Game Industry Has Lost Its 'Spark'?
Gamasutra is running a short interview with game designer Chris Crawford. The discussion in the article centers around Crawford's assertion that the games industry is no longer a creative place. "I haven't even seen any new ideas pop up. The industry is so completely inbred that the people working in it aren't even capable of coming up with new ideas anymore. I was appalled, for example, at the recent GDC. I looked over the games at the Independent Games Festival and they all looked completely derivative to me." I'm not sure I agree. What do you think? Is there anything creative left in the games industry, or are we going to be playing Halo 6 and Final Fantasy XVII ten years from now?
Y'know, I hear that if you beat it hard enough, it'll actually come back to life!
Obliteracy: Words with explosions
To one degree or another. We all stand on the backs of giants. The reality is, in all genres, there are these people who think that somehow, someway we can achieve something that is not derivative, however, generally speaking these people tend to have huge massive egos and think that the only person who can achieve this is themselves.
But when you focus on what games have similar, you tend to completly miss what makes them unique.
Its coming closer, I think we'll be hitting a real saturation point soon, perhaps before even the next console generation is up. There may either be a sort of collapse as the market bloat pops or an explosion onto some new world shaking innovation letting the pressure up. The pressure is coming out of the game's direction themselves. The current direction is unsustainable to allow for enough creativity, but if something can change that direction to something of a second golden era in which creativity can flow (part of which would be a drastic reduction is staffing) we can avoid a terrible implosion of games and a huge set back for the industry as a whole.
Demented But Determined.
GS: When you say new ideas don't go anywhere, what kind of new ideas do you mean? Have you seen any that maybe popped up and fell flat?
CC: I haven't even seen any new ideas pop up. The industry is so completely inbred that the people working in it aren't even capable of coming up with new ideas anymore.
People love to give Squeenix BS about Final Fantasy 112, but the fact is each game is full of fresh ideas (some good, some bad obviously). FF XII looks to be very different. And if Halo 3 makes as many improvements as 2 did over 1, I'm sure I'll enjoy it. People seem to forget that it doesn't have to be revolutionary and new to be really really good.
What creative industry ISN'T 95% derivative? Movies, television, books, music, art, you name it. Everyone jumps on the bandwagon when something is successful. Every so often someone comes up with something new, but true innovation is very rare.
Sometimes it's best to just let stupid people be stupid.
Many, if not most, game players now exclusively play online against other human beings. Other humans provide an originality to each gaming session that tends to be better than that the reactions of a computer.
So game designers have pretty much given up. Instead of having a game to challenge you, they publish games which allow people to challenge each other.
They have taken this to the point of laziness though. Game content is suffering in favour of the almighty online.
It would be nice to see a game that did let you interact with lots of people online, but was also a good game in itself. I'm not holding out much hope though.
If we can put a man on the moon, why can't we shoot people for Apollo-related non-sequiturs?
Or maybe we are just all complaning about a problem we created.
We want games released quickly, with simple twist free stories and game play we are comfortable with.
Look at the outrage over MGS2... people will revolt if you try to inovate so it makes more sense to sell the sequels.
I don't give a damn for a man that can only spell a word one way.
Mark Twain
Spore.
-=Maggie Leber=-
His counter-argument about Nintendo not being innovative with the Wii or DS is that the games industry hasn't been innovative for the last 10 years so why would it change now? Er... okay.
Meanwhile, he wants to sell his books and push his "Storytronics"... geez, the 1970s called and want their cool innovative name back.
As long as it's not a MMORPG I'll certainly be playing it.
I also believe that we'll be playing some version of Halo and Final Fantasy in 10 years.
I'd be willing to bet on Madden 2016 too.
Some series will just live forever in some form.
The right to be heard does not automatically include the right to be taken seriously.
What has Chris Crawford given to the games industry recently? He's just a has-been who's been trading on a largely self-trumpeted reputation.
Move over Chris, let the new blood take over.
One and the most obvious is that new ideas are an inherent risk. With old, tried ideas, you almost can't go wrong. Sure, creating a game with the game flow of Command and Conquer is hardly anything new. Build factories, build little toy soldiers, trash them, the last one to have soldiers wins. Tried, worked.
When you try to go for something new, you first of all have way higher development costs. And you also have the risk that what looked good on paper really stinks in bits and bytes.
Then, we have the problem the movie industry is facing as well: We think in genres. So when you now create a game, your player will try to find a genre to fit it into. We all have our habits and our "pet genres", some love business sims, some like shooters. Should you now create a game that is some sort of mix of genres, something that goes down the middle of two things (i.e. "something new"), you will probably get the response that it isn't what the player wanted, because it has those elements of games he does not enjoy.
So yes, we're kinda stuck with the "same old". And, let's be honest here, who could hold it against the game companies that they don't want to take a risk if it isn't needed? If the risk-less sequel of some game sells just as good as a risky new idea would, why bother going for the higher risk?
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
I think there's a lot of creativity left. I just think the big issue is that no one's taken the chance to prove one of those innovative ideas can make money. With the cost of creating a game these days, everyone wants to make something proven, and just try to give it a different twist with better graphics.
GS: On that note, can you explain the concept of Storytronics? If there is such a way to give a brief description.
CC: It's interactive storytelling.
Okay, Either I saw this in the movie, Big, or we've been trying for this all along. Anyone who's played an "Open Ended" game such as Chrono Triger knows what mutiple endings try for. Blood Omen:Legacy of Kain had an open ending where you could be good or bad guy.
This guy is huge pessimist (admits it in the article). He just seems like he doesn't have a clue. After reading TFA I'm not clear on what the goal of his "Storytelling" games is, but it sounds an aweful lot like he's trying to create a truely, open ended game, but failing miserably... over and over. It's a noble quest, indeed, but trying to say it's an original idea is really laughable.
This sig isn't original enough, it's time to come up with something witty...
Katamari Damacy, Uplink, Darwinia, Spore looks interesting. . .
I think that there might be a bit of "time compression" going on in this article. Original games were few and far between 10-20 years ago, too. I certainly remember back in the 8 and 16-bit era when it seemed like every single game put out by anybody for any system ever was a side scroller.
Besides, video gaming's youth is gone. I don't see why it's such a big deal that so many games resemble other games nowadays - it was easy to try new ideas in 1985 when not so many ideas had been tried. I'd like to see the people who whine about lack of originality try to spend some time coming up with a new idea that's good. Maybe folks could try harder, but (1)I seriously doubt that nobody is trying (2)trying to sell a formula that's known to sell is part of business, and it's not going to change. You might as well shake your fist at the sky for raining, it'd be just as useful.
Of course, an article that says, "Gee, it's really hard to come up with novel games" probably wouldn't sell as well as yet another jaded guy bitching about how things were better in the past. (How original.)
"I'm not sure I agree. What do you think? Is there anything creative left in the games industry, or are we going to be playing Halo 6 and Final Fantasy XVII ten years from now?"
Depends on what you want to be creative. The games, or the technology? There's still some room for creative ideas in the game industry. There's an even greater room for creativity with the technology that goes into games.
I think there's a lot of creativity left. I just think that no one has taken one of those creative ideas and proven it can make money. With the cost of creating some of today's games, the people that put up the money want to bet on something tried and true, with just a new twist and better graphics. The other issue is that as soon as someone does something completely new, everyone piles on the bandwagon. In two years there's 10 games like the first, it's now considered a genre, and we're back to complaining no one makes anything new.
Seriously Chris Crawford cracks me up. "I've been working on this for 14 years and NO ONE has ever done anything like it!" Apparently the man doesn't know what a MUD is (a real MUD, not one that is all about kill-loot-sell-repeat), and he's never heard of White Wolf either. Seriously, like... wtf. The guy goes ON and ON about rehashing old ideas and recylcing things... people improving but not actually innovating. Look in the mirror, man.
I think what we're seeing in the gaming industry runs parallel to what we're seeing in the movie industry. As both games and movies are becoming more and more expensive to produce, the risk of failure increases. Games are generally still priced the same as they were 10 years ago, yet the costs to produce them have increased dramatically. Publishers are less willing to take risks and thus resort to releasing games that are derivative of or sequels to past successes. As long as customers are willing to fork over their money on these games, the publishers will continue to produce them.
It seems to me like games are getting lamer all the time, but then I have to realize that now I'm 42 and playing games just doesn't have the draw it used to. Not that I don't play, but I am open to the concept that my memory of games then is better than my reality of games now.
Of course, it's possible that Games just peaked with Outhouse and have gone downhill ever since.
You read it as "The game industry isn't innovative anymore" What was actually said is "I NEED WORK AND MONEY OH GOD PLEASE HIRE ME"
I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
And, if Slashdot is anything like GDC06, he'll get his wish and there will be a hundred "No it isn't" posts... *sigh*
Spell cheek you've failed me four the last thyme!
...Weird.
Almost on a daily basis someone in a forum will say that games are stagnant and lack innovation.
To that i say bull...
Games don't lack innovation, people fail to even try the most innovative games or to even find the innovation in a game.
People always seem to think that "innovation" should equal "revolution" in gaming. People are just waiting for the "next" big thing that is just isn't coming anytime soon:
- Text-based games to static-graphic games.
- Static-graphic games to dynamic 2D graphics with sound.
- Dynamic 2D graphic with sound games to polygonal "3D" games.
- Polygonal "3D" games to ???
It's the ??? that people confuse with innovation.
True "Innovation" comes in small doses...
A game like Halo: yes, it's YET another FPS. It introduced a couple of concepts that made for overall good gameplay.
A game like the Original Doom: very similar to other games that came before, it introduced better level designs and a perspective of height.
The game Life Line: Used almost exclusively vocal commands to control a character in a survival horror game. Innovative... even if it failed to work properly.
The game Indigo Prophecy: Multiple endings to every scene. Player action impact on overall story. It was done before, but this game took it to an entire new level. It was a main aspect of the game rather than a simple afterthought.
Other developpers take these small innovations and include them in their games... Over the course of years, this is the innovation that amount to something.
Comparing Top Spin 2 to the old Tennis game on the NES, i can't help but think that it's not only graphics that have changed. The gameplay has too.
As someone from within the industry, I have to shed a tear and agree. The fact is that staple products are being bought up so much that creativity really isn't pushed that much. I mean, how many people out there are guilty of supporting EA's Madden series for the last 5+ years? TONS! But I say it's only "kinda" true because there -are- games that are breaking the mold and doing damn well. Look at Katamari Damacy. I know that it's really the Japanese fanboys/girls in America that love it, but there is still a growing audience for the Katamari series now that it's reached a major popularity point. Shadow of the Colossus is another good example. This is a game that took the traditional platformer/action genre and gave it a bit of a twist that made a -very- fun to play and interesting game. So while the trend is to go with the cookie cutter games, there are still companies out there who are going the creative route and really making the money.
Or, more to the point, played more than one? There are certain elements that bind them together, sure (chocobos, basic battle concepts, some guy named Cid who likes technology/airships), but each numbered Final Fantasy game is completely different from the preceding ones--new characters, new stories, whole new world, largely different magic/skill/whatever systems (FF X-2 and the FF VII Compilation aren't really "numbered FF games").
Just because they all bear the same name doesn't mean there's more than that linking them. Some people think that's a bad thing; personally, I like every FF game I've played, the similarities and the differences.
Dan Aris
Fun. Free. Online. RPG. BattleMaster.
I'd like to point out that complaints about the creativity of the gaming industry aren't very creative any longer. For years we've been reading the same, tired, inbred complaints that are just rehashed derivatives of complaints we've heard before. .
Is it daily now that we get a story about how
- the games industry is dying
- there's no creativity in games any more
- nobody's buying games
- nobody likes games
?Huh?
Yet WoW has passed 6 million users, an utterly-unheard-of number in the MMOG world. The computer/electronic games industry (which didn't EXIST prior to what, 1975?) is now bigger than Hollywood. More people than ever play games, to the point that we're generationally reaching the point where the 'mainstream' of society are electronic gamers.
If this is failure, what's success?
Like any industry, in it's fledgling decade there was a great deal of innovation (much of it sucked), success (and failure), and a non-zero-sum universe of customers. There used to be companies like Studebaker, Packard, Nash, and Hudson, too. Like every industry, there are periods of innovation and expansion, and periods of consolidation and centralization. It's the capitalist equivalent of breathing.
If we're exhaling now (and I'm not convinced we are), relax. The industry will inhale soon enough.
-Styopa
I'm definitely interested to see what people come up with for the Wiiiiiii. I'm willing to bet Crawford doesn't own a DS, since there are great games like Kirby's Canvas Curse that are completely unique thanks to the touch screen. The Wii should really open things up as well, so that'll be fun to see what designers come up with.
Much as I respect Crawford in some ways (I own his books) I have to think he's a bit insulated. There certainly is progress, it's just slow and bursty as usual. Back in the 80s it was all Pac-Man clones, Space Invader clones, generic platformer, and generic shooter. With the occasional gems.
I'm just so glad they came up with it before anyone else did!
I think one of the most revealing examples of this loss of spark was LucasArt's cancellation of Sam and Max II. Yes, granted Sam and Max II is a sequel, but at least it would have been a departure from the FPS, MMORPG, RTS, and driving games that seem to be dominating the gaming market today. Adventure is an incredibly versatile genre, yet seems to be underappreciated by today's developers. I believe adventure games will ultimately save the gaming industry when everything else has become hackneyed and stale.
I wouldnt be stuck playing Starcraft ;)
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If the games become just derivative spam, then the market will respond. I no longer buy RTS titles, for example, because I've been playing them since Dune 2 (really, since Herzog Zwei for the Genesis) and they have gotten very, very, old for me. Others still enjoy them a lot. Same with FPS titles; I enjoy this genre, but pass on maybe 75% of the "major" releases because I've been there, done that.
All entertainment builds on past innovation, as others have already noted in this thread. If sales go down on the redundant games, and people flock to the few "innovative" titles, then more of those will be made. But it seems like most people are happy with "more of the same"... and having fun!... so that's what is made.
"- Text-based games to static-graphic games.
- Static-graphic games to dynamic 2D graphics with sound.
- Dynamic 2D graphic with sound games to polygonal "3D" games.
- Polygonal "3D" games to ???"
Not really how it happened. "Dynamic 2D graphic with sound" games like pong were "first", at least in popular culture. Text and static graphic games actually same later.
"What creative industry ISN'T 95% derivative? Movies, television, books, music, art, you name it. Everyone jumps on the bandwagon when something is successful."
Yes, but that does not make it good or interesting to anyone with even the minimal intelligence needed to notice the verbatim copy.
E.g., yes, movies do the same, but that's exactly why movies have lost my interest long ago. Every single freakin' genre has been reduced to one standard script, with _maybe_ a couple of standard variants. So if you watch the first 5 minutes of any movie, by now you can tell pretty accurately what will happen in the rest of the movie, who will die, and exactly after how many minutes the standard plot twist will come.
I'm freakin' sick and tired of, for example, The Hero's Journey standard script, after seeing it being applied verbatim to every single freakin' action movie. It seems that just about _any_ topic is shoehorned into the same script, following the same steps, in the same order, and religiously obeying the percentage of minutes each step could take. And spicing it up with the same ingredients, e.g., sex and wanton destruction of property, because that's what sells.
And I really mean _any_ topic by now. I have all confidence that Hollywood could even shoehorn the whole WW2 into the same tired Hero's Journey script, starting with Franklin D. Roosevelt as an ordinary citizen you can relate to, climaxing with him single-handedly defeating Hitler and Mussolini and their super-soldier guards in a spectacular fight, and coming down from that climax by getting the girl and becoming a normal citizen again. Forget what you've learned in history class about how that war actually went, this is the Hero's Journey way, and we're not gonna let history get in the way of it. The fall of the Soviet Union? Same deal. Start with Clinton as an everyman figure, climax by defeating Gorbachev and his Spetsnaz guards in an epic fight, etc.
Yes, it's partially sarcasm, but also sadly serious: they're _that_ bloody one-track-minded about shoehorning anything into a standardised script.
I've even seen it seep into games. Sometimes in such an uninspired 1-to-1 transcription, that makes a 10 minute introductory sequence in a 90 minute movie become a boring horrible 5 hour grind in a 45 hour console RPG. They have their script saying that X% of the total time must be devoted to showing the hero as an everyman figure that the viewer can identify with, and they're gonna religiously obey that.
And so on.
Does that make movies better? No, it doesn't. As I've said, it just made my interest in movies take a nose dive as soon as I figured out those standard scripts. (That was around the mid-teens, btw, so it didn't even take a lifetime to get that "haven't I seen the exact same movie before, only with different names and props?" feeling.)
Am I looking forward to seeing games become the same thing? Good grief, no!
A polar bear is a cartesian bear after a coordinate transform.
That picture of Chris Crawford on the article was just so melodramatic. It reminded me of something. I just... I just couldn't help myself .
Just because a game bears the name of its predecessor doesn't mean there is a lack of creativity or it's the same rehash of gameplay. Many of these sequels introduce brand new gameplay and actually push their respective genres into new directions.
Just for example: Super Mario 1, Super Mario 2 (NA version), Super Mario 3, Super Mario World, Super Mario 64, Paper Mario, Super Mario RPG, Mario Tennis, Mario Golf, and Super Mario Kart all bear the Mario name, but all of them introduced new gameplay and new ideas and weren't just rehash and useless sequels.
This just sounds absurd to me. Of course, if you're looking at what's going on in the Sony and Microsoft camps, the magic has died. There's prettier pictures to look at...and this IS magical for a while...but they're beating a dead horse.
Nintendo, on the other hand, is just pumping me full of adrenaline these days. Pick up a DS. Geez, so many new concepts and ideas are going on. So many brilliant games. Trauma Center, Pheonix Wright: Ace Attourney, Lost in Blue, Brain Age...a lot of traditional type games are getting great face lifts too. We've only seen the first generation of DS games too. It's pretty amazing.
As for the Wii, I can only imagine what games we see come out of it. It's too soon to say if or how it will revolutionize the industry, but seeing how Sony's already tried to implement a knock off of Nintendo's motion detection into the PS3, you can see the fear in their eyes. Maybe Nintendo will finally be able to take gaming back to its roots and divert attention away from the more graphics/more power mentality that's taken over America.
Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
The last couple of years a lot of new ideas have been sparked, for example the Sims was a brand new concept (and a huge hit). So where the street race car building games (NFS Underground etc).
Of course you can say: "Sims made a lot of sequals, so did NFSU..!!"
That doesn't say the developers aren't creative anymore, its just marketing, cashing in on good concepts!
And last of all, the best-thing-ever game Spore might consist of a couple of old concepts, but you can't deny its a creative masterpiece!
My blog: http://www.redcode.nl
I think there is only an *appearance* of a lack of innovation in the game industry which is due to 2 things.
First, gaming has gone mainstream as compared to 5+ years ago where gaming was an activity only a niche group of people participated in, namely geeks/nerds. Once gaming became more mainstream the target audience, and thus the content of the games, changed. Nowadays games are not made to cater to me and other like minded people, they are aimed at average Joe. This has resulted in me prefering the games I played while growing up (FF1-3 & 7, Toejam&Earl, Starfox, Mario Kart, Goldeneye) compared to whats on the shelves now. On some occassions I would say that I have felt downright alienated by the gaming industry. This leads me to my second point...
Nostalgia. Its a very powerful feeling. Often defined as "a longing for the past". It influences people's views of politics, history, morality etc. These are very personal beliefs. I dont think its crazy to surmise that nostalgia can, and does, influence ones views on something as trivial as the gaming industry and its products. Its important to point out however, that nostalgia tends to be largely unrealistic in most cases.
Nowadays when I walk into EB to look for a game I have to remind myself of 2 things: 1) games are not aimed at people like myself anymore and 2) my childhood gaming experiences were probably not as great as I like to think they were. If I dont do that I never buy anything. Ever.
It becomes more and more difficult to take into consideration anything Chris Crawford says. He is the gaming industry's grumpy old man. Everything he says basically ammounts to, "These damn kids these days!" While even the boy who cried wolf was eventually right, no one paid attention to him because he cried wolf so many times.
Whenever I see a statement from him I know it will be about how bad he thinks gaming is today. Just once I would love to see a statement from Crawford that was positive. His constant negativity just makes me want to discount him entirely, which probably isn't fair. Even the best song gets boring without variety.
http://www.popularculturegaming.com -- my blog about the culture of videogame players
Personally I find that:
1. genres aren't _that_ limitting
E.g., "Europa 1400 -- The Guild" is technically a "business sim", but that didn't really prevent it from mixing inter-personal relationships, a bit of politics, a bit of history lesson, even a bit of RTS, etc, into the mix.
E.g., between Europa Universalis and Hearts Of Iron 2, Paradox's games have technically been strategy in real time, but they're not even vaguely similar to C&C or Warcraft.
2. it's not like people outright refuse new genres. Quite the contrary.
E.g., Populous was debatably the first sorta-RTS, and didn't even fit any genre at the time. Guess what? It was a big success.
E.g., although technically first person shooters were not that new, they still were relatively uncommon, and Wolfenstein 3D was the first textured one. So although you can't really say that it invented a genre, it took an obscure genre and made it a huge success overnight.
E.g., both Sim City and Civilization pretty much created respectively the city-building and empire-building genres. Yup, they sold nicely.
E.g., The Sims only resembled one old game, and at that only vaguely. At any rate, noone though of it as a "genre" yet. Yep, it's quickly become the number one best-selling PC game of all times, out-selling any of Id's or Epic's shooters by a massive margin.
So from where I stand, it looks like inventing a genre actually can sell like hot cakes.
What doesn't sell is just making an uninspired melange of two genres, typically not even understanding what the people liked in either of them. Or not even noticing that they appeal to different types of personalities. E.g., you can't really hope for that much of a market overlap if you mix a slow-paced city-builder appealing to casual gamers with a "hardcore" Counter-Strike clone appealing mainly to die-hard loud-mouthed online "clansmen". E.g., you can't just take a pure-reflexes Mario clone and give it RPG-style cut-scenes and dialogues, and think you've covered both pure-reflexes fans and story-driven fans with one game. In practice, the two are more like opposites, so whoever likes one will be bored by the gameplay of the other.
But that's IMHO not really that much innovation anyway: copying verbatim from two sources isn't much more creative than copying from one. So if that isn't that tempting to publishers, I can't say we've really lost that much as a result.
A polar bear is a cartesian bear after a coordinate transform.
Well, I quite like Singstar, and have been told that Guitar Hero is pretty good. Lots of people liked Buzz. A Tale in the Desert was a pretty nifty idea, or is that too old to qualify? Lionhead's "The Movies" sounds like a pretty original idea. To be honest, I can't think of a lot of games that were original. What are these original games that everyone talks about? Apart from the really early ones, when there was no choice but to be original, the only times we got new ideas was when we had substantially good new hardware. We saw a brief burst of ideas with hardware capable of doing 3D graphics, and another when it became capable of texture mapping. Most of the history of games development has been incremental.
I do agree that the current game market seems diluted somewhat of unique games, but I think it is unfair to attack games specifically with this charge and call them dead for it.
In the human experience there are only a few real different 'modes' if you will. Happy, sad, scared, excited, love, hate... (not a complete list of course). These modes translate to story telling in only a few ways really. The classic love story, a hero saving the world, an evil over-running the world, pure good vs evil, the heist, the grand adventure... (again, not complete).
There isn't really an unlimited number of ways to smash those up to make a unique story. The main story components of most any movie or book can boil down to a well known baseline. Yet with games, that's not enough for us.
Movies and games both I think are playing with a stacked deck in a way because we as consumers keep demanding things of them that we don't demand of their origins. We don't demand that authors churn out brand new never read before ideas every single week of the year. We accept one new story from a given author every few years sometimes, often with the exact same setting, characters, and overall idea. We travel with an author through the telling and re-telling and continued telling of the same story. Don't hear me say that's bad, I enjoy it as much as the next reader, I'm just making a point.
Yet when it comes to games and movies, heaven forbid that two games or movies come out that are both set in wartime or for a good war game be followed by several more games set in the same war. How many books are there about World War 2? Isn't the subject played out by now in print? How many movies are about a boy and a girl? Why is this still an option for a movie? (once again, making a point, I don't specifically think we should stop with either of those)
The saving grace in books and movies seems to be giving the subject a contemporary spin and a twist of some kind. Then we eat it all up. Casablanca was a love story, Romeo and Juliet was too, and so many years later The Break Up is simply a love story. But with a modern setting and a dose of reality we eat up the same story over again. Just how many romance novel books are there???
Games however, are cursed to never repeat any element of anything that came before it. Got an idea for a game? If it's an FPS then you can't have aliens, a war, hell, drugs, the mob, or any number of other things that have been done because without even considering the game on it's own, if it has anything to do with hell then it will be trying to be Quake and it's screwed... or if it has aliens it's trying to be Halo or Half-Life and we'll skip it just the same.
Game makers thought that we wanted our game spin to be higher resolutions and more eye candy, but although we scream for that, we don't buy what they deliver claiming some higher calling of needing unique stories. All the while, hundreds of games a year come out that are so unique they could make their own genre category but because they weren't in hi-def we won't buy them. And because we didn't buy them, but we bought Halo 5, then you better believe that Halo 6 is on the way.
Movies suffered a similar bout with consumers in recent years, as consumers demanded more and more CGI effects. Once we got them though, we figured out that we really didn't want them as much as we were asking for them. A movie today that comes out and is chock full of effects usually won't do too well at the box office. Effects that we can't tell are effects exactly are still good things, like entire movies in space and the like where the effect isn't a big explosion but a light overtone.
I think movies are starting to come around and figure out just what should be CGI and what shouldn't. They've learned when to say NO to CGI and actually dial it down for effect instead of up. Games will get there too if we'll let them. But in order for the creative leaders out there to keep their jobs we need to buy their games. Nex
[ http://www.dvigroup.net/self ]
Sad to say, the assumption that "if only genre X is produced, it's because people only buy genre X" was always false. I fell for it before too, but it never was true anyway.
The thing that matters is _profit_, not number of copies sold. Genre X can be more profitable than Genre Y for a miriad of reasons, even if Genre Y actually sells more copies.
E.g., read some interviews from Sierra and the like during the late 90's, when FPS and RTS exploded and Adventures nearly went extinct. Surely it was because everyone only bought FPS and RTS, and noone bought Adventures, right? Well, wrong. Adventures were a growing market, sold better than ever, and routinely outsold a lot of FPS. But here's the catch: they also cost a lot more to produce. Making a brainless FPS just needed a licensed 3D engine and making about a dozen levels and skins, whereas making an Adventure needed complex animations and scripts. You could sell half as many copies of a FPS and still have more money left.
Briefly: yes, a genre skirted with extinction although it had more demand than ever. Go figure.
E.g., the MMO growth today has _nothing_ to do with everyone wanting to play online only. On the contrary, there are still are _far_ more offline gamers than online gamers. So why do people want to produce a MMO instead of cattering to the larger market? Because of the monthly fee, that's why. If you sell someone an offline game, you get maybe 40$ from them, and worse yet, the retailers take most of that money. If you sell them a MMO, studies say people stay on the average 6 month in them, so at, say, 13$ per month and one of the months being included, you've raked in 13*5 + 40 = 105$ from the average gamer, and 65$ there bypass the retailers completely.
That's all. It's not that everyone wants just 3 genres. It's that those are the most profitable, but the reasons have _nothing_ to do with more people wanting those.
A polar bear is a cartesian bear after a coordinate transform.
When did Bungie announce it?
I hadn't heard!
Can I pre-order now?
Take care,
Mark
There is a solution...
You know, it was bound to happen.
The more money is involved, the less creative it gets. Because creativity is a risk and risk scares investors away.
So, a lot of people tap their games's ideas from the little pond of type of games that are successful like RPG, Shooters and GTA style.
As soon as games starts fading out (if they ever do) then we will see creativity because developpers will fight themselves to obtain funding from the rarer investors.
If you look like your passport photo, you're too ill to travel. - Will Kommen
Well being a Game Programmer myself does not opt me out of this discussion. I believe the fledgling console development houses are afraid of change simply because they do not have the time nor the captiol to implement new ideas. But i digress the PC gaming industry is an everchanging universe. Implementing new ideas is what we do. If it wasnt for implementing new ideas, i wouldnt have a job as far as im concerned. Ideas that a normal every day pc gamer will ever see or care about for that matter. Writing OpenGL drivers, A.I. script, * algorithms and such. We're underappreciated and underpaid. But we love what we do.
Is there anything creative left in the games industry, or are we going to be playing Halo 6 and Final Fantasy XVII ten years from now?
And Duke Nukem Forever. (Maybe.)
His arguements may sway me more if he would answer when asked for examples. MMO's were never done before at one point, the Half-life series seems to be revolutionizing cinematic games, The Total War series created a battle simulator unmatched by anything before or after, Nintendo's standard controller for the Wii wireless and motion sensored, the DS is using a touch screen to enhance game experience, Will Wright is blowing us all away with Spore; Will someone please tell me this guy's definition of innovation? It doesn't happen overnight, it requires work and time, especially when dealing with a time and money consuming, volatile industry such as video game development. As far as I see, the game industry is moving forward all the time. This guy hasn't told me anyhting except that it's not. I can train a parrot to say 'it's not.' Why is it not? Name a game. Name an idea that is absolute shit, name an idea that should have work done on it but people are too scared. Give me examples, thoughts, reasons, but don't sit there and tell me I should listen to you because you spent 4 more years of your time on school than I did. Wait there's more: Donkey Konga, Guitar Hero, Mario 64 changed platformers forever, Zelda games havent been the same since Zelda 64, the Natrual Selection Mod for Half-life-I didn't see any RTS/FPS games before that, nor any that feature 2 different races since. I could go on and on and on about innovation in games. I want to know why these aren't innovations?
The reason why the games industry isn't as creative is because there's too much at stake. Think back to all of the games for the early ATARIs and Commodores which really sucked. All the tons of games which were totally worthless and not even remotely entertaining. For every great creative masterpiece there were tens, even hundreds of games which were just a waste of time. Game companies now aren't willing to bomb ten times to get one great game because a single game can cost in the millions of dollars.
There were some really creative games in the 80's and 90's with original content. Robinson's Requiem was a game where you survived on a planet and could build snares and stuff from parts you found to trap game (somewhat revisited in a Jurassic Park game, and now only noted in good physics engines). Another really old game let you sail from island to island, navigating by the stars and shooting at monsters (this was in the CGA era, but the concept of stellar navigation was beautiful.) And then there's the games where aliens actually spoke different languages, or the one (Cydonia) where they actually had a written language that could readily be translated (this was a language called aUI created in the 1960s by a guy who claimed to learn it from an alien - despite this the language itself is pretty cool.)
The problem with being "too" creative (or too intelligent) is that if the game doesn't sell millions of copies, the creative aspect is never reaches sufficient "maturity" to "breed" and end up in newer games. So while we have some "hopeful monster theory" going on where a game actually shows some creativity, such elements often die out within that game platform or CPU generation.
If I were a game designer, I'd mine used software shops for concepts that were either ahead of their time, poorly executed, or both. Current systems could make awkward designs from 20 years ago really sing with realism and beauty, or trigger newer ideas that wouldn't have been possible 10 years ago.
- Kent N
Wouldn't it be cool if there was some sort of razzie award for the worst sequel-prequel- copycat game of the year? Maybe this would also motivate the game industry to develop more innovative games.
...what matters is what you like, not what you are like...
I just need funding and creative freedom from the people that supply the funding.
Oh how wonderfully post-modern the game industry has become! Let the deconstruction begin! Now, as far as I can tell this has been the complaint about every creative trade in every era throughout the history of mankind. I'm sure there were cavemen complaining that there was no innovation left in cave paintings, nowhere left for the form to evolve.
Just because Mr. Crawford can't come up with an original idea to save his life doesn't mean the industry is drying up creatively. I cite Breakdown, Beyond Good & Evil, Katamari Darmacy, and the Nintendo Wii as examples of why he's full of it.
If you define 'static graphics' as games with non-animated sprites and non-scrolling backgrounds it fits.
Even if your completely against the premise of the Wii and/or the DS, you can't simply ignore them completely and then say there's no innovation in gaming. That's about as innovative as you can get, and there's also stuff like Spore as well to remember...
I do agree however the industry has become rather derivative. Seriously, THREE Final Fantasy XIII's? Ok, that series may be ready to die now (especially since Final Fantasy 8 was the last truly good one). Halo is great, but it's one of a bazillion FPS's (I don't think ANY FPS could get me excited these days, although Red Steel has certainly peeked my interest). Racing is probably the most boring genre on the market (barring Mario Kart and Burnout type stuff), and they're on what now, Ridge Racer 7? Madden's well over it's 20th iteration, with hardly significant upgrades year-to-year and no competition. Compared to the rest of gaming's history, this last gen was relatively boring in my opinion, and I definitly could use with some innovative titles (DS games and Guitar Hero FTW!).
But I'm hoping that's where the Wii comes in. If nothing else, it's something new, so I'm all for it. Considering how much play I've gotten out of my DS (and boy do I love my new DS Lite), I trust Nintendo to help bring the industry out of this horrible slump of repetitive gameplay. I mean, the industry wouldn't even be here if it weren't for them, so they at least deserve the benefit of the doubt. I think Wii looks awesome (despite the name), and it's definitly more exciting than anything anybody else is showing, and that's because it's the ONLY thing I see coming that's not just derivative.
I work in the games industry, and I totally agree with this. I'm a programmer, but the designers run the show. They write the same stories, and use the same gameplay mechanics over and over. Very often, I'm told to make our system look exactly like another popular system. Most ideas that I have about how to make our games cool are totally ignored, because the designers have shipped several successful games, and I'm just the guy that's supposed to make their rules work. Don't expect anything novel. It's pretty hopeless.
What! Who says it takes millions to make a video game? It actually doesn't take much money at all. The biggest barriers today are the ones we have created in our head.
I've worked with Garage Games and you can easily create a game even with their engine. Where do you think Marble Blast Gold and Mutant Storm came from? Even the Wii's development kit is cheap enough that a regular person can buy one.
The big problem with independent development is that they often try to compete with big publishers' games and/or they make games for themselves. Would you see them make games for girls or elderly like Brain Age? No. Nintendo has said they had a problem with new people because they want to make games because of "Final Fantasy, Zelda, and Mario." So Nintendo has to 'un-train' them and not have them think of games in those terms. There is much opportunity for game makers today. In fact, probably more now than ever since everyone says they are 'bored'.
But to the original post, we are already at the point where the market is regressing. This has been occurring for the past five years drastically in Japan and reversed only with the success of the DS there. In America, the market has begun to slide; transitional year my butt. Transitional year does not last several years!
It's like saying there is no creativity with the movie industry. Sure, there are a few big players that hedge their bets with the big sales and big profits. The video game market is now hitting that split. The big guys are soon going to hire Michael Bay to direct the next Halo. But the small fish will still put out the innovation. It's not going to die, it's just going to split.
I'm worried the movie industry might be losing its "spark". Most of the movies are derivative and pigeon-holed into cookie-cutter genres such as comedy, action, horror, and romance. Sure, there are a few interesting indie or sleeper hits, but they don't get enough attention for my tastes. Yes, within moments the movie industry will be no more.
The best way to get creative folks working on game software is to let people develop their ideas without having to get approval first. Hell, I'd even shell out two grand for a development kit if I knew I could actually use it and distribute my games to my friends.
Of course, Nintendo, MS and Sony are all afraid that people will code up porn games (which they will) and will disable the console's anti-piracy features (which they will). Which is why, unfortunately, this will never happen.
When I moderate, I only use "-1, Overrated". That way, I never get meta-moderated!
Introducing multiplayer FPS to the console playing masses ten years after it was first being played doesn't count as innovative. Neither does aimbotting AI that apparently counts as 'legendary' AI. Share with us Halo's innovative features, because you've listed the features for the other games, but included Halo seemingly only because you're a huge fan of it.
Agreed, but every industry should always at least try to push the limits, try new things, even try new twists on old ideas...if they make an old idea better, then I don't really care...
there may not be anything new in the world, but there are always new ways to tell the same story.
So can't wait for Halo 3, 4...even Halo 26 with the complete VR setup.
And would definitely like a new version, lots of new stuff, better graphics of my old favorite, Iron Helix.
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CG
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Your mom has lost her spark.
Now that people want gameplay again, since graphics capabilities are maxed out to the degree of 'Uncanny Valley', suddenly the producers are crying foul and complaining that they have to think again.
I can think up at least three different games that I would consider revolutionary, 'cept of course that the barrier to entry means I've got to go pitching it to other people rather than developing it myself.
Question: How many licks does it take to get to the center of a tootsie pop? Answer: *Chomp* Question: How many times can you remake Super Mario before people get tired of it? Answer: *Chomp*
Thanks everyone, next complaint that the industry is stale is still scheduled for 3 months, as usual! These kind of articles are perfect for a slow news day, but with such gems like Microsoft claiming they want to help Linux and the RIAA claiming they've won, there's really no need for non-news.
I'll give you two. The shield and the weapon limit.
The rechargable shield killed the urge to constantly quicksave every 5 seconds in case of a cheap ambush that PC games have been trapped in, and to some extent haven't truly escaped. Which is just as well, because as a console title it didn't even give you the option of a quicksave. So you no longer wandered down an invisible corridor attempting the 'perfect' run from a health point of view, but carried on fighting when PC gamers would have hit F9 already. This alone would have been enough to hold its place in history.
The limitation to two weapons also demanded some tactical thinking. The balance was far better than most games, too; fighting was no longer about just using the "best" weapon that you still had ammo for, but choosing the right gun for the situation, and if necessary switching to make the most of what the enemy had left you. Coupled with the always-available grenades, you had a much more dynamic battlefield than anything ID ever gave us.
I'd argue that the AI 'felt' a lot more impressive too, due to the quality of characterisation in those Covenant. Obviously you disagree, which is fair enough.
"I Know You Are But What Am I?"
I don't know if a shield will allow it to 'hold its place in history' but you make a very good point that I probably would have never considered as I don't play FPSs on console. And to be honest I'm not the quicksaving type anyway (if a game is worth playing, it's worth replaying sections until you get it right) so it was never going to occur to me regardless.
In my opinion I think you're reading a little too much into being allowed to possess only two weapons at a time, but hey, whatever floats your boat. And I'm not convinced it was the first game to do this either.
I definitely disagree about the AI. I played the PC demo on Legendary and was met with aimbots that led perfectly regardless of what I did, yet still were tricked by me standing with one of those portable shield things between us and me jumping in front of it and shooting them until they were dead. People will complain about the final boss in DOA4 being cheap as fuck, or the skills required to get thru something like Ninja Gaiden, but will talk up blatant perfect leading/aimbotting as brilliant. My mind boggles, but it's 'each to their own' day, so whatever.
"Pong" was far from the first videogame. It was part of the first "arcade" games and for most people, the first videogame they ever saw. Also one of the first to be actually playable by the general public.
Crawford's flapping his gums yet again. What was innovative in the 80's? Let's see, he can probably come up with a list of a couple dozen innovative games, yet ignore the thousands of derivative crap that co-existed throughout the 80's. So then NOW, he looks at the thousands of derivative crap, yet ignores the dozens of innovative titles!
In the last 10 years, we've seen a huge refinement in storytelling, presentation and over all gameplay quality. But, no, Chris would rather we play "interactive books". Somehow that would be more fun.
It seems to have gone completely over Crawford's head that perhaps we've explored the limits of what forms video games can take place. Much like how a car today is still the same as a car was 10 or 20 years ago. The only difference today is the bells and whistles and some engineering refinements. Same goes with video games.
Hence my "at least in popular culture" qualification.
This struck me as just mind-blowingly ignorant:
CC: My advice to the gaming industry would be to sincerely copy Hollywood more closely. The gaming industry really does operate on a model very similar to Hollywood with one huge exception, and that is that they have no system for harvesting new concepts. Hollywood knows that it needs new ideas. The games industry doesn't know.
Is he serious? We should imitate Hollywood? The same Hollywood which is currently in a state of low cinema attendance, low on fresh ideas, pumping out movies that are rehashes from the 70's, and 80's, so low on ideas that they base movies on VIDEO GAMES and comic books... ?!?!
And let's not forget that in Hollywood, if you want to make a movie and don't have studio backing, you still need in the realm of a million bucks just to pull it off as an indie and THEN have the studios distribute it ("Saw" for example).
So Wow. I am speechless. I'm all for what Crawford is pitching with his interactive storytelling. If you think about it, the ideal implementation of what he is talking about would be equivalent to the Star Trek holodeck... But WHY Chris, WHY do you have to push your idea at the EXPENSE of the game industry? It's obvious that you and your ideas are not even in the same space anymore. It's really not necessary to slag the game industry just to push your new concepts. The two can coexist.
Does DeVry still teach programming?
The only thing new in this world is the history that you don't know.[Harry Truman]