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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?

4 of 180 comments (clear)

  1. Re:Enough Already by Tackhead · · Score: 3, Interesting
    > Y'know, I hear that if you beat it hard enough, it'll actually come back to life!

    Yeah, but only after the refractory period.

  2. Another who doesn't know what "innovative" means by DeeDob · · Score: 3, Interesting

    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.

  3. Re:Perhaps... by Das+Modell · · Score: 5, Interesting
    Is it really a problem? The games seem to sell well enough, so clearly there must be a demand. I know I'd rather play the next Half-Life than some goddamn storytronics bullshit that will probably never see the light of day. What kind of "innovation" do people want? Some whacky game where you control a dishwasher and try to rape kittens on Mars?

    If you want to look at this as a problem, then yes, it's clearly the fault of the consumers. People only buy FPS, RTS and MMORPG games, so that's exactly what they're going to get. Developers won't make games that won't sell. I don't know what you mean by the MGS2 outrage, but I can imagine what would have happened if Half-Life 2 would have been radically different from the first game... the fans would have probably been angry. They don't want change, yet at the same time they cry about the lack of innovation.

    Chris Crawford seems like a person who contributes nothing, but complains a lot. He also has some very strange ideas about things:

    Well basically, new ideas don't go anywhere. So the industry is just rehashing the same stuff over and over.

    If new ideas don't go anywhere, what's the point of innovation?

    During the 80s there was a lot of experimentation, a lot of new ideas being tried (many of them really bad) but there was at least experimentation. Now we don't see any experimentation whatsoever.

    Well gee, let's think about this: during the 80s, the industry was pretty much getting started, and many of the genres we have today didn't even exist. Also, the primitive graphics required developers to come up with a solid gameplay idea. Nowadays you can easily get away with recycling an old idea, but repackacking it with good graphics and sound. Of course, it's not like they didn't recycle ideas in the 80s...

    Has anybody noticed that we don't appeal to the general public? Has anybody thought that perhaps it might be a good thing? In fact, the industry has talked about reaching out to a broader audience for decades, but the industry is not willing to do anything about it. As long as you keep recycling the same product you're going to have the same markets.

    Sims? World of Warcraft? Second Life? Sports games? Racing games? I should think that they reach out to the "general public" (what does this even mean, exactly?) well enough.

    According to Mobygames, he hasn't done anything related to video games for fourteen years, except that storytronics stuff. Also, "innovation" is a retarded buzz word that doesn't mean anything, just like "next gen."
  4. Re:Who cares what this guy thinks? by masterzora · · Score: 4, Interesting
    I met this guy and talked to him in depth about video games and his ideas for new games and crap like that. I can tell you now: he is a veritable hack.

    He was good in his day, but he just doesn't have it any more. His ideas for "innovation" are basically old style adventure games with dialogue trees. I apologize, he did have one idea that was more of the Sims than of an adventure game. At best, his ideas are TES4:Oblivion, but that's pushing it.

    He's done, his day is over, but he just doesn't want to admit it.

    --
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