Not Every Game is a Sequel
Earth Wind and Metal writes "In response to a recent article from the Guardian about the lack of original games, Siliconera selected ten brand new titles set for release in 2006 to keep your eyes on. Five of the games are new to the USA and the other five are making their world debut. The list includes the robot house sim Chibi Robo, sandbox mecha RPG Steambot Chronicles, Taito's DS cooking game Cooking Mama and of course Okami." I am *really* looking forward to Okami.
There are also spinoffs and prequels.
Seriously, what about Spore? Ok, maybe there's a tenuous connection to Sim Life, but seriously, Spore is gonna be a whole new thing.
The article doesn't mention a single PC game. Why talk about sequels vs original games without at least mentioning computer games?
People love to talk about how so many new games coming out are sequels, and they are - But so what? If the games are high quality and you have fun playing them, then just enjoy! I could understand this a bit more if people were saying "this game sucks", but all they seem to be saying is "this game is a sequel".
I'm not saying that some more original IP wouldn't be nice, but it gets tiring seeing all these blogs/comments/websites/etc stating the obvious.
The FF series, ok, it does manage to have different stories, swing between medieval and SF, and even change the game mechanics (whether it's needed or not). Duly noted, and true.
But how many others do that?
E.g., to pick on another long series of games, take Sierra's empire building games. Exactly what was the fundamental change between Caesar and Emperor: Rise Of The Middle Kingdom? I've actually had Caesar III, Pharaoh, Zeus and Emperor installed at the same time at one point to make a comparison, and make no mistake, they were the same game with different sprites.
The only noteworthy tweak I can remember was that after Pharaoh they finally introduced road-blocks, so you can make essential NPCs (e.g., those supplying a city section with food and water) move in a loop instead of wandering stupidly into the desert while everyone in town leaves in droves. Otherwise, other than changing the sprites to fit a different civilization, they just largely kept releasing the same game over and over again.
It took PopTop's Tropico to shake the status quo, and give that team the idea to finally give NPCs a brain. E.g., to have each person on the map go to the market when they're hungry, instead of having pinball supplier NPCs walking in a loop. So they dutifully produced another mindless clone, I'm talking about Immortal Cities: Children Of The Nile, except this time they cloned Tropico instead of their earlier games. (And to add insult to injury, accompanied by a mess of interviews and trailers in which they act as if they're the ones who invented that, and noone before COTN ever thought of that.)
Which brings us to another phenomenon: mindless clones of whatever sold well last year.
Worse yet: often _clueless_ clones, by people who don't even like or understand the genre, but just have to make a RPG or The Sims clone or whatever, without even understanding what people liked about those games.
And city building is used above just as an example. It's not even the worst offender. Other genres are worse offenders.
E.g., take EA's neverending series of "Some Sport 2006", where the only major difference from last year's installment are the player names. 'Nuff said.
E.g., take economic games. For every occasional gem like "Die Gilde" ("Europa 1400: The Guild"), you have about a hundred clueless "me too" exercises, often missing the whole point. Everyone and their grandma just has to imagine that giving people a rectangular area to place shops on, and slapping on a title ending in "Tycoon", is all there is to it. Actually worrying about gameplay, balance or diversity is obviously not needed.
E.g., heck, take FPS, the genre which pretty much made mainstream the practice of releasing two dozen identical games per year. Get a graphics engine, bolt on two dozen unrelated maps, and the bog-standard assortment of guns (knife, pistol, SMG, sniper rifle, shotgun, flamethrower) and call it a new game. Oh yeah, and bolt on a half-baked multiplayer mode where no thought was given to weapon balance or map layout for multiplayer, and just reused whatever the single-player game had.
In some cases the sequel not only didn't really add anything new, but was actually a step back and folded back into the comfy mediocrity of being another "me too" clone. E.g., Unreal 2. It did away with all the Unreal universe and unique weaponry (e.g., the flak gun being a unique something in between a shotgun and a grenade launcher, but not quite either), and replaced that all with a generic SF universe and generic FPS weapons (yay for having a standard shotgun again.) In fact, it was another dime-a-dozen generic FPS that only reused the franchise name.
I could go on, but methinks you get the idea already. When some of us complain about sequels, spin-offs and raping a franchise name for a quick buck, what we have in mind is the above. It doesn't mean literally that exceptions like the FF series don't exist. It just means they're just that: exceptions.
A polar bear is a cartesian bear after a coordinate transform.
It's important to note that there's a spectrum between linear and open-ended, and the term "non-linear" covers a wide area in between the two. While I personally enjoy the open-ended RPGs that the parent poster described, I also tend to never beat them (after spending days looking under every rock and carting every piece of trash back to a shop, I eventually get distracted by some other game). On the other hand, Linear RPGs - which covers the vast majority of Japanese console RPGs - are something that I invariably get tired of because they start to feel like watching a (bad, really long) movie except that I have to hit the A button to keep going.
There's a balance, and I really *really* enjoy the exploration aspect of good RPGs, especially when it's mixed in with the right amount of story to keep me from feeling lost on my way to the end. In contrast, I *detest* being hand-held through a sigh-seeing show while being bombarded with boring dialogue and cliche story.
I also find the "getting lost" argument a little weak when I compare open-ended RPGs to platformers and such, although I suppose you could claim the latter to be harder to get lost in due to the subdivision of content created by having levels.
Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
From the blurb:
"In response to a recent article from the Guardian about the lack of original games, Siliconera selected ten brand new titles set for release in 2006 to keep your eyes on."
OK, let's look at some of these "ten brand new titles":
Beatmania (Playstation 2)
After the success of Dance Dance Revolution in the USA, Konami has finally decided to bring the first Bemani game over.
So this is just another dance dance revolution but you press buttons with your hands instead of your feet... and that's not a sequel??
N3: Ninety Nine Nights (Xbox 360)
This brilliant game is developed by Q? Entertainment and action veteran Phantagram. On the surface it looks like a Dynasty Warriors clone
"Dynasty Warriors clone".... says it all really.
Every Extend Extra (PSP)
The second title from Q? Entertainment has more in kind with their other titles (Lumines and Meteos). Every Extend Extra is actually an extended version of the PC game Every Extend.
"An extended version" - heeellllooooo????
Drill Dozer (Game Boy Advance) & Exit (PSP)
Both are side scrollers - I 'm sure it would take a lot to make a new & innovative side scroller... and I'm sure I've seen a robot with a drill on his head before.
Seriously, the article is meant to be arguing that not all games are sequels, and they use these as examples?
Haydn.
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