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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?

34 of 180 comments (clear)

  1. Enough Already by American+AC+in+Paris · · Score: 3, Funny

    Y'know, I hear that if you beat it hard enough, it'll actually come back to life!

    --

    Obliteracy: Words with explosions

    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. Everything is Derivative.. by CashCarSTAR · · Score: 3, Insightful

    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.

  3. FF is a bad example by casualsax3 · · Score: 2, Insightful

    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.

    1. Re:FF is a bad example by klynch · · Score: 2, Insightful

      Maybe not, but I don't want to pay for the same game twice. I really don't see what was so good about Halo. As far as I can tell the only reason it was successful was because there wasn't another decent shooter on the Xbox at the time. Final Fantasy games, however, are pretty good but I find that's because of the story they tell. They involve you into the story and at some point you find yourself sucked in and making a difference in this game universe.

    2. Re:FF is a bad example by Pope · · Score: 2, Insightful

      Why should anyone have to read a book to enjoy an FPS video game? I don't need to have played Super Mario Brothers or Donkey Kong to play Super Mario 64 (OK, other than for 1 mini-game, but it's not a necessity to finish the game), even though they share the same characters.

      The game is the game, if it can't stand up by itself, then it's not any good.

      --
      It doesn't mean much now, it's built for the future.
  4. Duh by Reality+Master+101 · · Score: 2, Insightful

    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.
  5. This is why we go for MMORPGs now by damburger · · Score: 2, Insightful

    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?
  6. Perhaps... by GundamFan · · Score: 2, Insightful

    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
    1. 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."
    2. Re:Perhaps... by Minwee · · Score: 3, Insightful

      "Chris Crawford seems like a person who contributes nothing, but complains a lot."

      He has published over a dozen games and written five books on the subject to say nothing of founding the Computer Game Developers' Conference, an event which started in his living room.

      When you have contributed as much nothing as he has, then you can complain all you like.

  7. One word: by MaggieL · · Score: 4, Insightful

    Spore.

    --
    -=Maggie Leber=-
    1. Re:One word: by g00dn3ss · · Score: 2, Interesting

      It depends what kinda new thing you're looking for. If you're going to make comparisons just on theme then you can always find similarities. "Hey look, there's nothing new - they're all just shapes and stuff moving on the screen!"

      If Spore really works as advertised then the reason it will be somewhat different is because everything is procedural. You get to design your own creature and the system makes it walk or swim or whatever based on the mechanics of the body parts. It's not limited to a preset number of creatures that the game designers thought of in advance.

      I think this represents the true path to innovation in the game industry - making things open-ended. This is hard and it will come slowly. I remember a PS2 game a while back called "Red Faction" that was supposed to be different because the environment was supposed to be modifiable. In other words you could do things like shoot the walls and pieces would fall off. But in reality, I found it to be just like every other FPS. Modifying the environment only really helped when the designers had already thought of it in advance.

      Just think of all the ways you could make a game open ended. Modifying characters is one. Modifying the world could also be cool in different ways. Then you could do all kinds of things with open ended story line as technology improves. That will be really hard but I think it will happen to some degree eventually.

      Once we've got this kind of AI, I also think there is the potential to use games to improve education and society in general. Read The Diamond Age, for example. Anyway, I don't think game creativity will plateau for a long time.

      --
      ... rice, rice, gravy ...
    2. Re:One word: by timster · · Score: 2, Insightful

      Go back under your bridge unless you can provide me with a mathematical definition of how complex the rules must be before a "game" becomes a "world".

      And don't give me crap about "goals". Many, many games have multiple goals and allow the player to choose which goals to pursue. In the Sims, there is no reason for the player to make any gameplay decisions unless they have a goal in mind, so the game is still goal-oriented.

      --
      I have seen the future, and it is inconvenient.
    3. Re:One word: by El_Isma · · Score: 2, Insightful

      And only one game.

    4. Re:One word: by timster · · Score: 3, Insightful

      I think that's a poor distinction because it isn't relevant. A traditional pinball machine has no win condition (though there is a lose condition, as in most sim games) and players usually attempt to make the highest possible score. If we add a win condition, I contend that it doesn't change the nature of the game or what it should be called.

      Next you can tell me that pinball has a mechanic -- you must hit markers to get points, and you lose if the ball falls. This is true, but it is ALSO true of all the games which you are choosing to call "worlds": in the Sims, you must play well to obtain goals.

      SimEarth had a win condition and was easy to lose, so I assume you would call it a game. But if we removed the win condition, the gameplay and source of fun would be identical. Why would we reclassify it due to a small change that didn't change the nature of the experience?

      I could get behind a statement that a "game" must involve the concepts of success and failure, but this definition doesn't exclude the Sims, or Animal Crossing, or much of anything that's called a game. It would exclude something like Elektroplankton, but I think few people consider that a game anyway.

      --
      I have seen the future, and it is inconvenient.
    5. Re:One word: by minus_273 · · Score: 2, Insightful

      Wii

      --
      The war with islam is a war on the beast
      The war on terror is a war for peace
    6. Re:One word: by exp(pi*sqrt(163)) · · Score: 2, Funny

      You mean the future of gaming is nice demos?

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  8. Who cares what this guy thinks? by Yahweh+Doesn't+Exist · · Score: 3, Insightful

    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.

    1. Re:Who cares what this guy thinks? by flooey · · Score: 2, Funny

      Meanwhile, he wants to sell his books and push his "Storytronics"... geez, the 1970s called and want their cool innovative name back.

      Actually, even the '70s don't want that one. They were just calling up to wax nostalgic about Pong.

    2. 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.

      --
      Remember, open source is free as in speech, not free as in bear.
  9. It's a mix of many problems by Opportunist · · Score: 2, Insightful

    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.
  10. I can think of a few by Bastian · · Score: 4, Insightful

    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.)

  11. It's a neverending cycle by jeremyds · · Score: 2, Insightful

    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.

  12. 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.

  13. Has Zonk ever actually *played* a FF game? by danaris · · Score: 2, Insightful

    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.
  14. Re:Sore loser by JackBuckley · · Score: 3, Insightful

    I'd have to agree (without the strong language). If it wasn't _Chris Crawford_ making the comment, the story could have been a troll. Instead it's like listening to your cranky great-uncle complaining about music today. Now if _Wil Wright_ tells us that there is no more creativity in gaming, I'll pay more attention.

  15. -4, Unjustified and REDUNDANT. by argStyopa · · Score: 2, Interesting

    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
  16. Adventure gaming? by TheBrakShow · · Score: 2, Insightful

    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.

  17. If something new and good would come to market... by ryane67 · · Score: 3, Funny

    I wouldnt be stuck playing Starcraft ;)

    --
    ?SYNTAX ERROR IN LINE 42
  18. Bound to happen by Programmer_In_Traini · · Score: 2, Insightful

    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
  19. I disagree sir by LD+gspot · · Score: 3, Insightful

    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?

  20. High budget by MisterTea · · Score: 3, Insightful

    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.

    1. Re:High budget by angrymilkman · · Score: 2, Interesting

      yep high costs are a barrier to innovative games. But there is hope, maybe someday some easy game creator kit will be developed which is only as complex as photoshop and still allow one to create innovative games easily.

      --
      ...what matters is what you like, not what you are like...