begun thinking everything today SUCKS simply because you've been in the video game ouvre for so long that you can see all the paralells. To quote Grandpa Abe Simpson, "Oh, everything is stolen these days. Why the fax machine is nothing but a waffle iron with a phone attached to it!". :)

    I don't know about other people, but I think games today are better than ever. I'm a very happy gamer with my PC and my Xbox, and I've been playing video games since the early days of Space Invaders, when I was barely tall enough to see the screen. Sure, the colors get prettier and the polygon counts higher and all those nice things. And for a while, it all seemed pretty pointless. But now the real artistry is gettingbehind it, and games are becoming not just technically proficient but gorgeous, and more immersive than ever.

    Sure, there's not a lot of genre-busting genius games. Guess what, those are inherently rare by their very definition, in any artistic genre, whether it's fantasy RPGs or historical romance novels.

    You're just another jaded old coot who wants everything to be blowm up and restored to some theoretical level of 'purity' because video games don't make you happy like they used to do. Well, guess what, that means you're a grownup now. As we get further and further into what we love, we trade eagerness for sophistication, and a broad love for the whole genre for a deeper love and appreciation for those parts of it we like.

    So go ahead, Mister Indie Games. Make your own studio and design your own games. Maybe they'll kick ass. Maybe not. Maybe they'll just be half-baked attempts to break ne ground that make no sense to anyone and you'll only be able to sell them to grizzled coots like yourself.

    Me, I'll be playing Fable. A voice in my head just told me I have a very important Quest Card waiting for me at the Guild. Oh, and P.S., if you think GTA San Andreas plays like Pole Position, I have a waffle iron with a phone attached that I'd like to sell you.

    --
    Michael J. Bertrand, AKA Fruvous or FruFox My
  237. Ayn Rand Lives! by MSTCrow5429 · · Score: 1
    Or you can defy the machine.

    You can choose to riot in the streets of Redwood City, to down your tools and demand an honest wage for an honest eight-hour day.

    You can choose to find an alternate distribution channel, a different business model, a path out of the trap the game industry has set itself.

    You can choose to remember WHY we love games--and to ensure that, a generation from now, there are still games worthy of our love.

    You can start today.

    Atlas Shrugged, baby!

    --
    Slashdot: Playing Favorites Since 1997
  238. Re:Hot air (corrections) by MBraynard · · Score: 1
    I am correct in the first point and stand corrected in the second.

    I know Spector didn't write the article, but the premise of the piece is a statement by Spector.

    Second, you are correct. I should have double checked that. Thanks.

  239. Hmm, what is the games industry sounding like... by asckar · · Score: 1

    Now, what other two huge money-making entertainment industries have had this problem for a little while as well? Music & movies. Now, since I'm not in the movie industry, I can't speak for that, but I am a working musician, so I can speak for what I see in that, both in general & personally. But, unlike the games industry, music is often the result of a single, creative mind, or a close-knit group of like minds. The artist, as it were. The game industry appears to be pushing entirely too hard towards ridiculous commercialism, employing vast corporate groups of developers, designers & artists to create these games, somewhat like the movie industry works, and in some cases this is necessary, but in others, a smaller team would work better.

    Unlike the movie industry, which, if something tanks at the box office but IS a genuinely excellent film, will pick up in DVD sales, or the music industry where an artist can either purely play live & record/release albums independently or go for the mainstream appeal & sell out a bit, the games industry has only a single avenue of revenue, and that is the (relatively) small gamer audience. Keep in mind, unlike movies or music, the vast majority of video games audience grew up in the mid to late 70's-80's (I'm a child of the 80's & 90's, myself), so a VAST chunk of the world's population is missing from this equation. When the audience for games becomes more universal, I expect we can see a surge in appeal for a wider palette of games.

    Anyway, just my 2 cents

  240. no creativity? are you kidding by Anonymous Coward · · Score: 0

    "all we will be doing for the rest of eternity is making nicer road textures and better-lit car models for games with the same basic gameplay as Pole Position"

    I guess you haven't heard:

    EA NASCAR '06 is gonna let you RACE THE TRUCK (this is actually funny for the 3 other /.-ers that get it)!!! :)

  241. You have this backwards by mgscheue · · Score: 1

    The person who pays for the work deserves to own the work. This is the same idiotic logic where we have photographers owning the rights to YOUR wedding pics, even though you paid for them. If the creator wants to own the rights, then the creator should PAY for them.

    You have this completely backwards. Photographers own the copyright to your wedding pictures because you paid for prints, not the rights to the pictures. Offer to pay the photographer more and you may be able to negotiate a copyright transfer. It's ridiculous to suggest that the creator has to pay for the rights he already has.

    This got modded to a 5? Sheesh...

  242. DOSBox, UAE & MAME are your friends. by pandrijeczko · · Score: 1
    Aside from the advances in graphics capabilities, the only *real* innovation in gaming in the past few years has been MMORPGs & whilst I accept the appeal of these types of games, in reality these games are just "ports" of traditional pen-and-paper RPGs to computers.

    The fact is that there has never been a better time for PC gaming than there is today purely because of the vast back catalogue of older games that can still be played natively on a PC or by using an emulator program.

    Yes, realistic 3D graphics can help to sell a game but of more importance are the design of the game itself and, quite frankly, there is simply no more innovation coming out of the games companies because now it's *all* been done - there are simply only *so many* weapons that can be thought up for an FPS or only *so many* different types of cars that can be raced around a track.

    I'm not a parent so I'm not overly experienced with kids but I've had my share of babysitting for nephews, nieces and friends' children and I've found that whilst they do have favourite modern games they like to play, they've found games like "Superfrog" and "Speedball 2" on my Amiga CD32, "Atic Atac" or "Manic Miner" on a ZX Spectrum emulator, etc, equally entertaining and engaging - hell, I even have a teenage niece who's now dropped "The Sims" completely since I installed "The Incredible Machine" (a very addictive puzzle game from the early 90s) via DOSBox on her PC.

    Sure, the legalities of "abandonware" and emulation have yet to be fully decided but it's not difficult to find these old games on the Internet and it's a facet of gaming all too frequently ignored by avid gamers.

    Only the other week, my buddies and I abandoned an Unreal Tournament LAN session in favour of an Amiga-emulated "Speedball 2" league evening and we had as much fun playing that as we do with UT normally.

    --
    Gentoo Linux - another day, another USE flag.
  243. When you think about it by ScrewMaster · · Score: 1

    He could just as well have been talking about Hollywood, with his comments about "creatively dead franchises" and so forth, and the parallels are very real. I was fortunate enough to work as a game developer back in the mid-eighties ... it was a way-cool time to be in that industry. Probably a lot like it was to be in the movie business early on, when you didn't have some corporate suit peering over your shoulder all the time, squashing any hint of novelty or creativity. My brother still works as a senior developer for a major game house, but it's very different nowadays. Big business is running the show, and if time has shown us one thing, it is that big business is neurotically risk-averse.

    Really, all of the major entertainment vectors (movies, music, games, popular books, and yes, television) are in the same boat. People want something new and different, and they don't dare give it to us because it might not be sufficiently popular. As a consequence of that, we get the same old recycled crap which is starting to become unpopular anyways. Time to get the committees out of the creative process and let our best-and-brightest get back to work.

    I used to know a guy who designed pinball games for a living (this was back in 1979-1980 or thereabouts.) Sold his designs to Stern, Gottlieb, all the rest (ever play one called Nine Ball?) He also ran a video game / pinball arcade called Silver Sue's on Chicago's North Side. He told me something once that I think some of our media moguls should understand. We were talking about what makes an arcade successful. His comment was along the lines that, when it came to new games, "It doesn't all that much matter what it is, so long as it's something the kids haven't seen before." That was somewhat tongue-in-cheek, of course, but the point was that you have to keep trying new things, implement fresh ideas, or your customers will get bored.

    --
    The higher the technology, the sharper that two-edged sword.
  244. You want Real Life Game Play by Anonymous Coward · · Score: 0

    Grand Theft City -- New Orleans.

    The city is flooded after a storm. There is no law enforcement, the waters are rising and drowning the city . You and/or a bunch of guys must do everything to survive and at the same time fight off other gangsters, FEMA, police, National guard and at the top level US military to get loot and get out of the city

  245. Look to the Movies. Sorry. by triso · · Score: 1

    I thought I could apply some lessons learned from the movie industry but then I realized that the movie biz. is just as fucked-up as the games industry. Shitty stories, knackered acting and big-budget FX are dooming the movie biz.

    Since the movie studios are in the process of taking over the games industry I see no light at the end of the tunnel.

  246. Ever recall the GP32? by RealTobriand · · Score: 1

    Aside from Linux gaming (which I suspect comprises quite a whack of the conversation - I'm afraid I haven't bothered to read it, it's just too late :P ), and after we got over the whole psychological need for emulators and ports, it seems to have worked on almost precisely that suggested model.

    There is very little very glitzy on the machine, but there's some stunning native and original puzzle games that haven't been done before, as well as not-quite-commercial-quality games like Nazcadreams, Nazcarunners (both using Fenix, so you'll be able to play them on a PC unless I'm much mistaken with no trouble) or even GPSpout. Once upon a time the games for it were limited seriously to what you could emulate, but these days, there really is quite a lot. The guys who make it generally get a decent ammount of respect for their work and (albeit not so often) from time to time donations from people in the community. And of course, they absolutely control their own code; they wrote it in all likelyhood from a bedroom for fun, notably without needing a license from somewhere to do so, so there's absolutely no reason why their IP ends up in the hands of a corporate giant, although conceivably it might at some stage end up in the public domain. If they say so.

    True, such a machine doesn't leave a great deal of space left for commercial development simply because there's so much available for free (whether legally or less so in the form of emulable roms) that is of commercial quality (in the case of emulated stuff because it once was, of course). But considering the hardware itself was profitable it didn't have to be.

    Ok this is a handheld, not a PC, and the situation is entirely different on the two, principally because of the lack of the culture of hardware being subsidized and homebrew being made as hard as possible in desktop computing which exists in the gaming handheld industry, alongside a great deal of other factors that for some reason aren't springing to mind. But that said, its still worth pointing out as an instance where the idea was at least partially successful.

  247. Innovation dead? ha! by gh0st16 · · Score: 1

    Developers are always looking for the next big thing, the next great new idea that can sell them millions, I mean the sims was an inovative idea, wasnt it? It is now the #1 selling game of all time. B&W was creative, lumines was new and different, nintendogs is a fairly new idea, I mean actually having puppies that act like real puppies in a game? I thought it was a stupid idea when I heard it, but people seem to love it. WHat about pokemon, catching stupid monsters, wtf? but yet again, it sells millions. We are seeing new games and new innovations, I dont understand why people dont see this, every week it seems like I hear about some new and interesting game that isnt like other game out there. I mean sure, there are doom and hl clones, but its not like theres all there is, and they dont sell that well at all.

    1. Re:Innovation dead? ha! by Jackie_Chan_Fan · · Score: 1

      The sims was created by an already established successful game director. Those people still have power in the game industry, however they are very few in numbers. We're talking less than 6 of them.

      ID, Valve, Unreal, Simcity/Sims guys, Peter Molymuex, blizzard guys (although the originalblizzard guys all left blizzard if i recall)

  248. Why ? by sammyo · · Score: 1

    Yes, why do we need or should desire fancy new games? Chess or poker have not dropped in popularity. Why can't a video game be played for a couple decades, that like 0.001% of the lifetime of chess.

    What the movie industry does NOT do for each film is totally change the core infrastructure. Even Pixar or ILM makes small incremental improvements to it's production pipeline. Yet the game developers seem to need to create a new engine and rendering tools for any significant new FPS. Something in that industry needs to stabilize or the unfeeling laws of economics will stabilize it for them.I am sure there is some reuse of core technologies but if it's the look that is what counts, then they need to find some core tech that lets artists rather than programmers have control of the production. The next wildly successful game company will probably not have many if any 'engine' programmers, but rather a system that lets the writers, game designers and artists build a game without massive software efforts.

    In any case, there a lots of great small online flash games that are quite clever and seem to be built by one or a few developers.

  249. What I want to see by mig0 · · Score: 1

    What do I want to see?

    KOTOR 3.

    Star Wars Galaxies set in the Old Republic or Post Endor era.

    Variations of the "Elite" type of game, set in whatever universe (Trek, Star Wars, etc.) which is why I enjoyed Freelancer.

  250. you made this bed by Anonymous Coward · · Score: 0
    i love this, i really do.. oh no, the video game industry is just pumping out crap sequels, no one is pushing creative ideas im amazed at how many people hold that notion, and yet, when you check out their videogame collection do you find ico? or rez? or katima damacy? or amplitude?

    no, no you find the last 4 madden games, at least one big name heavily hyped alternative sports title, a couple of completly vapid shooters (killzone im looking at you), at least one of the need for speed underground games and probrably a smattering of pc titles that they bought simply because they had hot chics on the box art.

    if you want inovation in games, buy inovative games. its that simple. stop f**king whining, and buy shadow of the collosus, everybody loves katimai, go and get rez, get a dreamcast and ikaruga, download takumi fighters.

    its really simple you, the consumer have the power just like the movie industry is now very very scared at the fact that no one can be arsed to spend 20+$ per person to go and see the latest big budget low plot blockbuster (ie: stealth) when they can spend 5 bucks and rent it a few months later you too can make a difference to the game industry just buy refusing to buy the latest update to the same old sequels.

    but they wont. they never do. they do as we tell them, you will buy *insert title here* 2006.... wont you

  251. Will never happen by NXprime · · Score: 1

    "We must blow up this business model, or we are all doomed. What do we want? What would be ideal?"

    Shut up. Creativity brought down too many game companies before. Been there, done that, and having the ENTIRE game developer community do that will disinterest gamers more (i.e. wtf is THIS game about?). We don't need wierd new funky gameplay, we just need well excuted gameplay with, if I may dare say, A REAL FREAKIN STORY/PLOT! This is the reason for sequels because new franchises are harded to sell at all than if it was Bang-Bang-Boom 3: Your DEAD!

    I was hoping Digital Extremes Pariah game would kick major ass but it didn't which disapointed me greatly since it wasn't a sequel unlike many others.

    I sometimes think that gamers who play games all the time need to realise something. With reading many books, plots will become repetative and boring. With watching too much TV, every story seems to play out the same old cliche (OMG! It wasn't real! It was just a dream!!). With games it's the same old shit but due to cost factors, it sticks out more of a sore thumb.

    Been there done that affects every industry. People just waking up to that fact or something?

    As for new gameplay ideas, THEY ARE OUT THERE AND COMMING SOON FOLKS!! Spore, DNF, Prey, Gears of War.. ect. New game ideas take longer to execute properly so that's why you'll see less of them.

    I can't believe people complain about stupid things like this. Oh wait, they're hardcore gamers/game reviewers so they HAVE to play everything. So how about this as a solution. You play too many games so admit that and shut up.

  252. Amen Brother! by Anonymous Coward · · Score: 0

    When Lucasarts cancelled Sam and Max 2, I almost cried :(

    Noooo... can't risk bringing back a *classic* game. Instead, we'll pump out more star wars generic crapola. bah.

    The Nintendo DS is perfectly suited to adventure games because of the stylus. We already have one (Another Code). It would be nice to see some more of a similar comical style to the old Lucasarts adventures.

    1. Re:Amen Brother! by Nivoset · · Score: 1

      port police/space/kings quest to DS! i really would like more of those types. less text driven though. more click and still have option to type in things

      --
      Movies made by a crazy person

      http://www.youtube.com/marginalpro
  253. Lets see if I've got this right.. by Anonymous Coward · · Score: 0

    ..."And, of course - creator control of intellectual property, because creators deserve to own their own work."

    IP, as it applies to the music industry is bad, and people should be allowed to 'share' to their hearts content, but when it comes to game design, should be rigorously protected.

  254. M1, M2 or M3? by Baldrson · · Score: 1

    Are you talking about M1, M2 or M3? Or don't you know what you're talking about at all?

    1. Re:M1, M2 or M3? by randyest · · Score: 1

      You never really got over her leaving you, eh? Too bad. She's really happy now (with me) -- I hope eventually you can move on as well. It's been far more than long enough.

      No offense man, and I'm sure you've no idea who I am, but I assure you that I've treated her right and given her everything you never could. If she knew I posted this she'd be pissed, for sure, but please believe me when I say she'd want you to move on and do something else.

      Those sparse laurels you've been sitting on all these years have long gone flat.

      Good luck man.

      --
      everything in moderation
  255. As a game developer, by Aggrav8d · · Score: 1

    I understand and yearn for the same thing - the chance to create really innovative and inspiring stuff. However, a part of me also realizes that this business is, what, 30 years old (at best)? I imagine in the early years of cinema Charlie chaplain would grumble that he had to make the same damn thing over and over to please his audiences, too. These days anyone can afford a camera and we're seeing an explosion of smaller, independent works that are really creative while at the same time the mammoth studios are still in existence.

    My point is this: the big studios and the business model are not the problem and never will be. The problem is the expense of producing and (more importantly) marketing a game. I believe if costs were lower there would be more independent studios doing things. I believe If console manufacturers allowed indie games on their systems then there would be a lot more exposure to those games. There are a lot of fabulous indie games out there but they don't get the front page of PC Gamer.

    Maybe what we need is... I'll call it X for now. The Oscars are to E3 what Sundance should be to X. A well publicized showcase of *only* indie games, not the deameaning pat on the head (I am led to believe) they are given at E3. There needs to be a grassroots movement, starting with developers, that whispers "indie games are more cool".

    In summation, creating unique and innovative games is not the greatest hurdle. The greatest hurdle is in getting the world to know you made it.

  256. yes, absolutely! by namekuseijin · · Score: 1

    couldn't agree more! i don't want multiplayer Metroid Prime or multiplayer Metal Gear tag team madness or something.

    i want to feel like a lone hero in my quest to save the world.

    MMORPGs completely break any adventurous mood. they just feel like a graphical irc with the same morons acting as ( stupid ) NPCs and talking about their everyday useless lifes.

    --
    I don't feel like it...
  257. cutscenes by pan_sapiens · · Score: 1

    But without cinematic cutscences, what would publishers use for screenshots on the back of the box ?!?

  258. The holodeck? boring. by zippthorne · · Score: 1

    Every single "game" on the holodeck was the same thing, only with a different historical setting.

    But that's the point isn't it? Let's have less holodecky games. I'd personally like to see a continuation of the space quest series. Or some other 2-d kings quest ripoff. Just because every game *can* be 3d doesn't mean every game *must* be 3d.

    Oh and katamari damacy? isn't that the game where you roll a ball around that picks up stuff? I think that games should be more than just original. They should be good. There are far too few of those.

    --
    Can you be Even More Awesome?!
  259. Doom was somewhat original by Anonymous Coward · · Score: 0

    "A game like Doom wasn't really very original."

    It introduced multiplayer deathmatch and FPS co-op to a lot of people. I know that deathmatch at least had been around before, but Doom's was probably the first good implementation. FPS co-op might even have been a first, albeit a logical extension to other games with the capacity for co-op play.

  260. Re:The holodeck? boring. by cbreaker · · Score: 1

    I agree that not all new games must be 3d, must require the latest hardware, and must be online.

    But those are the games that have the most replay value. While I love playing all the MAME games and pogo games as much as the next guy, I get bored with them. On the other hand, I can play CS for hours and hours every weekend and get a lot more play for my money.

    The little games they make for Assembly (two of them were really cool this year) show that there's a lot of different directions that publishers could take with games. I agree that more could be done to make quality releases instead of just releases. But I don't think the state of gaming is poor.

    --
    - It's not the Macs I hate. It's Digg users. -
  261. Highoctain. by saur2004 · · Score: 1
    In responce to this articles whine...........

    HighOctane

  262. OT-ish. by David+Rolfe · · Score: 1

    You forgot

    Hunt the Wumpus for the TI-99/4A


    That is totally one of the "best EVAR" implentations. Boy, I hate to post 'me too', but what the hell. I was just explaining Hunt the Wumpus to my wife the other night. :-D

    --
    Read Heinlein's 1953 Revolt in 2100, now more than ever.
  263. WTF?! by NetRAVEN5000 · · Score: 1
    No more creative games today? I don't think so.

    Look, the truth is that the reason game publishers are sticking to the "tried and true" methods and genres is that that's what most people will buy. Also, personally, I like the sweet graphics of today's games (I think that how fun the game is is more important, but still. . .) Plus, the programmers don't really have anything to do with the game's textures - the artists do all that - and the modeling. And there are still games that don't follow this "tried and true" method - for example, Darwinia. Problem is, not enough people like these sorts of games - from what I hear, the game's maker, Introversion Software, is pretty broke and considering filing for bankruptcy.

    If you wanna see some more creative games, check out open-source games. Although I think you'll find that a lot of the most popular ones are a lot like today's proprietary games (or at least proprietary games from a few years ago).

  264. URL by David+Rolfe · · Score: 1

    And here's an url, for the kids.

    http://www.videogamehouse.net/huntwumpus.html

    --
    Read Heinlein's 1953 Revolt in 2100, now more than ever.
  265. Support Indie Developers by brit74 · · Score: 1


    Well, clearly what we need to do is support indie developers rather than buying a copy of the latest big game company offering!

    Um, on a completely different note, did I mention that I'm in indie game developer? http://www.empiresofsteel.com/

  266. Re:Wow, it's like every other creative feild. by ElleyKitten · · Score: 1

    >> Midway's "Blitz: the League" is coming out this fall and it has a lot of stuff that's never been seen in a football game like a storyline. Also hookers.

    Yes, because that's what games need, more hookers!

    *sigh*

    --
    "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
  267. But what are they wanting?-Safe Rewards. by Anonymous Coward · · Score: 0

    "Nowadays people are only willing to make safe bets on the games they're willing to put out. It's time the industry grew a pair of balls and were willing to create something for the sake of doing something damn cool and just hoping that potential buyers feel the same way."

    Yeah! Then we can Bit-Torrent it.

  268. Tribes by Anonymous Coward · · Score: 0

    You want an example of a great franchise destroyed by its publisher?

    Starsiege Tribes.

  269. Kings Quest! by Saint+Stephen · · Score: 1

    I would like something that plays like the Old School Kings Quest / Space Quest / LSL series, with the old school typing of the commands, with the old school simple dialect. They were fun!

    Nowadays they keep trying to "improve" on that but it's missing something. The gameplay was fun!

    1. Re:Kings Quest! by Sylven_1969 · · Score: 1

      Amen... Point and Click and even text adventures are such a step above the mind numbing experience of "most" of todays games. I don't care about the graphics I want to truly get "immersed" in the storyline! Storyline? is what some of you are probably thinking right now. Yeah back in the dark ages games actually had Plots and purposes other than slicing, dicing and mowing bloody swathes through hordes of undead hookers! Not that I'm knocking that.. killing a few undead hookers in disgustingly perverse ways is fun for up to an hour but after that I simply lose interest for some odd reason. I said it when the game came out and by my comment here it will be easy for most of you to age date me but "Doom spelled Doom for the computer game industry" long ago! Look at the games up to the point that Doom came out and look at what's came out since and you'll see a steady decline in quality right through to today. Till something gives as far as more Indi development houses getting published and/or self publishing/distribution of their games I don't see the situation getting any better. The same can be said for the movie/music industries as well. I mean has there been a good band come out since "Zodiac Mindwarp and the Love Reaction"? *snickers* Just an old hoosierbillies opinion as usual. http://www.hoosierbilly.blogspot.com/

      --
      Jay Dale "If you're not living on the edge then you're taking up too much space!"
    2. Re:Kings Quest! by cr0sh · · Score: 1
      I think part of the problem with storylines has something to do with multiplayer gaming. Back in the day, as you know, before such gaming was big (outside of MUDs, of course), you played a game pretty much alone. The computer acted as the whole world, supporting that world, and you could have a storyline with a decent plot and a reason for being in that world.

      Don't get me wrong, I know that multiplayer games can do this as well - but it takes a ton of more effort on the part of the participants in the game - it requires more imagination and such, to keep the game moving toward the ultimate goal. Unfortunately, a lot of people don't have this imagination or even need to follow a storyline. Some of today's MMORPG games have fantastic imagery and storylines, but when you watch someone who is playing them (I don't personally play any), it all seems like a "free-for-all" with no real cooperation. What little cooperation there is, seems to be amongst members within a gaming "guild" (set up by friends - whether geographically dispersed or not) - but these groups don't seem to cooperate together (I am certain they do, but not to the extent that you see in a real community). This lack of cohesion seems to make the storyline seem secondary.

      I suppose this could just be my viewpoint because I am an outsider who doesn't play these type games. Maybe these games are seeming "boring" to a lot of players because they are so "free-for-all" - systems which give a world and objects to manipulate, but it is up to others to decide what the objects of quests (ie, storylines and plots) will be - and most of the time these storylines are so simplistic that they don't draw anyone into the world?

      How easy is it for players of a small group to set up a server for the other players to play in that is distinct and separate from the larger world of the MMORPG being played? In other words, can something like a small number of players participate in a small game that is local to them - or must they only participate in the larger RPG?

      --
      Reason is the Path to God - Anon
  270. Thanks by Anonymous Coward · · Score: 0

    (I'm the GGP poster)

    That's more of the point I was getting at. Traditional game distribution is being driven by the publishers, who are risk-averse because of their size and the scope of the games they bankroll.

    Digital distribution does create the possibility for more developer-driven work. There's tons of indie games out there already, but the more marketability they have, the more complex the games can become. The problem so far is that centralized channels like Steam have been extremely slow to grow and gain mindshare, and Steam itself is highly averse (and laggard) so far to accept third-party content.

  271. While you're being smug by David+Rolfe · · Score: 1

    Heh. While you're being smug, just know that the adults all take you for an imbecile because of your careless spelling and grammar.

    Don't worry, you'll grow out of it!

    --
    Read Heinlein's 1953 Revolt in 2100, now more than ever.
  272. Spore by Maian · · Score: 0
    I'm definitely looking forward to Spore. It's one of the most, if not THE most, innovative upcoming games. Plus, it's apparently got the budget and marketting power to pull it off.

    previous /. stories on spore

  273. You can't break up EA by TiggertheMad · · Score: 1

    First step is to declare EA a monopoly. There is yet a standard Anti-Monopoly trust in the video game industry. Sure there is the Sherman Anti-trust act, but some politican needs to bend the same rules to apply it to EA.

    I don't believe that you can use the sherman anti trust act to break up non-essential industrys. Monopolys only count when they control an essential resource such as food or oil. Although, IANAL.

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
  274. Nevertheless, he DOES have a point by Moraelin · · Score: 1

    " Except that Diablo is nothing more than a pretty roguelike. Gameplay from 10-15 years earlier!"

    Yes, Blizzard rarely comes with _new_ gameplay, but when they make a clone it's high quality. Diablo and Diablo 2 had a:

    - very good interface (it may seem like "bah, it's easy, you just click-click-click", but having played two dozen clones, it seems to be anything BUT easy. E.g., fuckups that required clicking _exactly_ at the feet of a quickly moving enemy, and ended up running around the enemy instead of attacking him, were the norm, not the exception.)

    - very easy learning curve

    - casual-gamer-friendly difficulty curve (half the games released are _still_ a nightmare for the non-l33t of us who just want a relaxing game in the evening, not an exercise in "bang! you're dead!" at every turn. Most importantly, it did _not_ assume that I'd spend hours running in circles for xp and loot to be able to survive the next level. By the time you finished one level, you'd actually be ready for the next one.)

    - good balance (having played each of the 3 classes in Diablo, I can honestly say that neither of them had a substantially harder time than the others)

    - very few pointless wastes of time (most of the time I was doing something, not running like an idiot between two cities to do some postal quest, nor combing every inch of a mountain to find some door, like in Morrowind.)

    Etc. So while it might not have been _new_ gameplay, it nevertheless was _good_ gameplay.

    Add to that the fact that, like all Blizzard releases, it had extremely few bugs. Blizzard did release some patches for minor issues, but mostly to fine-tune the balance in multiplayer. But I don't remember Diablo or Diablo 2 ever crashing to desktop, having my character fall into the void, or any of the other crap that was the norm in PC games.

    So basically, yes, I think he does have a point: quality sells. It might be every publisher's wet dream that only marketting matters, and any crap shoved out the door sells just the same, but it's a pipe-dream. Quality always outsold crap, and Blizzard's games are among the prime examples of that.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Nevertheless, he DOES have a point by Anonymous Coward · · Score: 0

      Oh, I don't disagree. But the article was discussing new/innovative, not 'good'.

  275. Re:Wow, it's like every other creative feild. by hairyfeet · · Score: 1
    I hope your sig is right about there being no stupid questions,Because my question may be,Apology if so

    For all you game developers-Where the hell is my Mechwarrior 5? Don't tell me X-box,Cause i tried it and that ain't Mech5.

    The Mechwarrior series sold a LOT of copies and the Mech 4 set keeps getting sold out here,So why no Mechwarrior 5?

    Mercs will be on my Harddrive forever,But it would be really nice to have some new places to drive my Double AC20 packing Fafnir. :-)

    Way off topic,But wouldn't it be fun to hack something like Everquest just once and show those little elves and wizards what 100 tons of Fafnir would do--"I will stop you with my spell of"-STOMP! Tee,Hee,Hee! No offense to Everquest fans,It is just an extension of astronauts vs cavemen,Who would win to me.I'd vote Fafnir,Yeah,BABY! :-)

    --
    ACs don't waste your time replying, your posts are never seen by me.
  276. Introversion Software by Mattz.Mcpherson · · Score: 1

    Does anyone here know of them? Unlikely. They are a small UK based dev who have provided us with two absolute gems of gaming fun. The first, Uplink, a fairly basic but tense hacking game. Yeah yeah it's not like hacking blah blah blah. It's graphics are little more than a few menus and a simulated OS. But the fun is there. The music builds as your TracerTracker (V3.0) alerts you that the corporation whose research you are stealing are getting close to tracking you. Feeling deliciously evil as you type the commands into the console to erase their fileserver and set it crashing. Building yourself a remote machine with 8 parallel processors and a self destruct in case you get caught. Their other offering, Darwinia, is a simplistic looking RTS, released sometime in the aftermath of HL2 and Doom 3 engine games which is probably the source of it's poor sales. People fail to realise it is MEANT to look that way. Look up the picture poster "Digital Dreamscape" and tell me that you would imagine the inside of your computer in another way afterwards? Combat is not a matter of point and click the units go. You are firing the weapons, leading the tiny green stickmen Darwinians into battles against massive red viruses (virii?). Above are two examples of innovative and damn fun games. Where are Introversion as a result of doing this? Currently beginning to get into finicial difficulty. Their crime: Having some fun. Meanwhile I'm sure the "EA Sport Some Celebrity Football September Edition" game is about to make EA another mint. Fun fun times.

  277. The story was the same five years ago.... by Sylven_1969 · · Score: 1

    I wrote the following five years ago trying to put my frustration with the quickly dying genre of "Adventure Games". What I had to say here still holds true and the last truly great game I played is still the same one this article ends with. Once again (I've said this several times in the past) the one and only true hope for gaming is the Indie developers, support them, praise them and pray for them, they might be our last chance.

    A skinny little blonde haired, blue eyed boy named Jason sits down in front of the TV and fires it up He then proceeds to open the package his eyes shine brightly as he gazes upon his brand new copy of Scott Adams adventure game "The Count". He gently loads the cassette into his Commodore Vic-20's new Cassette Drive and waits ..... thirty minutes later he's plunged into a medieval castle with Count Dracula stalking him..... watching his every move.

    23 years later .......

    Jason sits in front of his newly built PC and loads up his brand new copy of Funcoms The Longest Journey and as he waits for it to load he thinks back on all his grand adventures. From the depths of the seas to the outer reaches of the universe he's traveled.

    Just like books, adventure games open up your wildest imagination, from sailing the seas as a pirate, exploring the deepest darkest dungeons to discovering the wonders of Egypt and much, much more. In an age where books have been replaced by violent movies and action games the wonders of these adventures is dwindling. Seems like the youth of today would rather remove the limbs of their enemies than use their minds to outwit them.

    Adventure games began to decline with the creation of a game called "Doom" I played this game and found it a fun little distraction but my mind couldn't comprehend such a shallow game as changing the gaming genre to such extremes.

    3D..... First Person.... Hmm.... I thought with this technology they'll make some truly grand adventures games so I waited and watched........... Ackkk... another Doom clone L .

    Hmm.... What's this , Gabriel Knight 2 The beast within all full motion video J , now we're talking! Great game I thought as I finished it up. So this is going to be the future of gaming. Hmm... Under a Killing Moon, yup this is the future what an incredible game!

    So I waited ...... New Sierra game, ugh... more technical problems, shallow plot and mediocre graphics.

    I waited..... Broken Sword, Circle of Blood Demo.... WOW! Have to have this game... finish it .. wonderful game again adventures are saved!

    I waited..... Broken sword The Smoking Mirror... hmmm... ok but not near as good as the first one L .

    So I continued to wait..... I watched game after game hit the shelves most of them too terrible too bother finishing with a few nice exceptions such as The Pandora Directive and Overseer. Time after time I searched the shelves finding more and more Doom clones in pretty disguises with new engines and better graphics....

    I waited... hmm... Gabriel Knight 3, hmm... 3D L , oh well I'll try it, great plot, ugh ... sneaking? What is this Thief the Dark Project or an adventure game? *Sighs Deeply*

    Jason snaps out of his trance as The Longest Journey finishes loading and he fires it up ... hoping... praying... this is the one.

    8 hours later... I got to get some sleep!

    And so it went... The game was the best of the best even including the great adventure games of old! Adventures were granted at least a reprieve.

    Sits and waits for Mystery of the Druids and hopes other companies will pick up the trend that Funcom has followed from the days of old creating truly incredible "adventures" for us to partake in.

    Jason D. Blevins

    The Adventurer ;)

    --
    Jay Dale "If you're not living on the edge then you're taking up too much space!"
  278. No, they haven't. by KitesWorld · · Score: 1

    That's a fan-made project, and one of many. It's not bieng made by EA, and it's unlikely that any fan-made projects will ever hit the spot the way Wc3 or Strike Commander did. Hell, a full on Wing commander/Strike commander game or a new System Shock would kick ass, but it's not going to happen. EA's only interested in direct-to-console games and the odd franchise like BF - and even that was rushed and released with bugs that should NEVER have got through QA.

  279. Thing is, there IS a parallel distribution system! by hyphz · · Score: 1

    .. but it's at present only active in Japan: "doujin gaming".

    Doujin games are independantly produced, and usually done on relatively low budgets, but they are [i]sold at retail[/i] - albeit in "doujin stores" which specialise in selling independant works. (Actually, they are usually launched at anime conventions.)

    There's some fantastic games out there in this category (and a fair number of crap ones as well, of course). See:

    http://www.indiegameworld.com/Category:Revenue_Mod el:Doujin

    - and that's just a few.

    So why don't we get any similar distribution mechanism outside Japan? I couldn't tell you.

  280. big money by captainwasabi · · Score: 1

    Get over it. There is gold in them there hills. The game biz is going the same direction as all other creative entertainment. Formulaic crap to make money. Nothing innovative that introduces risk. These companies are required BY LAW to do this since they are publicly traded. Anyway, just like there are garage bands and independent films there will be independent game developers that DONT fit the mold but go on and create anyway. Not for money, but because they are driven to. All you have to do is support them with your money. Seek them out, buy their stuff. (

  281. It's the Global Market problem by Jodiamonds · · Score: 1

    As noted in the article, however, it's actually hard to compete on a middle ground. It's possible to be the flashiest with the largest marketing budget (see: EA), or to be a cheapo tiny studio that produces things with fairly poor graphics, audio, or just less content. It's tough to be in-between, though.

    The small guys survive by being small. Double the size of that team (to up to ten people, say), and suddenly they need to sell twice as many copies or finish games in half as much time (which isn't realistic). They don't have the advertising dollars to necessarily sell twice as many copies (they have more employees, and therefore less money for advertising), but they do have a high burn rate.

    Only publishers can decide to try smaller budget games like this, and some do, but the market doesn't bear this out as being worth it. It's all part of the modern day problems of internet speed communications and a global market: You have to be the best, or people just choose the best over you. It's the reason why quite talented musicians struggle; they aren't the very best musicians, so most people don't listen to them.

    It's actually a very tough problem, and making something analogous to Sundance is required: something where the innovative are supported merely for being innovative, not for money making opportunities. Many such projects are the result of almost angel investing by big names that have already made it, because they have faith. Big corporate publishers aren't likely to be sympathetic to this idea, but maybe Sid Meier or Will Wright will be.

    --
    - Jodiamonds
  282. Will the insanity never stop? by Chelloveck · · Score: 1

    It's all been downhill ever since Galaxian, which was just a clone of Space Invaders with glitzier graphics.

    --
    Chelloveck
    I give up on debugging. From now on, SIGSEGV is a feature.
  283. Hollywood is to blame by Zyron · · Score: 1

    In the good old days when computer games was something new and special, I didn't have to compete against the movie industry. Since then they have been blending more and more.

    A result of that has been that game developers strive to become more like movies. And sadly enough, the players in demand realistic graphics that is at the same level or better than the rest of the market. Acceptance will not be granted without.

    But I believe that focus will again resolve around gameplay was the graphics reach a more stable level.