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Throwing Himself On the Innovation Grenade

spidweb writes "A long-time Indie game developer writes on IGN.com about trying to make innovative games, and the occasionally painful consequences. From the article: 'Like all (or many, or some, or none at all) other game developers, I spend a lot of time staring into the void of my own uselessness. So, to try to give my life a sense of meaning and accomplishment, I occasionally try to innovate. I really hate trying to do something new. Sure, it gives personal satisfaction. But you know what else is fulfilling? Staying in business. Not losing your house. And you can't pay for food with Creativity checks. But, every five years or so, I try to do something that isn't the standard material.'"

78 comments

  1. It's the grenades, stupid! by __aaclcg7560 · · Score: 0, Redundant

    Nothing for you to see here. Please move along.

    So much for innovation. Personally, I prefer to throw myself on the Holy Hand Grenade of Antioch.

  2. Re:/. covered an earlier part of this series by Golias · · Score: 3, Funny

    Well, there's risk involved in posting anything new. Dupes pay the bills.

    --

    Information wants to be anthropomorphized.

  3. Hm by argStyopa · · Score: 5, Interesting

    I feel his pain, but I'm not sure I buy his message.

    "Innvoative" does not necessarily mean good.

    I agree with him that a lot of cool indie games (Nethergate might be an example, King of Dragon Pass another similar one) get 'missed' because they simply don't have the exposure to the market stream - for this I largely blame the gaming press, who'd apparently rather review the umpteenth incarnation of the Sims or Civ or Generic First-Person Shooter X, than to invest their precious reviewers' time in exploring some of the indy games.

    In Nethergate's particular case it DID get good press - but not very wide coverage.
    * 4 Stars - Computer Games Online
    * Computer Games Magazine RPG of the Year - Honorable Mention
    * Vault Network Shareware RPG of the Year
    so it's a damn shame that it didn't do better. It WAS a decent, if not stellar-quality game. You had one media outlet (CGO=CGM) giving it rave reviews and that's it. Where's PC Gamer? Where's Byte? It was a while ago: was Gamespot around? Gamespy?

    In the end, I'd have to answer his questoin "Why didn't Nethergate do better?" with "You DID get pwned by the competition. Not for your excessive innovation, just that you were swamped by other great titles. 1998 was a good year for gamers, suckage for Indy developers."

    For the /. audience, other games from 1998:
    Thief:Dark Project,
    RRTycoon2
    Grim Fandango
    Unreal
    Baldur's Gate
    Tribes
    Starcraft
    Half Life
    Rainbow 6
    Fallout 2

    (holy crap was that a bad year to intro a new game)

    --
    -Styopa
    1. Re:Hm by KarmaticStylee · · Score: 4, Informative

      That is another *really* good point to consider. I don't care whether you were innovative or not, screaming on the top of your lungs for people to buy your product, hell, giving it away for free--to stand out amongst the crowd of games released at that time was damn near impossible.

    2. Re:Hm by hclyff · · Score: 2, Insightful

      The point is, is the game innovative in the right direction?

      There are genres and general ideas not followed by any mainstream titles, but have considerable demand from gamers. For example, I always wanted to play a somewhat realistic game with medieval setting and without any magic, basically some kind of freeform RPG game, but without any supernatural nonsense. I finally stumbled upon Mount&Blade. And I found out there are many people who would be waiting for a game like this coming from the mainstream market, but alas, it never came from it.

      Of course, if you define innovation as doing something no one ever thought of before, it's something else. But success based on innovation, as in doing something different than others, not doing something previously unthinkable, is not out of reach of indie devs.

    3. Re:Hm by spidweb · · Score: 4, Informative

      "Where's PC Gamer?"

      PC Gamer has written nice reviews of my games, but that started 2-3 years later. It is a very good lesson for aspiring Indie developers. You have to have the tenacity of the cockroach. Editors WILL go out on a limb and writie about indie games, but you need to put games on their desk for quite a few years before they'll finally notice you.

      I don't blame them for this, of course. It's entirely understandable.

      --
      - Jeff Vogel
      Spiderweb Software
      Fantasy RPGs for Mac and Windows.
      http://www.spiderwebsoftware.com
    4. Re:Hm by CaptainCarrot · · Score: 1

      You're in a slightly different situation though. The attractive thing about your games is exactly that they're not particularly innovative, at least in terms of technology. The value is entirely in the stories, puzzles, and particular challenges, which can be enjoyed effortlessly because you don't have to learn a complex, "innovative" interface to play. (That they're also very, very playable on older machines that lack the latest and greatest hardware is a nifty bonus.)

      --
      And the brethren went away edified.
    5. Re:Hm by GaryOlson · · Score: 1

      This sound suspiciously like another game

      --
      Every mans' island needs an ocean; choose your ocean carefully.
    6. Re:Hm by CaptainCarrot · · Score: 1

      Actually, they're more like mid to late-series Ultima, and are a lot of fun to play.

      --
      And the brethren went away edified.
  4. Uh? by The+Living+Fractal · · Score: 2, Insightful

    'Like all (or many, or some, or none at all) other game developers, I spend a lot of time staring into the void of my own uselessness.'

    So, that statement should've just read "I spend a lot of time staring into the void of my own uselessness."

    Anyway, about innovation, creativity, and doing new things. People get burned out. You can't constantly come up with new things, at least not ones that are actually better than what you have come up with before. If you could then we wouldn't have the word 'progress' because everything would have been done by now. There's a natural progression to the creation of new things. And the creativity most people seek is found not by trying to stimulate some secret, hidden creative organ, but by a multitude of things. First and foremost is maintaining a healthy body and mind. That means exercise, not just eating right. After that you need to have a well-rounded appetite for activities outside of the normal grind of whatever you do for a living, be it game design or anything else.

    The point is, if you want to be creative, just sitting there trying to be creative isn't going to help. The most creative moments I've ever had were the result of a culmination of many things in my life, at which point mentally I reached an apex of sorts, and something clicked. And then I realized something or thought of something in a new way.

    I'm not saying that you can't spend time, and a lot of it, doing what you love, and not still be able to churn out a high degree of creative products. You can. I'm just pointing out that if you burn yourself out on it by not moderating what you do with the rest of your life, or having no rest of your life to speak of for that matter.. then you are doing more harm than good.

    --
    I do not respond to cowards. Especially anonymous ones.
    1. Re:Uh? by Chosen+Reject · · Score: 3, Funny
      You can't constantly come up with new things, at least not ones that are actually better than what you have come up with before. If you could then we wouldn't have the word 'progress' because everything would have been done by now.

      To finagle your own words, "If you could [constantly come up with new things]...everything would have been done by now." But doesn't that mean that you couldn't constantly come up with new things?

      I think my head is starting to asplode.

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    2. Re:Uh? by The+Living+Fractal · · Score: 0

      Yes, it's a paradox, which is why it hasn't, and won't, happen ;p

      --
      I do not respond to cowards. Especially anonymous ones.
  5. Re:/. covered an earlier part of this series by Pluvius · · Score: 1

    Well, it's not really a dupe since it's a different article in the series. I get your joke, though, and it's astonishing how well it fits Slashdot.

    Rob

  6. Not enough to be "different" by Svenheim · · Score: 2, Interesting
    From TFA:

    It got good reviews for an indie game, and a lot of people really loved it. I didn't lose my shirt. But it sold much worse than the standard fantasy game that came before it. And I don't think that it was a terrible game. It was about the same quality as the standard fantasy games I wrote before and after it, both of which sold much better.

    And herein lies the problem. When you innovate, it's not enough for the game to have "about the same quality" as regular dime-a-dozen games. When you innovate, it has to be not only different, but way above average quality as far as gameplay goes to become a hit. If it's original, but only mediocre or good, it won't create the buzz needed to become a good seller. And games that are "different" need buzz to sell well. It's of course hard for an indie developer to make a game that's both spectacular and innovative, but that's beside the point. Innovation is good, but it's never enough to sell a game.

  7. Innovation for the Win by KarmaticStylee · · Score: 2, Insightful

    Innovation is neither a formula for success or for destruction. When a game developer chooses to be innovative for the sake of being innovative, without a truly inspired vision, the results will be dismal sells. For innovation to work, a product *must* be *fully-realized*. Many innovative games have done a great job mixing Innovation with Marketability. And just arround the corner is an entire innovative system: Nintendo Revolution. IMO, Innovation is the key to the greatest kind of success in the gaming market because it allows you to shatter the boundries of pre-existing genres to really make your product stand out.

    1. Re:Innovation for the Win by Anonymous Coward · · Score: 0

      And just arround the corner is an entire innovative system: Nintendo Revolution.

      Yes. I hear it can prevent earthquakes, and if you tell five friends about how great it is, your fondest wish will come true.

      What exactly is innovative about the Revolution? It's a GameCube with better graphics (although, poorer graphics than either the PS3 or the X-Box 360), and a motion-sensor controller, which frankly reminds me way too much of the mercury-switch joystick I once had for my C-64.

      The best general-purpose console controller is one which has very little unusual about it. Buttons and directional controls are not sexy, but they are adaptable. You can drive a car in Grand Theft Auto, or make Kasume do her little thighs-around-the-head hold in Dead or Alive with equal ease. It's pretty much the only part of game consoles which didn't need much improvement.

      The controler for the Revolution is a solution in search of a problem.

    2. Re:Innovation for the Win by joshsisk · · Score: 1

      The same thing could have been said about the mouse, too.

      Or the DS touchscreen, which works very well.

      Also, the Revolution will, according to Nintendo, indeed ship with a standard controller as well, so what's your point?

    3. Re:Innovation for the Win by Golias · · Score: 1

      The same thing could have been said about the mouse, too.

      And the Power Glove.

      The introduction of the mouse was driven by the needs of the GUI.

      The Revolution's introduction of motion sensors seem to be driven by the need to distinguish their new console in a market crowded by systems which feature better raw performance and lack the (perhaps unfair) "kiddie" stigma of Nintendo's previous consoles.

      --

      Information wants to be anthropomorphized.

    4. Re:Innovation for the Win by scot4875 · · Score: 2, Insightful

      The controler for the Revolution is a solution in search of a problem.

      Exactly.

      When someone comes up with 'problems' that the Revolution controller solves, that's where we'll have interesting new games. Same as with the DS.

      If all you can think of is "I can already play these games well enough with my existing controller," well, duh. Games have been limited by those controllers, so *obviously* existing games will work well enough. It's not interesting or insightful in the least to point that out.

      --Jeremy

      --
      Jesus was a liberal
    5. Re:Innovation for the Win by SirSlud · · Score: 1

      > The controler for the Revolution is a solution in search of a problem.

      And videogames, as a whole, arnt?

      As a console game programmer, I'm fucking exicted.

      --
      "Old man yells at systemd"
    6. Re:Innovation for the Win by joshsisk · · Score: 1

      It also might be driven by the fact that the vaguely clunky "not a gameboy replacement" handheld with the unorthodox (for a game system) input device has become more popular than anyone could have imagined... and they want to continue that successful trend on their next console.

    7. Re:Innovation for the Win by Anonymous Coward · · Score: 0

      It also might be driven by the fact that the vaguely clunky "not a gameboy replacement" handheld with the unorthodox (for a game system) input device has become more popular than anyone could have imagined..

      Is there anybody out there who thought the DS would be less popular than it is?

      From all reports I've heard from those who own it, the "unorthodox" input device often gets in the way of gameplay, and owners like it in spite of the touchscreen, not because of it.

      Also, the PSP appears to be doing very well without it any such "innovative" controllers.

    8. Re:Innovation for the Win by hkmwbz · · Score: 1
      "When someone comes up with 'problems' that the Revolution controller solves"
      Such as today's controllers being far too complicated to reach new markets?

      The Revolution does solve a problem: It makes it easier for casual gamers to just sit down and play without getting too confused about which button to press. Have you ever seen a newbie play Super Mario? He'll move the joypad to jump. That's what's intuitive to him, but it never worked. Now it will work.

      Also, the controller opens new possibilities, such as what the first announced game promises: You are more draw into the game because the way you move the controller is reflected in-game.

      The DS has lots of interesting games, by the way.

      --
      Clever signature text goes here.
    9. Re:Innovation for the Win by joshsisk · · Score: 1

      Is there anybody out there who thought the DS would be less popular than it is?

      Uhhh... Many, many gaming blogs, press articles and posters on this site downplayed it since the announcement. Many, many people were pre-emptively ceding the portable market to Sony and posting stories, blogs, and comments that ranged from Sony taking 50% of the portable market to about how Nintendo should go the Sega route and stop making hardware all together.

      Perhaps hard to remember now, but this is what people were saying before it came out. It did not have a positive buzz at all until people were charmed by the novelty of petting and giving verbal commands to Nintendogs (a game I personally can't get into).

      From all reports I've heard from those who own it, the "unorthodox" input device often gets in the way of gameplay, and owners like it in spite of the touchscreen, not because of it.

      How does it "get in the way" of gameplay? Do you have any examples? In games I own such as Mario Kart or Advance Wars, you don't really NEED the touch factor, but it doesn't get in the way. I find I don't use the touch screen for anything in Mario Kart except to change the map view, which I could probably do with a button.

      The other games I own, however, are Metroid Prime: Hunters & Animal Crossing, which are pretty much unplayable without it, and Age of Empires, which could be played without it, but with some difficulty...

      Three of the most popular games on the platform are Nintendogs, Animal Crossing, and Brain Training/Brain Age, and those are almost unplayable without the touchpad so I doubt the people who spoke to you reflect the majority of people using the DS.

      Also, the PSP appears to be doing very well without it any such "innovative" controllers.

      Is it doing that well? According to Joystiq, Japanese sales figures for for the week of 3/20 to 3/26 paint a different picture:

      1 DSL: 119,986
      2 NDS: 39,307
      3 PS2: 34,169
      4 PSP: 31,077
      5 GBASP: 5,627

      The DS Light + DS sold more than 5x times than the PSP. That may be "well", but I'm not sure it counts as "very well".

      Here are the software sales charts for March 13-19:

            1. PS2 Final Fantasy XII 1,764,266
            2. DS Animal Crossing Wild World 70,932
            3. DS Brain Training 2 67,222
            4. DS English Training 39,940
            5. DS Brain Training 39,718
            6. PS2 Sengoku Musou 2 (Samurai Warrior) 25,295
            7. DS Mario Kart DS 17,928
            8. DS Seiken Densetsu CoM (Children of Mana) 17,574
            9. PS2 Guitar Freaks V 17,520
          10. DS Keroro Gunso 15,650

      Note that there are 7 DS titles on there, and 0 PSP titles.

      US and European numbers may skew less towards the DS, since sales figures are less accesible, but the PSP isn't trouncing the DS here in the western world, either.

    10. Re:Innovation for the Win by triffid_98 · · Score: 1
      What exactly is innovative about the Revolution? It's a GameCube with better graphics (although, poorer graphics than either the PS3 or the X-Box 360), and a motion-sensor controller, which frankly reminds me way too much of the mercury-switch joystick I once had for my C-64. The best general-purpose console controller is one which has very little unusual about it. Buttons and directional controls are not sexy, but they are adaptable. You can drive a car in Grand Theft Auto, or make Kasume do her little thighs-around-the-head hold in Dead or Alive with equal ease. It's pretty much the only part of game consoles which didn't need much improvement.


      Actually, I would say general-purpose console controllers are one of the things that have actually gotten worse, not better. Xbox controllers have all the grace and usability of the original Dreamcast ones (ie. none at all) and Sony has replaced the most excellent dual-shock with some sort of retarded joystick/boomerang hybrid.

      The revolution controller seems gimmicky but a similar design worked really well for Sony's PSX http://en.wikipedia.org/wiki/NeGcon (the NeGcon). Personally I'm looking forward to seeing it in the flesh, even if I have to put up with yet another round of recycled NES ports in place of 'real' release titles.
  8. Woozah by Anonymous Coward · · Score: 0

    4 words:
    Nintendo
    Re
    Vo
    Luscious

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

      2 more words
      Nobody
      Cares

    2. Re:Woozah by KDR_11k · · Score: 1

      What, Terence Hill is doing the advertising for Nintendo now?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  9. I wonder if... by julienbh · · Score: 2, Funny

    ...The revolutionary revolution with revolutionize the gaming world. I'd bet on it.

    --
    http://www.soundclick.com/g1mike
  10. Isn't a whole lot here... by __aaclcg7560 · · Score: 1, Offtopic

    Innovation is hard. Especially, if you're running a three-person outfit. I'm going to find out exactly how hard when I start my indie outfit this summer. Starting with a business plan and a partner, I'm going to set up the business entity and website, write the design docs, program the game, and released a finished product for the Mac in one year. A modest project considering that my largest programming projects to date includes a database program using XML for persistent storage for a class and the database scripts for my personal website that I'm currently rewriting. As for the game itself, I have no idea what's that going to be yet. Innovation is hard.

    1. Re:Isn't a whole lot here... by AuMatar · · Score: 2, Insightful

      If you don't already have a buisness plan, a well fleshed out idea/design for your first product, and have at least one finished major project under your belt, stop now. Running a buisness is hard work. Programming a complex project is hard work, even for those who have experience at it. Doing both at once is exponentially harder.

      If you don't already have your product decently fleshed out, you're planning on doing design, development, Q&A, all in under 1 year. At the same time, your only experience is with a class assignment, so you've never done a real product lifecycle before, and have no way to accurately judge how long and difficult it will be for your product (and indeed, as you don't have a product idea yet you couldn't estimate it even if you did have the experience to). And you're going to release it in a year, which is a small time for all but the most modest of games.

      At every step of this post, it just smells of failure. You're trying to do too much, with not enough experience. This isn't a hack webpage that made millions like was possible in the 90s- this is a large, complex project. You'd be far better off getting a job, getting some experience, and working in your off hours to design your game. Then, if you think the game can be completed in a reasonable time frame (defined by your budget), quit after a year or 2 and go for it. Your chances of success will be far higher, and you won't have pissed off your seed money on a long shot.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:Isn't a whole lot here... by __aaclcg7560 · · Score: 1

      You'd be far better off getting a job, getting some experience, and working in your off hours to design your game.

      Worked at Atari for six years. Three years as a QA tester and three years as lead tester. Tested 50+ video games and responsible for 10 titles, including Backyard Football (GCN), Backyard Baseball (GCN), Backyard Hockey (AGB) and DBZ: Buu's Fury (AGB). Even done a couple of Quake 2 levels. Prior to that, I did an internship at Fujitsu where I tested the release builds and wrote a 70-page manual for a virtual online world. Is that enough experience?

      Since I'm currently working a normal 40-hour/week job for the IBM Help Desk, I have to the time to pursue a project like this on a part-time basis. The final product is going to be a small game that I'm selling off of a website for $10 to $20 USD a pop and I probably need to sell about 300 copies to break even on the development cost. If it works out, great. If not, it's an learning experience that prepares me for when I open my consulting company in five years after I build up a substantial financial reserve. I wouldn't mind if I could produce a new game and a tidy profit every year.

      As for the game content, it could easily be a new version of minesweeper. Maybe Microsoft will buy me out. ;)

    3. Re:Isn't a whole lot here... by hotdiggitydawg · · Score: 1

      Ahh, I can see it now... Minesweeper 2: The Explosioning

    4. Re:Isn't a whole lot here... by AuMatar · · Score: 1

      I went by your previous comment "A modest project considering that my largest programming projects to date includes a database program using XML for persistent storage for a class". My appologies, based on that your original post sounded more like a college kid thinking he'll be leet and not work for the man, rather than someone who's planned things out.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    5. Re:Isn't a whole lot here... by __aaclcg7560 · · Score: 1

      Not a problem. Technically, I am a kid out of college. I have plenty of testing experience and familiarity of the video game industry, but developing a full blown application is still a challenge. Think of it as a Google "Summer of Code" stretched out for a year. The payoff will either be a finished product that people will want to buy or a learning experience that I can apply later on when I get my consulting business off the ground in five years.

  11. Running your studio wrong... by Anonymous Coward · · Score: 4, Insightful

    ...if you are independent and one unsuccessful game still wrecks your place!! The whole reason you run a studio as an independent developer/distributor is so you don't have to make the same stupid marketing/management mistakes as EA or Acclaim or Midway or any of the big giant studios out there. How is it that you run your place so close to the bone that you can't afford to make a slightly experimental game every now and then? Why don't you have your own community site to help promote all your games? Even tiny companies need to promote their work (MoonPod have banners on all the major game-related webcomics for example) (although i see the author is using articles as a way to advertise too, which is pretty clever! he even got onto slashdot...). What happens if the market tanks or a more talented developer moves into your niche? There is plenty of room to innovate, and many video game companies (heard of Nintendo?) actually require innovation in order for their business plan to succeed. 3M does the same in their industry. If you can't innovate without unreasonable risk then it is your fault, not the consumers or the publishers.

    I am working on building a self-supporting indie studio right now, and there are plenty of very valid sources of income that can help support you and your studio while you develop innovative titles of your own. They're not my dream projects, but they are short and pay VERY well, and give me lots of free time to pursue my real goals. If you box yourself in, and continue to make titles that sell ok but not great, and you never build yourself a financial cushion so that you can experiment, well then shit man too bad! Don't whinge on the internet about how innovation just doesn't sell; if you're going to innovate, PLAN on it not selling, and build your business around that. Time, word of mouth, and creativity are all on your side here! Just because your first couple experiments didn't sell well, that's no reason to start bitchin and moanin. They might have been bad games; they might be ahead of their time; they might be too late.

    Final thought: If the game had real historical content, why do you cringe at its possible Educational (TM) value? There is a market for educational software that badly needs exciting historical games. A man can only play Oregon Trail so many times, and try as it might, Oregon Trail will never be received as the new God of War, especially if its a shareware PC title :P look at your games' strengths, find your audience, target your niche, and help people find games they love!

    1. Re:Running your studio wrong... by canadian_right · · Score: 1
      You have obviously never run your own small business.

      Unless you inherit a lot of money the only capital you have is what you saved at your "real" job (and maybe some money from friends and family) before you started your business. Unless you REALLY luck out your indie game is not going to sell a million copies. Having a nice web site isn't going to make a big difference. You have to realisticly look at how much you can earn on a title and only invest the time and capital in the title that you think you can recoup - or there will not be a next game. Small business, game developer, restraunt owner, etc... are generally one bad year a way from disaster.

      You mention "other sources of income". Well, main stream games, are "other sources of income". If there was a magic "other source of income" that actually made enough money to develop a complete game I think I might have heard about it by now.

      Do you know how EA got big? By being mainstream. By never taking chances. by developing well polished, known to sell well, titles. The small guy may want to try something inovative, but if it bombs there may well not be a next title, and that isn't due to running the business poorly, that is just how it is when you are small. A well run small business only takes chances it knows it can afford.

      It is a fact that kids do NOT seek out educational titles. Even if the game is educational you don't market it that way.

      --
      Anarchists never rule
    2. Re:Running your studio wrong... by Anonymous Coward · · Score: 2, Insightful

      Thanks for the reply :) A couple responses to your thoughts:

      1 - I have been running my own small business for almost a year now. Granted, it is not full-time yet but it is doing very well.

      2 - Well, there is "luck" and then there is "networking and research". The latter can hook you up with some nice easy jobs that have a lot of value to the right clients. Also, you do not need capital to make a game. You do need TIME and TALENT. Sometimes you need FRIENDS. But you do not particularly need capital (unless you're doing it full time without a proper cushion or business plan...)

      3 - "only invest the time and capital in the title that you think you can recoup". Excellent point!

      4 - As I addressed in #2, there ARE "other sources of income". Lots of companies need games now, especially the advertising and cell phone industries. There are a lot of one-man operations out there that are handling their needs in a very professional way, and in a way that leaves them time to pursue other hobbies or their own independent projects.

      5 - Do YOU know how EA got big? Their first 8 or 10 games were the most original, eye-popping jaw-dropping titles to hit the game scene since frikkin Space Invaders. They invented the sports franchise. They invented pro athlete tie-in. Do any of these games ring a bell?

      Dr. J and Larry Bird Go One on One
      Pinball Construction Set
      MULE
      Archon: The Light and the Dark
      Hard Hat Mack
      Music Construction Set
      Boulder Dash

      All in their first TWO YEARS. THAT'S how they got big. They got enormous (and very, very crappy) by putting a sales exec in charge instead of a developer...but that's another story. EA was the king of innovation; that's how they got their name, that's how they got their sales.

      6 - I never said that kids would go buy educational games. You make the same false assumption that the author does; that NOBODY wants educational games, because EB doesn't sell them. You guys need to understand that there is a market for games that does not involve hardcore PC users or teens at EB/Gamestop. Who do you think bought all those hundreds of thousands of copies of Oregon Trail? Kids? Or school boards?

      Finally, there are working examples of game studios making creative, quality products by subsisting on less exciting development projects, http://www.stardock.com/ does an awesome job!

  12. If only things were that simple. by MaWeiTao · · Score: 3, Insightful

    There's a simple problem facing most indie games. They simply aren't very good. A few offer innovative concepts, but most are very derivative. The games also seriously lack polish. Often its poorly conceived controls, a sloppy interface or extremely amateurish artwork. The concept might be great, but the game in general is poorly executed.

    The standard commercial game is fairly refined despite the occasional bug. Despite contrived content and a general lack of imagination a player can still expect a sufficiently satisfying gameplay experience. That's why these games continue to sell; they're adequately good.

    Although I tend to follow whats out there I personally could care less about most games. I haven't played probably 90% of the commercial games available in the past few years and I've purchased even fewer.

    I'm not looking necessarily for innovative gameplay. I'm looking for games that are outright fun; that make me feel like they're worth the money. I think there's too much of an emphasis on the latest and greatest 3d graphics with so much potential being wasted.

    I don't have a problem with sequels. I like the familiarity of playing the same characters and seeing their worlds evolve and grow. What I dislike is when they're called franchises. Because it means the sequel is nothing more than a way of making money on the reputation of the first game, which inevitably means insufficient effort is put into making the sequel good.

    There seems to be this fixation on innovation like that's somehow going to eliminate the glut of uninspired gaming. I don't need to wave around a wand like a fool in order to experience great gameplay. It might make for a great party game, but do I really want to physically move something every single time I play a game? There's already the problem on the DS with developers who are feel they absolutely must utilize the touch screen an end up with a weak game as a result. Those tools are great, but they just wont work with the majority of games.

    Just focus on good gameplay. Blizzard has done well for a long time because they'd take an existing genre, strip it down, and focus on the elements that made that genre fun. Nintendo also has great games because they generally understand what's fun.

    The problem is that game development is a time consuming process. I've developed a few flash games and most of it I've never finished beyond a basic proof of concept because of how involving it can be, although I tend to get too ambitious. I've also tried to initiate some projects with friends but those go nowhere fast and again, it can be a daunting process. You either need too much free time on your hands or a group of people who are committed to giving up their spare time to develop something. Creating artwork is overwhelming let alone actually coding these games.

    One other problem is that of all the people out there trying to create games only a handful really have the skill to produce something truly good. The problem is that the ones who are that good probably end up working for the big developers in one form or another. That's probably why we rarely see outstanding indie work, because the ones that good are usually swallowed up by commercial gaming.

    1. Re:If only things were that simple. by spidweb · · Score: 2, Insightful

      "There's a simple problem facing most indie games. They simply aren't very good. A few offer innovative concepts, but most are very derivative. The games also seriously lack polish. Often its poorly conceived controls, a sloppy interface or extremely amateurish artwork. The concept might be great, but the game in general is poorly executed."

      This is a problem facing ALL games, by EVERYONE! If you would have written that paragraph and left out the word "indie", people would have read it and agreed with it without a second thought.

      It is also beside the point of the article. The point of the article is that I wrote n games, all of comparable quality, and the standard fantasy games and the sequels did great, which the unique standalone title tanked.

      I can come up with a long list of possible reasons why this happened, but the end lesson is always the same: The nail that stands up gets hammered down.

      --
      - Jeff Vogel
      Spiderweb Software
      Fantasy RPGs for Mac and Windows.
      http://www.spiderwebsoftware.com
    2. Re:If only things were that simple. by poot_rootbeer · · Score: 1

      I think your comment contained a lot of insight and solid reasoning, there's just a couple bits of it I take exception to.

      do I really want to physically move something every single time I play a game?

      Like your thumbs?

      I doubt that operating the Revo-mote will be any more physically taxing than operating a mouse, or a standard joystick or gamepad for that matter. Sure, there may be some games where swinging it around like a sword or a baseball bat makes sense, but I suspect most games that use its positional abilities are going to require only small and simple wrist movements.

      There's already the problem on the DS with developers who are feel they absolutely must utilize the touch screen an end up with a weak game as a result.

      I'm going to assign the blame for that on the developers, not the DS hardware. Consider Mario Kart DS, most certainly one of the best DS games so far, and the only place the touchscreen is a must-use is on the logo painting screen. That's an example where the game producers were rightly focused on gameplay over innovation. Certainly there are counter-examples to this--I hear there are complaints about touchscreen features feeling pasted-on in Castlevania: Dawn of Sorrow--but I wouldn't take them as an indictment of the desire to innovate in general.

  13. Inovation is risky by Opportunist · · Score: 2, Insightful

    With a shooter, at least when it has decent graphics and more story than "kill all the robots", you simply know it will sell. Certainly not to me, but I'm hardly the mainstream anyway.

    Same with real-time strategy. Make a Command and Conquer 2007, throw in a few "upgrades" and a few ways to "tune" your strategy, and it will sell.

    Everything else is a risk. It's not a proven concept. It isn't known to sell. And most of all, the audience doesn't know what to expect. Or, worse, the audience expects something different.

    Take "Black and White". Innovative? Most certainly. Sure, it had "build up" elements, but by far less than any given RTS game. It had a very detailed AI for the creature (which, unfortunately, was more a nuisance than something that increased gameplay), but it failed for so many different tiny problems.

    Biggest problem: Wrong expectations. People heard "god game" and were thinking of something akin to Populous or, if they're younger, some RTS game. Of course, they were disappointed.

    When you hear "shooter", you know what to expect. When you hear "RTS", same. Even with "Adventure", you have an idea what course it will go. But if you really dare to come up with something completely new, you're going on thin ice. If you're successful, all the other studios will copy your idea 'til it doesn't move anymore. If you're not, you're out of biz.

    It's sad, but you're best off if you just copy what was already there. It sells. And as much as I hate it, that's the way to success.

    I'd buy a good, innovative game, even if it costs 100 bucks instead of the usual 50. The problem is, few others would, and are instead satisfied with the n-th copy of Doom.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Inovation is risky by hotdiggitydawg · · Score: 1

      It's sad, but you're best off if you just copy what was already there. It sells. And as much as I hate it, that's the way to success.

      Not just games, that goes for all media too: TV (sitcom plots recycled), music (all pop/hip-hop sounds the same), magazines (just how many times can you recycle the same tired celebrity), etc. etc. Re-hashing someone else's success (I believe the current management wankword for this is "standing on the shoulders of giants") is like betting on the favourite in a horse race - chances of success are good, benefits minor. Actualli innovating is betting on the rank outsider - most likely you'll fall flat on your face, but if you fluke it and get everything right (and that includes things outside your control, like market demand, timing, luck, etc.) then you'll hit it big. Even if "big" doesn't bring much of a profit, you can trade on the reputation from that point onwards (eg. id Software, post-Wolfenstein 3D).

  14. One Comment From the Author by spidweb · · Score: 4, Interesting

    Thank you all for the comments on my article ... very interesting reading.

    I think that, if there is any point I'm trying to make, it's how terrifying trying to do something different is. I really do try to do new things with the RPG genre. But, when I do, I can picture in my mind the dollar bills flying out the window. If we care about games, we developers have to try to do new stuff. But, once I've taken my turn in the barrel, I let other people do it for a few years.

    I love Nethergate, and I have every plan to make a v2.0 shinier, improved version in the next year or two.

    But if the experience taught me anything, it is how hard it is to not have your next game be Previous Game [n + 1]. I am starting to get the itch to try to do something new. I hope I don't end up killing myself this time. :-)

    --
    - Jeff Vogel
    Spiderweb Software
    Fantasy RPGs for Mac and Windows.
    http://www.spiderwebsoftware.com
    1. Re:One Comment From the Author by Anonymous Coward · · Score: 0

      I love Nethergate, and I have every plan to make a v2.0 shinier, improved version in the next year or two.

      I own Nethergate and GF1, both great games, thank you for making them. But I won't be buying future versions of GF or Nethergate for at least 5 years. Why? Because there is little left to do. When I buy a game I'm thinking "Romans and Celts eh? I wonder what would happen if I tried to make a Roman Mage with just 1 combat sphere". I'm a geek, I just want to try things out, especially the unexpected. I'm not thinking "I wonder what happened to the Awakened after I jacked Ellhrah in the last adventure." The stories were intriguing. But if I want a story I'll read a book or watch a DVD-- the controls are reliable. My ability to constantly roll above 12 on a d20 is not reliable. I don't even play GF1 or Nethergate anymore. Sure I could try to make that Roman Mage with just 1 combat sphere, but how long would it take to see if the idea works? 3 or 4 nights of play? I might invest that in real projects, but not in a game. No matter how good your story is, the real story is the one I tell my disinterested spouse later about how I rocked or got my butt handed to me.

      "Blades of Exile" is a start, but what you want is "Spiderweb Tactics". We don't care if the story is farfetched. Just take the best character/monster types from your entire existing library. Throw together some puzzle-like scenarios, the puzzles being based on quirks you discovered when you were coding. Like a scenario where melee weapons are weakened, missiles work but you can't carry enough to kill everything outright, there isn't necessarily enough ammo to kill everything, and damage-dealing magic always deals 0. I can think of about 6 ways I might want to try to beat that scenario, which is enough to get me to buy it. When it comes time to play I might try the three ways I think are best then move on to the next scenario. By leveraging your existing library you can create a richer game in less time. It builds interest in your existing games. You'll get new development ideas from setting up the scenarios ("Hey, what about a skill for which the character has unlimited ammo but it only works half the time"). You can also poll the forums for sticky situations other players were in and turn them into scenarios. You don't need too many scenarios to sell such a game. If "Spiderweb Tactics" had 12 compelling scenarios I'd preorder "Spiderweb Tactics 2".

      I don't look for innovation in stories for the sort of games you write. I have to keep track of a zillion save files to try to replay them, and it's too much of a pain. Remove that pain through short scenarios. If you want to write an epic, present it in progressive scenarios. Like Heroes of Might and Magic 3 Chronicles, where I can replay a chapter if I want my character to come out more powerful.

    2. Re:One Comment From the Author by swv3752 · · Score: 1

      Have you considered making Linux ports? If it is a true Mac OSX port and Windows port, the effort of adding in Linux should not be that great.

      I would recommend checking out LinuxGames, Linux Game Tome, and TuxGames.

      If you do write a Linux game, I recommend packaging it in the Loki Install Wizard.

      --
      Just a Tuna in the Sea of Life
    3. Re:One Comment From the Author by cgenman · · Score: 2, Insightful

      There is a big secret to innovation that I've found over the years, and if I may be so pretentious I'd like to share it.

      Pretend your game isn't innovative.

      This may seem like a weird thing to say, but the fact is that innovation does not promote accessability. Accessability is someone looking at your game, and within the first screenshot and title being able to say "I know what that is. I like that. Let's try that." Then within the first 10 seconds of playing "I know what this is, I'll keep playing." After they have their bearings in the world, that's when you hit them with the innovative parts.

      Accessability is key.

      The whole Tolkien / DnD world space is instantly recognizable and highly accessable. You know what to do when someone who looks like a dwarf comes to you as much as you do when someone who looks like a goblin does. Sequals are highly accessable for the same reason.

      Or use subject matter that is instantly understandable to people even if it is new to gaming. What about a D-Day Landing role playing game? Or a game based in a Santa Claus universe? When players enter, they immediately have some idea of A: who they are, B: who the good guys and bad guys are, (even if this changes over time), and C: what they are supposed to do. They should be able to tell this from the screenshot, the title (Santa vs the Martians) or a one sentence summary.

      Having the hook to a larger thing that people really care about, like holidays or issues of national pride, are also useful.

      Games have to be accessable to a degree that non-interactive mediums do not. In a story, one can read about what the main character is doing without having to know the rules of the universe they are doing it in. A player could not make the right decisions for the Dread Pirate Roberts through the first 30 minutes of The Princess Bride without knowing that he is really Westley. A player wouldn't survive for any length of time in Hellraiser: the game, if they didn't know the rules of the box.

      Ironically sometimes it is easier to be innovative with a big publisher. When we fail in the market (and we do sometimes) we don't exactly lose our house. Of course, we don't get the call on whether or not we get to be expressive, but that is a different issue. But we definitely appreciate it when independent developers step in and write original games.

      Oh, and as another poster pointed out your artist and engine could use an overhaul. I'd recommend at least switching to transpartent PNG files and concepting out a more unique and consistently applied style to the imagery. Maybe pull the camera in 30% to emphasize the characters. Even old computers should have no problem supporting all of that. And it shouldn't be too difficult on your engine, as you're on systems with easy PNG support.

    4. Re:One Comment From the Author by pkw111 · · Score: 0

      WOW this takes me back. I played the exile series back in the days. They were great fun.

      I will never forget the journey past the waterfall...travelling onward for such a long time and, alone in a new map zone ... running out of food but I knew I had to keep trying. Literally in the last moments as my food ran out, finally meeting the valahalla (sp? (unknown race)) envoy which introduced me to the ancient unknown race and blossommed into the second half of the game. The tension had me worried sick and the timing of it made my journey seem epic.

      Crystal Souls (Exile 2) was fun, but it was too tempting to spend loads of time trying to trap super high level creatures or npc's in the crystal for future use.

      Also, it was cheap how I could send one warrior in to a hostile town but keep the rest of my party outside the town walls...they would cast Bless (etc) on the warrior over and over and this rambo-esque guy could wade through enemies like he was the t1000...never taking a scratch of damage. He killed everyone. That blood is on your hands.

      Anyway, the games grabbed me for months at a time when I was young, in my early to mid teens.

      I finally hit the register-now wall, and then I learned the true power fo the internet... you can pirate anything! I posted a call for help and was amazed to find the next day someone had posted the mathematical sequence for generating registration codes from the client ID. It was long and complex, but it worked! I never had to pay a dime! It was the start to an ongoing illustrious career in avoiding paying for software. My emotional bonds to the Exile experience almost make me regret pirating it.

      These days I actually do pay for some software because playing online virtually requires it. If I could still stomach the graphics you use I would be willing to check it out. I have turned into something of a 3d-graphics snob from playing FPS'es, and if I want RPG's neverwinter nights is the place I will turn to.

      Best of luck to you Jeff. Your story generation skills are great, the puzzles were cool, and the game-blanace was well done. Regarding the dollar bills flying out the window, you should try to join in with some other commercial team who makes a current-gen game engine. Whatever type of game it is, you have the ability to bring some great story-line to it. With the right team I just might pay for it.

  15. For the love of god... by Anonymous Coward · · Score: 1, Informative

    Hire better artists next time. Your art assets are consistently very, very weak.

    You need someone who understands composition, balance, contrast, and a number of other things that are missing. What you appear to have is someone who can do decent, not fantastic, cartoons.

    Take a look at Heroes of Might and Magic or Warcraft III. Every single screen could have been painted by hand. You can hardly tell the characters are sprites or 3-D models.

    In your games, every character is an awful, two-dimensional thing slapped down without blended edges. If you don't want to devote the hardware to blending it in real time, at least *pre* blend the art with a background of approximately the same brightness as the one you intend using.

    This is inexcusable.

    It's one thing to say gameplay is more important than graphical glitz. This is true. It's entirely something else if your graphics actively interfere with seeing how the gameplay is progressing.

    Real animators don't make all that much money, and they turn out a fuckton of drawings in a day. Find one. Hire him for a couple of weekends.

    1. Re:For the love of god... by Anonymous Coward · · Score: 0

      Disregard that -- I suck cocks.

    2. Re:For the love of god... by KlomDark · · Score: 1

      Oh fuckin waahhh. The graphics are bad. Big deal.

      Find something real to focus on. Is the game fun? Is the story good? Is it addictive? That's the real question. Slapping bad graphics on a good game shouldn't be much of a big deal (See Trade Wars, or a text MUD), and slapping good graphics on a bad game won't do much to improve things.

      No, you're not going to see super-uber graphics from most small outfits - doing graphics is a major pain in the ass and tends towards expensive. Spend your resources making a good game, not on graphics. Do the graphics later. Eye candy is for punks.

    3. Re:For the love of god... by Anonymous Coward · · Score: 0

      There's a difference between bad graphics and bad art.

      Diablo running on a much less powerful system than the reqs for the Spiderware games. Much less. Lower res.

      You can see what everything is in this. There's no interface around the edge that's five times brighter than the actual game. The brightnesses of the characters are matched to the backgrounds they'll be on.

      This isn't a matter of paying thousands of dollars to expensive designers to do thousands of pictures. These are simple layout mistakes that make the Spider games very hard to see.

      I love retro gaming. Nothing wrong with 320x200 in my book... but you have to make your interface useably clear.

      Ultima Underworld

      Same deal. In this case they didn't even have a full 256 colours for the interface because they had to reserve most of the colourspace for 3-D shading. Still clear and well designed. The interface frame is just *one picture*. Not expensive to make... but it's critical that it be done right.

      If you were playing your text MUD with green text on a hot pink background, you'd see that even with brilliant gameplay and *no* graphics the visual design matters.

  16. History doesn't sell? Say what? by Anonymous Coward · · Score: 0

    "Maybe the whole historical thing made the game sound like it was (ugh) Educational (vomit). Truly the kiss of death."

    Unfortunately Jeff, for whom I have a great deal of respect, and whose games I've positively reviewed for Gamespy before, is flat wrong about the correlation of educational games to economic success. Education is most certainly not the kiss of death. The mega-bestselling Civ series is arguably more history-laden than any game I can think of, short of very specific wargames (and those only in a localized and usually strongly military-biased sense). I can't frankly think of a game that's *more* educational at all sorts of levels (from literal to abstract) than Civilization, whether you're giving someone a basic sense of how socio-politico-economics works in abstract, teaching them fairly intricate game strategies from a gameplay standpoint, or offering them Britannica-level factoids on anything from ancient Sumeria to the invention of the printing press and beyond.

    Matt
    mattpeckham.1up.com

  17. knowing your market by MikeFM · · Score: 1

    It sounds like a marketing problem to me. Does he know his audience and market to them? His games seem interesting to me but I run Linux and it looks like his games don't run on Linux. Thus the type of customer that would buy his games, a geek that uses Linux, won't because he has excluded them. I'm sure there are people besides Linux geeks that'd be interested but is he targeting them any better than he is targeting me? If you're doing something a little different than the usual then you really have to let the people that like things out of the norm know about it if you want to PROFIT!

    --
    At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    1. Re:knowing your market by Clover_Kicker · · Score: 1

      Jeff is well known in the Mac gaming community and has a loyal following there.

    2. Re:knowing your market by WilliamSChips · · Score: 3, Funny

      There's a Mac gaming community?

      --
      Please, for the good of Humanity, vote Obama.
  18. Re:History doesn't sell? Say what? by Cecil · · Score: 4, Insightful

    I think he was speaking a little bit tongue-in-cheek, but still, he does have a point.

    Did the ad copy for Civ read "Learn history while commanding an empire!"? No it did not. When I think of a Civ game, my first thought is "That's a sweetass epic strategy game". The education just happens to be snuck in there. Many games have some educational aspects snuck in. They sell despite that, because no fuss is made about it during the sales pitch. Most people equate more educational with less fun. When playing most "somewhat educational" games, you find out about the educational bits afterwards. By then it's okay, because you already know the game is fun.

    When you're trying to get someone to buy a game (or most anything else for that matter), education just doesn't sell. It never really has. Perhaps we should blame our education system for instilling us with a basic belief that education is not fun.

  19. fanyboy prattling inside by Clover_Kicker · · Score: 1

    Hi, Jeff.

    Loved Nethegate, bought it and subsequently several more Avernum/Generforge titles. Looking forward to Nethergate 2.0.

    Speaking of indie rpgs, have you tried the Mount and Blade betas?

    Spiderweb needs a better engine, those guys need a plot and an English spellchecker -> a marriage made in heaven!

  20. One Must Fall : Battlegrounds by VGfort · · Score: 1

    While we are on the subject of innovative games that didn't succeed. OMF: Battlegrounds was a 3D sequel to the old dos fighting game. What was innovative is that it was a multiplayer online fighting game in 3D. It came out in like 2002/3. It never got enough press to help it, that and the company didnt have enough funds to really put on the extra polish of eye candy. The graphics were good, but one of the things so many reviews rated down on it, was that the graphics werent modern enough. But the gameplay was pretty good, you could even make teams and have team matches. If they would of been backed by a major studio more people would of heard about it, thats for sure.

  21. I liked spiderweb software back in the day but... by sentientbrendan · · Score: 2, Insightful

    Look at the Avernum games that they are releasing now. They are just remakes of the old exile games they made. That would be *great* if the remake was an appreciable improvement on the original. Exile I, II, and III were great games, especially for mac users, since there were so few other rpgs for the mac at the time. If you haven't played them before, check out Exile III/Avernum III. Exile III was kind of a cross between elder scrolls and a tactical RPG. However, the only real improvement between the exile series and the avernum series is that they switched from low res grid graphics... to low res isometric graphics... They also keep reusing art between games, and I often recognize "stock" sounds from exile in other games. Although to their credit, I fondly associate those stock sounds the most with exile.

    I played the Nethergate demo back in the day, and it was actually pretty cool. All of their stories have cool plots, and their gameplay mechanic *is* actually pretty enjoyable, even if it hasn't changed in over a decade... What they really need is to get out of their rut, get some outside investment, hire a few full time fantasy artists, and maybe another programmer, and put together a game that has the great stories, combat, and quests of the previous ones, but also has nice looking *graphics* to appeal to a wider audience... maybe even get it sold at retail.

    Being an indy developer shouldn't mean that you have no budget whatsoever for your product... no company should be run like that. It's impossible to compete.

    The only reason nethergate failed, is that spiderweb has locked itself into the "retro rpg" niche market. The "hisorical retro rpg" is a niche within a niche. Also, it would be nice if they kept supporting the project... you can no longer run it on the latest (intel) macs, which kind of hampers it from becoming some future "cult classic."

    I fondly look forward to the day when spiderweb either gets outside investment, or Vogel goes to work for a larger company as a game designer. However, that doesn't seem likely, as they seem pretty committed to doing extremely low budget games...

  22. Re:History doesn't sell? Say what? by Anonymous Coward · · Score: 0

    That's maybe a little bit the point though, Cecil. I'd never suggest that selling something as "educational" in the current market would make it more saleable, but regardless, it's vastly more educational even taken without the factoids than, say, Half Life 2. Just learning the basic abstract (and I grant, hugely simplified) differences between various politico-economic systems can have a fundamentally grounding impact on especially younger minds learning to juggle various systems and get a better sense for, say, communism than sadly inaccurate propaganda like "that thing the evil Soviets did that involved beating up and killing and silencing people."

    Even playing it as a strategy game has enormous educational implications. Just that it's a strategy game...it teaches certain highly organized and strategic problem-solving skills that apply to everything, from how you structure your daily schedule to how you interact with daily problems and solutions.

    Matt

  23. I'd disagree by snuf23 · · Score: 1

    "Biggest problem: Wrong expectations. People heard "god game" and were thinking of something akin to Populous or, if they're younger, some RTS game. Of course, they were disappointed."

    The biggest problem with Black and White was that it was two separate games badly merged together. The creature training and play was pretty innovative. It was wed to a sort of thrown together version of Populous.
    I don't think the problem was one of expectations - the prerelease hype was entirely around the creature aspect of the game. I definately wasn't expecting a traditional RTS from Black and White and what we got was entirely too much of a traditional RTS.
    It felt like the developers loved the idea of the pet and spent 90% of their time on it and then when the release deadline grew near they said "oh shit we need a game to go around this concept".

    --
    Sometimes my arms bend back.
  24. Danc said it best... by mcasaday · · Score: 1
    In my opinion the guy's big mistake wasn't that he made an original RPG. His mistake is that he made another god-damned RPG at all. Never innovate halfway.

    From the linked article:

    "Developing a game title will often consume years of your life. Making a game that is only 'moderately innovative' simply is not worth the effort. Each project must choose its focus.
    • Are you a craftsman who lovingly polishes an established genre?
    • Or are you an innovator who creates new genres?
    If you fail to chose, you risk being stranded in the no man's land that lurks between the two strategies."
  25. Forcing Creativity by dancingmad · · Score: 1

    Feom what I read, this guy seems to regard creativity as this terrible call of duty. No kidding his games are going to suck in that case. From what I've experienced in my own life, and what I've read, creativity isn't simply "forced." It's a combination of vision and and practice.

    Take for example, what I know of Shigeru Miyamoto. He gets his best games ideas from life - Nintendogs from the purchase of a new pet, Pikmin from gardening, Zelda from his childhood adventures in Japan's natural places. Sure, there are times when Miyamoto needs a good idea, I'm sure, but having a lifetime of experience behind you, in both life and gaming, allows him to come up with things.

    But often the best creativity comes from inspiration, sometimes from hardship. Star Wars was made on a low budget. Katamari Damashii was made by Namco employees who were thought to be doing substandard work on more convential projects.

    More over, for every creative game, there are plenty that suck. Even from Miyamoto and Nintendo, there are have been plenty of half baked ideas (Virtual Boy?). A lot of it takes innovating, throwing stuff at the wall until something sticks.

    My advice is to go live life and let inspiration find you.

    --
    "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
    1. Re:Forcing Creativity by nickrooster · · Score: 0

      The Virtual Boy was not a half-baked idea. Gunpei Yokoi was a genius in hardware and his R&D1 group were geniuses in the software side of things (Metroid, Kid Icarus, etc.)

      I would like to see someone come up with a device that tricks your eyes into believing that the image they see is three-dimensional only using mirrors and two thin strips of LEDs...

      This is also the man that brought us the Game Boy, and when the Virtual Boy tanked - for a number of reasons - medical, timing on the market, cost, etc. - Yokoi left and created the WonderSwan series of handhelds.

      It is always pleasing to learn about someone like Yokoi who excelled at his craft - engineering - and created things which have brought so much joy to the world while keeping in mind things like battery life, playability, and low cost.

      The Virtual Boy could probably be recreated today with a moderate amount of success using tri-color OLEDs and shrinking the size of the unit to make it portable.

      Wiki has the answers... ahref=http://en.wikipedia.org/wiki/Gunpei_Yokoirel =url2html-2421http://en.wikipedia.org/wiki/Gunpei_ Yokoi />

    2. Re:Forcing Creativity by Gannoc · · Score: 1


      Take for example, what I know of Shigeru Miyamoto. He gets his best games ideas from life - Nintendogs from the purchase of a new pet, Pikmin from gardening, Zelda from his childhood adventures in Japan's natural places.


      And his idea for Donkey Kong came from the nightmarish incident when he was trapped in the Tokyo zoo for 2 days and nights. The Japanese Self-Defense Force eventually defeated the simian revolutionaries, but a young Shigeru was scarred for life.

  26. What a cop out by rAiNsT0rm · · Score: 1

    Puh-lease. "Wah, I can't be creative all the time or I can't feed my children, so I have to pump out crappy sequels and clones to keep driving my BMW." What a total load of bullshit.

    Make one truly creative game, sell a million+ copies and sit back and cash the checks. Not only that, but take a gander at the greatest artists and creative minds of all time... most were poor and down and out for the majority of their lives. Sure, Einstein could have wasted time writing and selling 5th grade math books, or Van Gogh couls have sat in the square drawing cariactures, but they DIDN'T. They stayed true to their hearts, and their passion... something YOU obviously cannot do, or do not have the talent to do.

    Do us all a favor and get out of the business. Rather than flood the shelves with derivitive crap to make a buck, go work a 9-5 and collect a steady paychek.

    KWITCHERBITCHEN.

    --
    http://teasphere.wordpress.com - A little spot of tea
  27. innovation my ass by Anonymous Coward · · Score: 0

    "Geneforge 3 casts you as a Shaper, a member of a powerful guild whose members share the amazing ability to create life forms that can then be molded to serve your needs and goals"

    Gee sorta like the yuuzahn vong shapers from the new jedi order series....sorta EXACTLY. There is no such thing as original thought anymore

    http://en.wikipedia.org/wiki/Yuuzhan_Vong#The_Shap er_Caste

  28. Re:History doesn't sell? Say what? by Anonymous Coward · · Score: 0

    I agree. I have learned so much about locomotives playing the Railroad Tycoon series. Now that I have a kid who's into Thomas the Tank Engine, I can explain why a Fairlie engine would be used in the mountains.

    It's also fun learning about people like Isambard Brunel, JJ Hill, et. al.

  29. Innovation, one piece at a time by PIPBoy3000 · · Score: 1

    I think most innovation in the gaming world is a gradual evolution. For starters, you have to rate the amount of change the gaming audience is willing to take. Creating something wildly different may be difficult for mass audiences to pick up and understand. One of the reasons World of Warcraft is so successful is that it didn't dramatically innovate, but rather took all the gameplay elements that worked well in the MMORPG realm and polished them all to a beautiful shine.

    If you wish to innovate, try to do so one element at a time. Introducing a morality system in Ultima IV was it's big new thing. Some innovations are stylistic, such as the post-apocalyptic worlds of Wasteland and Fallout.

    Probably the hardest thing to judge is whether or not a new gameplay element is fun, innovation or otherwise. I'm working on a complicated system for Neverwinter Nights 2 that involves ship-to-ship combat, trading, and more. I'm so close to development that it's hard to say if it's fun or not. I'll probably have to wait for my QA folks to hopefully give me the honest truth.

    So, best of luck to you. Hopefully you can keep your soul intact and your bills paid.

  30. You should know this already. by BruceTheBruce · · Score: 1

    I didn't see a single ~gameplay~ innovation mentioned in the article apart from playing both sides (but apparently playing them through entirely conventional means). The setting did sound quite unlike the usual fantasy fare, but I don't really associate a new setting or plot with true videogame innovation.

    You've clearly made games that people enjoyed and will remember. I'd hardly call that a pointless existence in a world where so many people can't make that claim. Really Jeff, if you've got a model that works for you, nobody expects you to change just for the sake of change. Sure, I'm one of those people that will complain about our tired old rehashed models. But I'm not the guy you're trying to sell old school RPG's to either.

    Don't make a historical RPG unless you LOVE history, and desperately want to play a historical RPG. If you're doing it JUST to say you're doing something different, the passion won't be there and everybody will know it. Did you love making the game? Then make another one, and make it better. Listen to feedback, find out what it needs. Then do it. You of all people should know that success with something just isn't going to fall out of the sky. It may take more than one game to get your newly envisioned formula right. No, it won't be a financial cakewalk, but passion and success don't always meet with each other right away.

  31. Just FYI by Anonymous Coward · · Score: 0
    Many games have some educational aspects snuck in.
    I used to think this was ok, too. Apparently not (sort of).

    From the Oxford American English Dictionary:

    snuck informal past and past participle of sneak

    ORIGIN late 16th cent.: probably dialect; perhaps related to obsolete snike [to creep.]
    USAGE The traditional standard past form of sneak is sneaked (: she sneaked around the corner). An alternative past form, snuck ( | she snuck past me), arose in the U.S. in the 19th century. Until very recently, snuck was confined to U.S. dialect use and was regarded as nonstandard, but in the last few decades its use has spread, particularly in the U.S., where it is now generally regarded as a standard alternative to sneaked. In formal contexts, however, sneaked remains the preferred form.
  32. wait, what's this? by Anonymous Coward · · Score: 0

    oh my god someone put shit in my pants

  33. Niche markets by Augmento · · Score: 1

    the true problem with indy games is that they try to go after the same lowest common denominator market that all the big financed games go after. They really need to look around the gaming community and see what niches haven't been filled. for example, there has yet to be a decents sports mmo, a decent non-ship based space/sci-fi mmo (swg was innovative but not fun, now it is neither innovative nor fun). wizardry 8 was the last decent turn based rpg, there is not a decent 3d roleplay mmo yet, not a one has captured the feel of pen and paper games, um, etc...

  34. Education is not fun, but Learning is.. by MotherInferior · · Score: 1

    Otherwise, how can you explain the success of cable networks like TLC, History Channel, and Discovery? Your point is still valid, in that games are well.. games. Learning is not a selling point for a game. Gameplay, graphics, story line, etc. are the primary selling points for games. Any game that is packaged as an "educational game" will not sell very well, because education is seen, rightfully so, as an obligation/duty/chore in nearly every society in the world, certainly within the cultures being marketed to for games.