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Innovative, Original Games Have No Chance

In interviews with game developers this week, the tone seems to be that innovative, original thought is no longer welcome in the games industry. That definitely seems to be the tone behind IGN's interview with Okami producer Atsushi Inaba, and MTV's interview with Bioshock's Ken Levine (distracting flash site). Atsushi, speaking about the art style in his critically acclaimed but poorly selling adventure game, had this to say about originality in games: "You use the word 'difficult', but I think that it is becoming almost 'impossible' for an original game to succeed financially. This can't be blamed on anyone but it's a simple fact that an original game doesn't appeal to the majority of gamers." Meanwhile Levine, talking mostly about the level of art he's trying to create with the title, had this to say about some of his fellow designers: "Most video game people have read one book and seen one movie in their life, which is 'Lord of the Rings' and 'Aliens' or variations of that. There's great things in that, but you need some variety." While most of the rest of his comments are somewhat mild, he reiterates throughout that they're trying to do something that gamers may not "give a crap" about. What do you think? Has the industry gotten to the point where retreads are all that will sell, or is there still room in the marketplace for original ideas?

225 comments

  1. ok. if you say so. by User+956 · · Score: 3, Insightful

    Innovative, Original Games Have No Chance

    Well then. Since that's settled, Let me get back to Madden 2008: Platinum edition.

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:ok. if you say so. by MasterGwaha · · Score: 4, Funny

      You do that. I'm going to revive my girlfriend by killing these Colossi!

    2. Re:ok. if you say so. by Shads · · Score: 2, Insightful

      Bleh. The line that bothers me though isn't so much his thoughts that innovative games have no chance, but rather "Most video game people have read one book and seen one movie in their life, which is 'Lord of the Rings' and 'Aliens' or variations of that. There's great things in that, but you need some variety."

      Which reads to me as bullshit of the first order, most of the gamers I know are geeks and geeks in general tend to be movie buffs and/or book readers. Those may well be two of their *favorite* icons but its not all they know.

      Honestly, I think there will always be some room for retreads of the same ground, incremental refinement, like well, madden or final fantasy... but there has to be innovation too, the mmorpg sector is a good example, people are going to have trouble detrowning blizzard as the mmo king with wow because every game they keep making is "just another wow with a different skin." Using his logic lotro should kill wow... but it has -zero- chance of doing that because it plays... just... like... wow.

      I think the nintendo controller says a lot. It's innovative to control your games that way and its fun, it adds another element to game play to refresh it... games like katamari damacy are a good example too... they were cheap, they were innovative, and while they didn't sell final fantasy numbers, largely because NON-GAMERS never heard of them, gamers were there snapping them up... because they're bored with repeats of the same ol shit.

      Shrug.

      --
      Shadus
    3. Re:ok. if you say so. by Shads · · Score: 1

      Wish I had some Mod points for you ;)

      That was a hell of a fun game and innovative too.

      --
      Shadus
    4. Re:ok. if you say so. by SP33doh · · Score: 1

      I regard SotC as my favorite game of all time! :D

    5. Re:ok. if you say so. by the+dark+hero · · Score: 1

      agreed! i absolutely love the sleeper hits. ico, shadow of the colossus, okami, rez, katamari...i think we need a game thats creative and different but that has the marketing that a non-gamer or a "retread" gamer might notice. we need to train people to look at different types of games.

      --
      You constantly struggle for self improvement - and it shows.

      Hooray for bad Engrish on fortune cookies

    6. Re:ok. if you say so. by king-manic · · Score: 1

      Bleh. The line that bothers me though isn't so much his thoughts that innovative games have no chance, but rather "Most video game people have read one book and seen one movie in their life, which is 'Lord of the Rings' and 'Aliens' or variations of that. There's great things in that, but you need some variety."

      Which reads to me as bullshit of the first order, most of the gamers I know are geeks and geeks in general tend to be movie buffs and/or book readers. Those may well be two of their *favorite* icons but its not all they know.


      He's just bringing up the fact that most movies/shows/books can be reduced to a few arch typical stories. The whole mono myth idea. For instance, almost everyone loves zelda. And it's story is? "young hero goes on quest to save a princess... slays a very evil bad guy... saves the world." Now lets see star wars. " young hero goes on quest to save a princess... slays a very evil bad guy... saves the world." or how about eragon, another young geek favorite "young hero goes on quest to save a princess... slays a very evil bad guy... saves the world." Slight variations in willow, the princess is younger. Dark crystal is somewhat in the same vein. LOTR just replace the quest otherwise similiar. ect...

      Humans being are simply fairly unoriginal and are uncomfortable when things are too alien. We tend to find a certain pattern we enjoy and then play it with small variations. So long as it changes slightly we dont' get bored. If it changes too much, we decry how the creator raped our childhood.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    7. Re:ok. if you say so. by KDR_11k · · Score: 1

      That applies to stories but the "beat evil guy, save princess" story is applied by many different games that play completely different (e.g. Super Mario Bros. and Zelda). The innovation of a game is not in the story but in the way the game plays. A game can be innovative in many ways, it doesn't have to play completely unlike anything before it, the experience has to be significantly different, though. No game is without any "prior art" for its features but the way they combine and play out can greatly alter the gameplay experience. In the same vein, a game can appear vastly different from anything before it on the surface but the game experience can still feel the same as it does with other games.

      I think there are more basic archetypes of games than basic archetypes of stories though that doesn't mean much, you can abstract away from something until you reach the conclusion that a bunny is like a table but in the end these things are vastly different because what we see is not just the abstract description that uses maybe three out of a hundred plot points present in a story to categorize it. Sure it's easy to reduce everything to archetypes if you ignore enough differences. Hey, why not introduce the archetype "includes consonants"? That sure proves everything is derivative!

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:ok. if you say so. by drinkypoo · · Score: 1

      You do that. I'm going to revive my girlfriend by killing these Colossi!

      It seems like every week I end up going on a new adventure through a series of castles, and my would-be girlfriend is always in another one...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    9. Re:ok. if you say so. by Anonymous Coward · · Score: 0

      Great game. But did it sell well? I think not based on the fact that I was able to buy it so cheaply pretty soon after it's release.

      But I think the term "sells well" is a pretty relative term. I don't know how much SotC cost to make, but if it was done on the cheap (quite possible with this title) then it didn't have to be a top-ten game to make a profit.

      A lot of movies do well enough to get a sequel purely because it was so cheap to shoot the first movie and it ultimately made more than it cost. Sometimes this will put a few more people in the seats for the sequel, especially if the producers go for broke. Did The Terminator, or Mad Max make very much money compared to their sequels? Were the sequels worse than the originals? Were the originals bad?

      I can think of a lot of scenarios for SotC II that would still be pretty fresh and might draw in a wider audience. It won't be completely original, but it'll still be fresh as hell compared to yet another FPS, especially when you consider that a whole lot of people haven't had the chance to play it yet.

    10. Re:ok. if you say so. by MasterGwaha · · Score: 1

      I think THIS explains why you haven't found her yet.... GWAHAHAHAHHA!

  2. Shovelware FTW! by F-3582 · · Score: 0

    Guess how EA made its billions...

    1. Re:Shovelware FTW! by Brian+Gordon · · Score: 1

      Advertising in Splinter Cell and Battlefield 2142?

    2. Re:Shovelware FTW! by F-3582 · · Score: 0

      No, I was thinking of advertising in Ski or Die and Skate or Die, actually...

    3. Re:Shovelware FTW! by KDR_11k · · Score: 2, Informative

      Splinter Cell is made by Ubisoft. EA hasn't bought them yet.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Shovelware FTW! by abandonment · · Score: 1

      Ubisoft is becoming as bad (or worse) than EA as of late though - GRAW1 community is desperate for support / patches, and what does Ubisoft do? ignore them and release graw2 - so instead of fixing the game they already have, they release another game and expect us to pay $60 for a half-baked game done in a ridiculously short period of time.

      Now they have 3 games that are almost identical (GRAW / RainbowSix / Splinter Cel), all use the same engine, and might as well be the same game except there's a different character model.

      It's as bad as the madden yearly-releases of games, except with Madden you get dozens of characters to choose from out of the box, instead of having to buy a whole new game for a new character skin...

  3. Suggestion by UbuntuDupe · · Score: 2, Insightful

    The overwhelming majority of the cost of a game now, seems to be having ever-more-detailed graphics, higher-paid actors, etc. If you want innovation in the game structure itself, it shouldn't be costly (it seems), to do a sort of "proof of concept" in Flash or C# or whatever works on a PC, and if that gets popular, then you know that that's the kind of thing gamers want.

    1. Re:Suggestion by jpardey · · Score: 1

      Like Narbacular Drop? Or however you spell that?

      --
      I have freaks! I did something right...
    2. Re:Suggestion by Shados · · Score: 3, Insightful

      Indeed. While making complex AIs and mechanics can be difficult and require brain power, graphics need pure -time-. Making a higher definition model isn't systematically harder (it is, but people have had the talents for a while), its just...long, and time consuming. You need the same level of skill for making the textures, the meshes, etc. You just have to make more of -everything-.

      Thus, it becomes incredibly long and expensive... I remember when Rogue Squadron for the Gamecube came out back then... they had a small team mind you, but making the model for the larger star destroyers took 1/6th of the time allocated to make the entire game (of course, it was in paralelle so its not like it was slowing down the other parts of the game, but still).

      I just can't begin to think how long a game like a FFXIII will take in raw man hours (everybody added together). It must totally insane.

    3. Re:Suggestion by ClamIAm · · Score: 2, Interesting

      Line Rider is a pretty good example.

    4. Re:Suggestion by adam31 · · Score: 3, Insightful
      Around half of a successful game's budget is actually marketing. So while next-gen ups the remaining budget allocation towards engines pushing high-end graphics and artists to create the content, there is an opportunity now for innovative games to undercut a marketing $$$ disadvantage.


      First, E3 is dead. Thank the lord. But what has risen from those ashes is the downloadable demo as a way to reach gamers. It's like we've taken all the work that goes into dropping demos on E3 machines and pushed it into the living room for a fraction the cost! Among XBox 360 gamers I know, they all love demos (well, at least they love having the ability to try demos).

      The day may come very soon when innovation can compete head-to-head against hype-only games because the battle arena isn't banners on the web and TV commercials, but live on the console with controller in hand.

    5. Re:Suggestion by marshallbanana6 · · Score: 2, Insightful

      Actually I think a better example of this would be Geometry Wars.

    6. Re:Suggestion by Peganthyrus · · Score: 1

      Which, judging from the screenshots I've seen of its original version and its game-company-sponsored remix, has gone from bright, fun, whimsical imagery of a witch-girl walking around through demon-mouth portals, to... a convict wandering through a complex made of poured concrete.

      --
      egypt urnash minimal art.
    7. Re:Suggestion by jpardey · · Score: 1

      That is true. The basic gameplay concept remains, but yeah, it is sad to see the fun idea exchanged for a more palatable... series of cement walled rooms. With turrets.

      --
      I have freaks! I did something right...
    8. Re:Suggestion by drinkypoo · · Score: 1

      If you want innovation in the game structure itself, it shouldn't be costly (it seems), to do a sort of "proof of concept" in Flash or C# or whatever works on a PC, and if that gets popular, then you know that that's the kind of thing gamers want.

      And there is certainly a history of this kind of thing happening. The most recent (and well-funded) example I can think of is Narbacular Drop -> Portal.

      The most important example to gaming, of course, is Cheaterstrike.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  4. I'd like to think..... by Samalie · · Score: 1

    Originality and creativeness in video game design should still be rewarded by the consumer.

    I still remember my first time picking up SimCity, or Dune 2 or Wolf3D. Hell, even The Sims was original in its time, not that it was something I personally enjoyed

    The problem is nobody seems to want creativity or originality anymore. The gaming market seems to want nothing but FPS's or WoW addons anymore. And quite frankly, its a damn shame.

    I have high hopes for Spore, but will the average gamer give 2 shits about it? Probably not....but I REALLY hope I'm wrong about that. Of course, its yet to be shown wether Spore will be fun to play - time will tell.

    Although in the grand scheme of things, I believe that the problem isn't that the consumer won't buy originality in gaming. Its that the studios suck at doing anything original.

    --
    09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    1. Re:I'd like to think..... by Lemmy+Caution · · Score: 1

      You can't leave it to the market. Not a popular view, I know, but...

      I think there needs to be something like an NEA grant to create original games. The market will never provide the incentive to move things forward, not when the risk/reward ratio is so questionable.

      The thing is, it is almost impossible to make the current batch of mainstream market gamers into aesthetically sophisticated consumers. After having believed otherwise, I now believe it will be easier to turn aesthetically sophisticated people into gamers.

    2. Re:I'd like to think..... by heinousjay · · Score: 2

      The problem is nobody seems to want creativity or originality anymore.
      Bullshit. There are tons of innovative games, some of which become staggeringly popular. Games like Katamari Damacy, Ico, Super Mario 64, Gears of War... hell, I can do this all night, and back every individual example up with arguments.

      Even the various so-called retreads tend to bring something new to each iteration.

      Anyone who looks back on some so-called "golden age" of creativity has the rose-colored shades over their eyes. Unless the endless cycles of space shooters, platformers, fighting games, FPSes, and RPGs is something new in your eyes. Me, I've been gaming since almost the beginning, and I think it's never been more varied or better executed than right now.

      Of course, I don't bitterly look to the past like some old man waving his paper at the kids on the lawn.
      --
      Slashdot - where whining about luck is the new way to make the world you want.
    3. Re:I'd like to think..... by Steve001 · · Score: 1

      Samalie wrote as part of a post:

      Originality and creativeness in video game design should still be rewarded by the consumer.

      I still remember my first time picking up SimCity, or Dune 2 or Wolf3D. Hell, even The Sims was original in its time, not that it was something I personally enjoyed

      The problem is nobody seems to want creativity or originality anymore. The gaming market seems to want nothing but FPS's or WoW addons anymore. And quite frankly, its a damn shame.

      I don't think its a matter of not wanting originality, its that it is difficult to move away from something familiar.

      I have "Midway Arcade Treasures" for the PS2 and one of the games on it is "Joust," which became a big hit. Per an interview with one of the creators, there was trouble marketing the game because it didn't have a fire button, and they had to get people used to the concept of a "flap" button (if I remember correctly, the only which had something similar at the time was an olympic-sports-type game where you quickly pushed buttons to simulate running). I think there is room for originality in games, but it might have to be done in small steps.

      I think another factor is the cost of games. One of the factors that made "Katamari Damacy" a hit was its relatively low price (about $20 at a time when games were running $30 to $40). If a game is modestly priced it is more likely that someone will take a risk on it. Now that games are crossing the $50 mark, it is less likely that someone will take a risk on an unfamiliar game. This causes games to stay with the tried and true.

    4. Re:I'd like to think..... by Kelbear · · Score: 1

      Few want originality and creativity. The majority want a game to be...

      Fun.

      That's the overarching goal here. It doesn't need to be dramatically different, it can be just like everyone else's product so long as you do it better than everyone else. If it's so mired in "Been-done-before" then change it until it's fun. That's the primary goal. Changing things for the sake of changing things is throwing yourself out on a limb unnecessarily. Graphics is commonly referenced, while overall quality is easily recognized, though not always noticed. How well does everything in the game fit together to create a fun experience?

      Just tightening up all the failings of a genre together to release another game without such failing is often enough to satisfy the fans of that genre.

      Originality is only 1 path towards the ultimate goal of a game, fun.

    5. Re:I'd like to think..... by Dutch+Gun · · Score: 1

      OMG, government funded games? Please tell me you're kidding.

      I can see it now. Here's the concept: You have a jar with a crucifix in it. The idea of the game is to pee and fill the jar up before the oppressive right-wing evil wacko religious nutjobs can ban gay marriage and destroy the environment. Wow, isn't that edgy? Isn't that deep?

      Go ahead and mod me -1 for libertarian I guess. I just don't think the government has any right to use public funds for such trivial expenditures. It's been the free market that's done us pretty well so far. It's fine if some private foundation wanted to do that, but most of them (as do I) seem to think that money is better spent on things like medical research, education, or even buying (commercial) games for sick kids.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    6. Re:I'd like to think..... by StupidKatz · · Score: 1

      Example of gov't-funded game: America's Army.

      Best waste of taxpayer dollars ever.

      Congress is authorized to promote the arts and sciences... ;)

    7. Re:I'd like to think..... by Lemmy+Caution · · Score: 1

      Well, that old canard about Andre Serrano's "Piss Christ" is both a distortion and an exaggeration. For one thing, it's a photograph: people who quote the urban mythology about it consistently assume it's an actual vial with a crucifix in it, but no such vial exists and the effect may actually be an illusion (it is said that the fluid is simply beer.) Second, the photo was produced as part of a broad series of photos in personal work: it wasn't commissioned as such. Third, his total funding: $5000 of public money, to cover a couple months worth of photographic work. You have no idea how funding in the arts works - and how little of it there is (and how most of it is actually funding artists working for institutions of higher education.)

      Finally, Serrano is himself devoutly Catholic, and the piece was meant to be very devotional. Whether it is a claiming that contemporary society is "pissing" on the tradition of Christianity, or whether it is a claim that, by becoming human, Christ accepted all the indignities of incarnation, is a somewhat open question (and, indeed, both readings are possible: that the Incarnation was itself the divine willing to endure the shame of human existence.)

      But the piece is still trotted out as an example of egregious misuse of public funds, though it cost far, far less than a Halliburton-built swimming pool in an unused training center in the middle of a desert in Iraq.

  5. Fantasy is the worst by Aeonite · · Score: 2, Insightful

    All fantasy games are the same fantasy game. Vanguard, DDO, WOW, Everquest...

    Elf? Check.
    Dwarf? Check.
    Fighter? Check.
    Rogue? Check.

    People don't want fantastic fantasy. They want familiar fantasy. The equivalent of peanut butter and jelly on Wonder Bread or a hot dog while mom and dad eat that weird lasagna stuff. Fantasy gamers have the taste of a 4-year-old.

    1. Re:Fantasy is the worst by mandelbr0t · · Score: 1, Insightful

      All fantasy games are the same fantasy game. Well, at least the ones that are based on the d20 system. The Open Game License has made it even easier to base games on this system.

      They want familiar fantasy. Yes. Personally, I like the d20 system. It can be applied to many different fantasy worlds, and provides familiar gameplay.

      Fantasy gamers have the taste of a 4-year-old. That's where I start disagreeing with you (unless you are referring to the child's near-infinite curiosity). Even without leaving the fantasy worlds published by the Wizards of the Coast themselves, I have an entire bookshelf devoted to manuals and magazines containing new places to explore, new magic spells, new character classes, etc. These are often written by freelance contributors and are released under the OGL I mentioned above. But d20 has been applied to countless other worlds as well. d20 Modern fits into a less fantastic, more contemporary world. Completely new RPGs and game worlds have been created based on this system. It's been nearly 40 years since the first d20 has been rolled, and millions of people have contributed to make it what it is today. I don't think that having a consistent system for gameplay can be equated to a lack of originality. Think of it more as a framework for dealing with the nitty-gritty details, leaving the game author to concentrate on the design and visual aspects.
      --
      "Please describe the scientific nature of the 'whammy'" - Agent Scully
    2. Re:Fantasy is the worst by Aeonite · · Score: 2, Insightful

      My point ultimately is even the wide variety of fantasy games all come back to the same core clichés. Every game has its elves, dwarves and halflings. They all have swords and armor. They all have spellcasters and healers and rogues. The variations seem to be along the lines of "well our elves don't live in trees, they live in the desert" most of the time. You may have a shelf full of books (I have one myself) but it doesn't change the fact that most of those books are built upon the same foundation of elves and hobbits, of fighters and wizards. Hot dogs and Wonder Bread.

      There are no popular fantasy games (pen-and-paper or computer-based) that I am aware of which deviate from the norm, to any measurable degree. Talislanta's boast that it "has no elves" doesn't change the fact that it adheres to dozens of other fantasy tropes. WoW adding Blood elves recently only goes to show that even the expansions stick with comfortable territory. And why? Because most players don't want to play a Xzflrbg or a Gbrhsts. They want to play an elf or a dwarf or a human. Why? Because they understand it. It's a familiar taste.

    3. Re:Fantasy is the worst by Newfangled · · Score: 1

      Agreed. I would love to see some fresh ideas here. Especially in the MMORPG genre. God am I sick and tired of playing a elf, dwarf or orc.

    4. Re:Fantasy is the worst by horn_in_gb · · Score: 1

      wholeheartedly agree. can't stand it myself, though plenty of people enjoy it I guess. maybe to them, having played fantasy games so long, the rogue/dwarf/wizard whatever is familiar turf like PBJ on wonderbread.

    5. Re:Fantasy is the worst by PresidentEnder · · Score: 1

      Yes, but Xzflrbgs or a Gbrhstses are stupid. If your Xzflrbg is an orc, only he uses magic and lives in snow, why don't we just call him that? Furthermore, if a Gbrhsts is something completely new or weird (like the Tojanida (sp?) in D&D 3.0), nobody will want to use it. It's not necessarily Hot Dogs vs Lasagna; I'd say it's more like Hot Dogs vs either Sausages or Indian Cuisine.

      --
      I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
    6. Re:Fantasy is the worst by Cecil · · Score: 1

      Ultima and Wizardry are two excellent and long-lived fantasy series that do not incorporate almost any of the standard fantasy cliches (except magic, which is almost a requirement of the genre -- it would kind of be historical fiction otherwise). You're right, however, that they do not seem to achieve quite as much in the way of popularity.

    7. Re:Fantasy is the worst by Lemmy+Caution · · Score: 2, Insightful

      Actually, I think that there are big differences between western fantasy games and Japanese fantasy games (with non-Japanese Asian fantasy games coming in somewhere between them.) Japanese games seem more truly original, use pastiche in their references of real-world cultures much more colorfully, have more distinctive narratives. Their limits are part of their features, too: the characters are too richly described which allows virtually no customization, and you have to re-learn the basic mechanics with each title.

      I think that the main problem is that the western genre fans have completely naturalized the conventions of that genre. A lot of them still think that the Tolkeinesque fantasy schtick is somehow classical, when it is very much built up from 19th century fantastic literature.

    8. Re:Fantasy is the worst by xblackstatic · · Score: 1

      There are no popular fantasy games (pen-and-paper or computer-based) that I am aware of which deviate from the norm, to any measurable degree.

      One word: Final. Since FFVII (and with only minor deviations), Square* has been pumping out its own genre of steampunk-and-Star-Wars style fantasy with only a smattering of Tolkienian/DnD influence. Similar Asian-produced RPG titles follow suit. I think that's the main point, though; they're Asian-produced. Elves and dwarves and grizzled rangers (oh my) are very much a product of the West; specifically Nordic-influenced Tolkien. Asia has a different stock of fantasy legends to draw from (Journey to the West anyone?), and thus pumps out different brands of fantasy.

      To a certain degree, all fantasy is going to be the same simply because it's a genre. The Hero's Journey abounds no matter where you're from. Magic is probably going to be there (especially in steampunk/cyberpunk fantasy, to differentiate it from 'hard' sci-fi). Non-humans races are likely to be lurking about. If you're talking about a game, which requires mechanics, you're likely going to end up with some kind of class-based system, and it's a 99% bet that one of those classes will be a fighter, one will be a mage and one will be a healer.

      On the other hand, if (disclaimer: like me) you're a fan of, say, Terry Pratchett's Discworld series, you'll also know that something doesn't necessarily have to be thematically 'original' to be, well, original.

    9. Re:Fantasy is the worst by 7Prime · · Score: 1

      So how does FF6 not fit in this catagory? Oh right, it's 2D...

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    10. Re:Fantasy is the worst by Anonymous Coward · · Score: 0

      Excellent points--exactly why I haven't touched the stuff for years.

      How about we take, say, The Golden Compass (and the rest of the series), and distill it of witches and references to Christianity. What you should be left with is definitely something whimsical, compelling, and original.

      But *not* magical. God, I hate that word. Damn you Disney!

    11. Re:Fantasy is the worst by DavidTC · · Score: 1

      All fantasy games are the same fantasy game.

      Reeeaally? What about The Longest Journey? What about Heretic and Hexen or even DOOM? What about Fahrenheit? What about the Discworld games? What about Street Fighter? All those are fantasy by any definition of the word, with demons and magic and other supernatural stuff.

      Or do you mean 'fantasy MMORGS'? Because that's a pretty narrow box to be drawing. The fact there is a genre of games that can best be described as 'MMORGs with modified Tolkien characters' doesn't mean that is all fantasy games.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    12. Re:Fantasy is the worst by Aeonite · · Score: 1

      Perhaps "Medieval Fantasy" or "Fantasy RPG" is a better distinction, then, because I doubt most people would say Doom, Street Fighter or Fahrenheit counted as fantasy as most people define it. Hexen, however, is a bad example anyway, considering that the character class options are Fighter, Cleric and Wizard. Straight out of D&D, that And the Discworld setting, of course, has all the fantasy archetypes in place, though since it's satire it does also poke fun at those very archetypes. I can't speak for the games, never having played them.

      Nor can I speak for The Longest Journey, as I could never get the darn thing to run on my machine at the time.

    13. Re:Fantasy is the worst by Anonymous Coward · · Score: 0

      You have the imagination of a potato.

    14. Re:Fantasy is the worst by KDR_11k · · Score: 1

      Of course if you define fantasy as involving elves, orcs and magic you can't really complain that all fantasy includes orcs, elves and magic.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    15. Re:Fantasy is the worst by DavidTC · · Score: 1

      Perhaps "Medieval Fantasy" or "Fantasy RPG" is a better distinction, then, because I doubt most people would say Doom, Street Fighter or Fahrenheit counted as fantasy as most people define it.

      DOOM and Fahrenehit both contain a demonic invasion. Street Fighter contains, IIRC, Gods in human form. I don't know what your definition of 'fantasy' is, but maybe that's what is a little screwy here.

      Hexen, however, is a bad example anyway, considering that the character class options are Fighter, Cleric and Wizard. Straight out of D&D,

      Yes, Hexen and Discworld are both straight out of D&D and Tolkien, which make them inarguably fantasy, yet, as I said, they aren't anything like WoW or Vanguard or any MMORG at all. That was point, that even Tolkien-inspired fantasy games don't have to be anything like WoW.

      And The Longest Journey was an adventure game that flipped you back and forth between our world, called 'Stark' in the somewhat near future and a medieval magical world called Arcadia, which is actually the other half of Earth. (I bet you thought we lived on Earth, huh? Nope, we only live on half of it.) Being from Stark, you don't actually know any magic, although you are one of the few people who can move back and forth 'at will'. (Although you won't actually learn how to do it 'at will' in the game.) The Balance between the two worlds is getting screwed up, and you're probably the only person who can fix it.

      Dreamfall, the sequel, took on a much more science-fictiony tone because this time most of the problems are in Stark. Dreaming allows people to see the other half of Earth, hence our myths of magic, and in Dreamfall, someone in Stark has figured out a way to expand this process to an incredible extent, where people sleeping in Stark are actually walking around and talking in Arcadia, which isn't a good thing, as traditionally moving back and forth between worlds was very very limited for a good reason.

      --
      If corporations are people, aren't stockholders guilty of slavery?
  6. Nintendogs by HappySqurriel · · Score: 3, Insightful

    One word ... Nintendogs

    The fact is that most "inovative" games break the standard rule in any creative pursuit ... "Know your audience"

    If you're trying to make a game that is different then you should probably look into who the demographic that will be interested in your game is and focus on making the game good for them.

    1. Re:Nintendogs by tepples · · Score: 3, Insightful

      One word ... Nintendogs

      Dogz was out first, and Tamagotchi before that.

    2. Re:Nintendogs by cgenman · · Score: 1

      That's odd, one of the things I'm fond of saying is that you can be creative in certain areas, but you have to make a connection to your audience. Nintendogs brought something everyone wants to do, and did so in a really creative and original way. Most games bring really creative and original settings, but do so in a traditional and off-the-rack way. And necessarily so, as if you have a creative setting and creative gameplay, there is really nothing to latch onto emotionally.

      It probably isn't a co-incidence that some of the biggest hits in the past few years have had creative gameplay hidden behind mundane activities.

    3. Re:Nintendogs by KDR_11k · · Score: 1

      Yes but both failed to provide the same level of interactivity. In Tamagochi you pretty much just push the right buttons to restore certain statuses.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Nintendogs by MemoryDragon · · Score: 1

      The father of those games still is little computer people on the C64!

    5. Re:Nintendogs by Cornflake917 · · Score: 1

      Whoever modded this insightful is a huge nintendo fanboy. Not only is nintendogs not innovative, it's not even that fun. I have it and all I ever did is feed some dogs, take them on walks, and throw frisbees. Oooh what a brilliant game!

    6. Re:Nintendogs by Hannah+E.+Davis · · Score: 1

      Yeah, and the other Petz games too. I was also rather fond of the Creatures series when I was younger.

      I won't deny that Nintendogs is a fun, well-designed game, but the virtual life genre is freakin' old, and most features that are now considered innovative in Nintendogs have been present in PC games for at least a decade. In previous pet-related virtual life games, I have seen voice recognition (albeit in a very primitive form) as well as pet training/feeding/petting. When Nintendogs was announced, I was actually disappointed to discover that it did not even include breeding, a feature that the Petz and Creatures series both incorporated back in the late 90s.

  7. Stop spending millions on them then... by cliffski · · Score: 5, Insightful

    The problem is that if you need 200 people to make a game, you need to persuade so many committees of finance experts to give you the money that the chances of finding someone who will panic at your idea are stupidly high.
    Finding the money for a game that needs 20 people to make is a lot easier and less risky, because even if it's a flop, you aren't taking the whole publisher down with you.
    Of course, ideally, you do the whole game yourself, on your own, sticking 100% to the creative vision you had, without needing to persuade *anyone* about the validity of the idea, and taking all of the risk yourself. I've gone many years reading big name industry celebs saying how that's not possible any more, despite the fact that I do it for a living, and I know a fair few others who do so as well.

    Of course, if you would rather not make a game at all, than make one on a low budget, then that's a different matter. But personally, if I could make a 'triple a' WW2 FPS clone with 100 people, or an original, inventive 2D budget game on my own, I'd do the latter, even if it will never make me rich.

    But generally, he's right, there is a lack of originality in mainstream games (spore is a good exception though).

    --
    DRM-free indie games for the PC and Mac: Positech Games
    1. Re:Stop spending millions on them then... by happyemoticon · · Score: 1

      I would say that you are basically right, with a corollary: if you're influential and wealthy enough - a rockstar game designer like Cliff B. or Shigeru Miyamoto - you can still be pretty creative.

      It's not like this is a new or novel phenomenon, either. I mean, most of the movers and shakers of the art world throughout history have started with a fairly conservative style and moved to the fringes gradually. Picasso did not start doing cubist drawings. The reason that this is now incredibly apparent in the games industry as opposed to twenty years ago is partly the amount of labor and craft necessary for one game to be produced, and also the fact that a great number of idiots buy things like Madden 2008. The industry is effectively clogged by those nothing blockbuster titles, and huge channels of distribution and advertising and production are built around them. Just ask any Best Buy employee how many units of The Burning Crusade they recieved at their store - it's probably in the thousands. And even if you distribute via the internet, Verizon and Sprint are fighting to put a toll booth at your data connection, and huge amounts of promotional labor, from viral marketing to professional blogging, are devoted to making sure that people are talking about the games that the industry wants them to talk about.

    2. Re:Stop spending millions on them then... by UnknownSoldier · · Score: 1

      On consoles this just isn't going to happen -- the barrier of entry is just too high (how many programmers are able to write a complete rendering + physics + ai systems?!) -- MAYBE with MS now offering XNA, but we'll have to wait and see...

      On PCs, this idea is becoming less and less feasible, unless you limit yourself to "simple" games. Nothing wrong with them, say like the 80's 8-bit games or 90's web games, but people expectations have moved on, such as full 3D environments, physics, multiplayer, etc.

      Of course there are exceptions, such as Darwinia, FlightGear, etc., but without graphic and sound artists, most lost budget games just don't have the sex appeal to get them selling. Quality content just costs too much, on TOP of the programming budget, not to mention having a game designer that knows what he is doing.

      I wish there was a good open source game engine that didn't suck. Written by _professionals_ that know what the hell they are doing, and written with a _good_ coding standard. We got OpenGL, we have ODE, we have OpenAL, why isn't there an engine that ties everything together. (Yes, I've heard of Torque) I suspect because we're still a ways off from having a "good engine" that is "good enough", instead of highly tuned engines for the game at hand.

      Cheers

    3. Re:Stop spending millions on them then... by MadHatter2005 · · Score: 1

      Ogre3D is a pretty good graphics engine. It's not all-in-one solution but it certainly handles the rendering side of things.

    4. Re:Stop spending millions on them then... by Jeff+DeMaagd · · Score: 1

      I'd think that the free software people would want to make more games.

      Making immersive games takes a lot of work, though I think most of the work is in the design such as textures, models and audio.

    5. Re:Stop spending millions on them then... by webfiend · · Score: 1

      I misread that as "WWE FPS clone with 100 people," then I misinterpreted the bit about 100 people, and I had a game in my head with 100 cloned wrestling personalities shooting at each other for no good reason.

      That wouldn't be such a bad game, would it?

    6. Re:Stop spending millions on them then... by Anonymous Coward · · Score: 0

      20 People * 50K / Year salary = 1 Million Dollars ....

      Add office lease, equipment....

    7. Re:Stop spending millions on them then... by cliffski · · Score: 1

      Why do you need 20 people? More is not always better. Only one person wrote Harry Potter. Only 1 person wrote Shakespeare's plays, just one person wrote pride and prejudice, the selfish gene, snowcrash... take your pick. Great entertainment is not always the output of a large group.

      --
      DRM-free indie games for the PC and Mac: Positech Games
  8. Must Not Be a Good Enough Idea by KermodeBear · · Score: 1

    "You use the word 'difficult', but I think that it is becoming almost 'impossible' for an original game to succeed financially. This can't be blamed on anyone but it's a simple fact that an original game doesn't appeal to the majority of gamers."
    There are a lot of original ideas. Just because a game is original doesn't mean that it is a good game. If you want your game to sell it has to be both good and likable by a lot of people. That's just business. No use complaining about it; Either reduce your costs so your original, unpopular game can make some profit, or temper your original idea with some more popular ones. I have no pity for this guy, sorry. Like any piece of software, you have to be willing to make compromises.
    --
    Love sees no species.
    1. Re:Must Not Be a Good Enough Idea by JoshJ · · Score: 2, Insightful

      Have you even played Okami? It's an incredible game that didn't sell well because it's not called Zelda. Had Nintendo put it out, renamed 2 characters, and named the game Zelda it'd have sold over a million copies in one day. Gamers are, as a group, a bunch of fucking brand-obsessed idiots. Look at every console flamewar since the 16-bit era for proof.

    2. Re:Must Not Be a Good Enough Idea by sqlrob · · Score: 1

      I'm in the middle of playing Twilight Princess, and , quite frankly, Okami has out Zelda'd Zelda. It's a shame Clover was canned.

    3. Re:Must Not Be a Good Enough Idea by JoshJ · · Score: 1

      I haven't played Twilight Princess yet, but Okami's even topped Link to the Past and Ocarina of Time. But it's not called Zelda, so it doesn't get the recognition it deserves.
      Gamers as a whole need to get off their moronic brand addiction and actually think for themselves worth a damn. I'm sure that right now there's upwards of 10000 PS3/Wii/360 console flamewars on various gaming websites, and still 100+ flamewars over whether the SNES was better than the Genesis. So people end up rejecting extremely good games because they're not called "Zelda" or "Mario", buying crap because it's called "Sonic" or "Final Fantasy", and so forth.
      It's pathetic.

    4. Re:Must Not Be a Good Enough Idea by Nevyn · · Score: 1

      Okami is good, but there are some obvious problems with it. The most obvious being the stupid UI for talking with characters ... that was just painful, certainly if I hadn't been waiting for the game for 6 months anticipating the things it did differently, and got right, I wouldn't have got past the intro.

      While Zelda isn't as original, it's a better complete package ... but then I'm playing Link to the past for the first time, on VC, and as a complete package that's better than both, IMO.

      --
      ustr: Managed string API with ave. 44% overhead over strdup(), for 0-20B
    5. Re:Must Not Be a Good Enough Idea by Rycross · · Score: 1

      I've played Okami, and I found it to be mediocre. I realize this isn't a popular opinion, but while the whole brush-to-use-special-powers mechanic was wonderfully innovative at first, it became old very quickly. The dungeons were poorly designed and much too straight-forward. The puzzles were incredibly simple, but practically every time you messed up, your sidekick launched into a stupid and even more obvious explanation. Finding hidden items was monontonous, and gave little reward. It often involved crawling the map to find that one little mound of dirt on the ground that you remembered seeing 3 hours ago, so you can get an item that is only useful for selling for money. It didn't have the wonderful assortment of items that Zelda did, which means I found myself using the same items and powers over and over, and growing incredibly bored with it.

      Levels were dull. Advancing your character was dull. Exploring was dull. The rewards you were given for going out of your way and exploring were lame. The plot was simplistic. Puzzles were simplistic. Your sidekick treats you like an idiot.

      Yeah it had pretty graphics. And the brushing mechanic was great... for the first 5 hours. But at 10 hours I had to force myself to turn on the PS2. It just wasn't that great of a game.

      Cheap knockoff of Zelda with a couple of gimicks. The problem isn't that gamers don't like innovation. Innovation for the sake of innovation isn't good enough. You have to deliver a solid game too.

    6. Re:Must Not Be a Good Enough Idea by JoshJ · · Score: 1

      I've played Okami, and I found it to be mediocre. I realize this isn't a popular opinion, but while the whole brush-to-use-special-powers mechanic was wonderfully innovative at first, it became old very quickly. The dungeons were poorly designed and much too straight-forward. The puzzles were incredibly simple, but practically every time you messed up, your sidekick launched into a stupid and even more obvious explanation.

      I take it you forgot Ocarina of Time? Navi and Issun are the same. damn. character.

      Finding hidden items was monontonous, and gave little reward. It often involved crawling the map to find that one little mound of dirt on the ground that you remembered seeing 3 hours ago, so you can get an item that is only useful for selling for money.

      Finding hidden items was monotonous, and gave little reward. It often involved crawling the map to find that one hookshot target/block you couldn't lift a few hours ago/whatever that you remember seeing 4 hours ago so you can get 100 rupees.
      "Advancing your character was dull"? No moreso than in Zelda, where all "advancing your character" meant was crawling the map to find 1/4 heart containers.
      I could continue, but I'm not going to bother. If you can't see that there are a lot more similarities, then take off the fanboy goggles and look at the real game.
    7. Re:Must Not Be a Good Enough Idea by nuzak · · Score: 1

      What was wrong with the UI for talking? Walk up, press a button, listen to lots of really hokey dialog. The content may not have been the best, but the UI was fine. Okay, occasionally you'd jump and frighten them instead, but that didn't have real consequences.

      Okami's visuals and music were just phenomenal (though on the visuals front, all of Kamui looked like it was rushed, compared to elaborate locales like Kusa Village). The game was ... meh. For me, Prince of Persia raised the bar for combat-oriented platforming gameplay, and Okami definitely did not measure up. Combat in the featureless tiny circular arenas was especially repetitive, and the brushwork mechanic felt far too separated from the rest of the gameplay experience (but I guess it'd be impossible to make it a usable realtime thing with joystick controllers).

      It's a beautiful art piece, I fire it up just to look at it, but rather a middling game.

      --
      Done with slashdot, done with nerds, getting a life.
    8. Re:Must Not Be a Good Enough Idea by Rycross · · Score: 1

      I take it you forgot Ocarina of Time? Navi and Issun are the same. damn. character.

      Nope, I didn't forget it. Yeah they're the same character. The difference is that Navi didn't bug you nearly as much, and when she did you had an option of listening (you had to press a button to activate), and usually had semi-useful advice. Issun just interrupts you, using the god-awful slooooooooow text boxes.

      You also forgot how I mentioned level design. It's important. Okami's levels were very very straightforward. Maybe one or two puzzles, and very linear. Zelda's, by comparison, are much more complex and interesting.

      Finding hidden items was monotonous, and gave little reward. It often involved crawling the map to find that one hookshot target/block you couldn't lift a few hours ago/whatever that you remember seeing 4 hours ago so you can get 100 rupees.

      No, the difference is that if you had to backtrack to something you saw 3 hours ago in Zelda, it gave you something substantial. At least a heart piece. And they used these kinds of things sparingly, and were often easy to remember, like big boulders you could bomb. Okami's equivalent is a little patch of dirt.

      "Advancing your character was dull"? No moreso than in Zelda, where all "advancing your character" meant was crawling the map to find 1/4 heart containers.

      Thats better than trucking around seeds and spending tons of time feeding every little animal you see just so you can get points to increase your life. With Zelda you got some interesting powers. Okami had 3 weapons, where you pick a main and a sub. The other items were useless. The brush powers added some variety, but they were such a pain in the ass to use, and quite often had limited usefulness. I felt Zelda had a lot more variety.

      I could continue, but I'm not going to bother. If you can't see that there are a lot more similarities, then take off the fanboy goggles and look at the real game.

      That's ok, I'll continue. Besides the sub-par level design I mentioned, Okami really liked to rub its story and characters in your face using freakin slow text boxes, instead of keeping the story mostly out of your way like Zelda. The level design leaves a lot to be desired. The brush skills get very monontonous very quickly. This game really needed the Nintendo DS's stylus.

      It had a nice unique graphics and made a great attempt at a new gameplay mechanism. Unfortunately, the brush thing wasn't very well suited for the Playstation 2, and they severely neglected the level design. Given how much they wanted to rub the story in your face, they should have spent a lot more time on it to make it actually interesting.

      Feel free to label me a fanboy though. I realize its hard to accept that some people might have valid complaints about a game you like, but I find it hard to swallow that Okami was just this beautiful misunderstood flower that people failed to appreciate, when other niche games like Katamari and unique games like Shadow of the Colossus did so well with just as much critical acclaim. All I know is, that 10 hours into Okami, I realized that I could be playing something I actually enjoyed. So I switched to FFXII.
    9. Re:Must Not Be a Good Enough Idea by Rycross · · Score: 1

      Mostly, I just found the rate at which the text appeared intolerably slow, with no way to configure it. Especially in cutscenes.

    10. Re:Must Not Be a Good Enough Idea by kmac06 · · Score: 1

      If I'm a casual gamer, and only buy say 3 games a year, should I go buy some game I've never heard of, or the next title in a series that has already made 6 games I enjoyed?

    11. Re:Must Not Be a Good Enough Idea by Com2Kid · · Score: 1

      I *HAVE* played it.

      It stinks.

      Aside from the 5 minute text intro, the boring fighting, or the incessant 5 minute text breaks?

      Feels like an interactive novel...

      Another bleh Zelda clone.

    12. Re:Must Not Be a Good Enough Idea by Astarica · · Score: 1

      It's one thing to say (insert game) is the bestest game ever, how come it didn't say X milion like (whatever)? You can blame the masses being dumb or whatever for this, and that's fine. Competition is never supposed to be fair.

      But if your bestest game ever didn't even sell enough to be profitable, maybe it's not as good as you think it is.

    13. Re:Must Not Be a Good Enough Idea by Nevyn · · Score: 1

      What was wrong with the UI for talking?

      The fact you can't always speed the text up, and everyone does that annoying and stupid mumble (which you can't turn off). I assume this was better in Kanji, due to having less symbols.

      It's a beautiful art piece, I fire it up just to look at it, but rather a middling game.

      Well, to be fair, I thought the game play was better than that. And I'd certainly recommend it to people who play an above average amount of games ... but not so much for casual gamers. From the Art POV, I'm also not sure about the Doom like 3d on the trees etc.

      But it was certainly nice on the eyes :).

      --
      ustr: Managed string API with ave. 44% overhead over strdup(), for 0-20B
    14. Re:Must Not Be a Good Enough Idea by MeanderingMind · · Score: 1

      My question: Is Okami really all that innovative and new if it's just a well-made Zelda in a different setting?

      Surely there is more to the game than "unbranded Zelda".

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  9. What an ass... by MaineCoon · · Score: 1, Informative

    To talk about his peers in the industry he does, and paint with such a broad brush. If he wants to make himself look better than his peers, perhaps he should do so by proving himself, rather than trying to stand apart through pointless and insulting talk alone.

    As someone who works in the industry, I know many designers, artists, and engineers, and in general they love all kinds of fiction - SF, fantasy, action, horror, drama. Tastes are quite varied... there is no extreme focus on Tolkien or Aliens. In fact, many of them are quite tired of Tolkien.

    --
    Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    1. Re:What an ass... by iantf · · Score: 3, Insightful

      Dude, Ken Levine doesn't need to prove himself. He designed Thief and System Shock II, and he executive produced Freedom Force, three of the most innovative big-budget games of the last decade. If he has criticisms of the rest of the industry, the man has earned the right to speak up.

      (No, I have never met Ken Levine. I have nothing personal invested in this. But to say of the lead designer of System Shock II "If he wants to make himself look better than his peers, perhaps he should do so by proving himself"...well, you should be embarrassed, frankly.)

    2. Re:What an ass... by Locke+DieDrake · · Score: 2, Insightful

      I think he was using hyperbole to make a point. A point that inside the games industry, games tend to stick pretty closely to a group of preconcieved ideals. Ideals that are more or less based on Tolkein and Aliens esq sci-fi movies. Incidently, your sig rather strongly invalidates your own point while validating TFA. I'll give you a hint. When someone says a certain [i]thing[/i] is over used in the games industry, you should remove ads for such a [i]thing[/i] before you try and call bullshit.

    3. Re:What an ass... by cyrax256 · · Score: 1

      You should read the article again... It's not that the game makers are illiterate. It's the gamers that don't read anything else that is not Tolkien-related, so they tend to discard anything that doesn't fit those parameters.

    4. Re:What an ass... by Anonymous Coward · · Score: 0

      He definitely sounds like he's progressed to full "pretentious, boring, Vassar-educated twit".

      Developing for the the 360? Most of the non-hardcore gamers I know treat consoles as pick up a controller and play systems. They want to plop down and play a quick game of Madden. They don't want a game they can't play in short periods of time or put off playing for a long time without being lost when they return.

    5. Re:What an ass... by Anonymous Coward · · Score: 0

      Shocking that the person who lists the aliens vs predator MUD as his personal website would take offense with the claim the Aliens genre is overplayed.

  10. The PC still hosts original thought by Dr.+Eggman · · Score: 2, Insightful

    While I can't speak for consoles, original ideas still find their way to PC, I always find a handful odd, little known company's games on PC shelves (or rather lists as I shop mostly online.) Defcon and Darwinia spring to mind. Those games were both etail and limited retail before they also came to Steam. Steam provides a plethora of indie games, many of which are unique and intersting like The Ship. Steam has so many indie games that they infact have their own browsing tab.

    --
    Demented But Determined.
    1. Re:The PC still hosts original thought by cowscows · · Score: 1

      I think it's really a matter of unrealistic expectations. Something completely new is likely going to take some time to build up the critical mass/mind-share needed to really take hold in the mind of the public and become the next big thing. The problem with games is that that there's such a quick and constant flow of new games that any new game is yesterday's news just a couple months later.

      If you understand that reality, then it becomes a question of how do you work around it. There are a couple ways. One, you start small, sharing your idea in a more limited, cheaper to develop way. Then as things get going, you expand and improve and eventually you get closer to your original grand vision. A lot of MMO's seem to be working this way. There's only one WoW, selling 6 zillion copies on the first day, but there are dozens of other MMO's with stable and profitable fanbases. Another option is to somehow connect your game with some already existing mindshare. Nintendo does this by sticking new game types into existing franchises. I'm much more likely to take a good look at Mario Ice Hockey than at a cartoony hockey game with random anime characters or whatever all other things being equal, because I'm familiar with the Mario universe and I've enjoyed those games before. (Also because I'm a nintendo fanboy, but it would work with some non-nintendo franchises as well.)

      --

      One time I threw a brick at a duck.

    2. Re:The PC still hosts original thought by Kalriath · · Score: 1

      Steam isn't the only way either. You can download and boot up a copy of Stardock Central (the integrator behind Object Desktop, the platform WindowBlinds is a part of) and hit the games tab of it to see plethoras of games by all sorts of people you've never heard of - some of which are indeed unique and interesting as well.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    3. Re:The PC still hosts original thought by Anonymous Coward · · Score: 0

      Wait; Darwinia = Cannon Fodder, Cannon Fodder = Darwinia. Everybody knows this, especially Introversion.

  11. Market Differently by CDarklock · · Score: 1

    I think the video game industry needs to stop bankrolling projects off a few blockbuster titles, and instead bankroll them from a massive library of reliable inexpensive titles.

    Just a thought.

    --
    Microsoft cheerleader, blue flag waving, you got a problem with that?
    1. Re:Market Differently by User+956 · · Score: 1

      I think the video game industry needs to stop bankrolling projects off a few blockbuster titles, and instead bankroll them from a massive library of reliable inexpensive titles.

      Ah yes, the gaming equivalent of the Long Tail.

      --
      The theory of relativity doesn't work right in Arkansas.
    2. Re:Market Differently by nuzak · · Score: 1

      People buy console games used (I almost always do), which fairly demolishes the Long Tail.

      --
      Done with slashdot, done with nerds, getting a life.
    3. Re:Market Differently by User+956 · · Score: 1

      People buy console games used (I almost always do), which fairly demolishes the Long Tail.

      Ah, but the long tail is alive and well with the X360 Marketplace, Wii marketplace, and so on.

      --
      The theory of relativity doesn't work right in Arkansas.
  12. Only going to get worse by Ohio+Calvinist · · Score: 1

    I'd have to say... with razor thin profit margins video games have to meet, it is infinitely safer for companies to launch lines on next-gen consoles with proven game francises. I mean, no matter how bad the next Sonic re-hash is going to be, its going to outsell a cohort of obsure, but avant-garde games whose developers' venture capitalists might already be wary of the business model the industry is following. Its easier (and safer) to bastardize previous works for a C-/D+ than risk "original thought." But with that said... it disappoints me that there is no real venue for low budget/indie games on consoles like MP3 and FOSS has given underdogs a fighting (and sometimes winning) chance despite the odds.

    --
    Forgive my spelling from time to time. I'm often posting during short breaks.
  13. Guuuuh by Anonymous Coward · · Score: 0

    Has the industry gotten to the point where retreads are all that will sell, or is there still room in the marketplace for original ideas?

    Yes. Where the fuck have you been? Take a look at the list of all-time top selling games. It's mostly sequels.

    It's not cost-effective to take a chance with original ideas at present because game development is so expensive. Maybe that will change in time, maybe XBox Live marketplace or whatever Sony and Nintendo call their efforts will change that, but right now, it's all about existing paradigms and sequels.

    This issue has been rehashed how many times already.

    1. Re:Guuuuh by Maxwell · · Score: 1

      Sequels to what? Oh yeah, successful, original, innovative games. Version 1 gets the market interested, version 2, etc proves the concept. I am sure Quake II outsold Doom, but if it wasn't for Doom...

      JON

  14. Market Share Myth by jythie · · Score: 1

    One problem I have witnessed a few times,

    Say the total gaming market is 100 people, an whatever you sell with appeal to 50 of those people. People would say how well the game did and marketing calls it a sucess.

    Wait a couple years and say the market is 1000 people, the majority of which like some common formula. You release again and get, say, 75 people. Now marketing calls it a failure because it didn't appeal to the _largest_ group, even though the total viewership increased.. it just didn't increase as fast as the full market.

    Too many companies end up all aiming for the big demographics rather then targeting the smaller groups where there is less competition. Everyone wants to be the 'best' even if 'third' would result in more profits.

  15. Yeah, that's ONLY a problem with games by spun · · Score: 2, Insightful

    Face it, the entertainment industry thrives on mediocrity. Whatever works is endlessly ripped off and stripped of whatever made the original good by committees of overeducated, undertalented hacks. Anything new is shunned and mocked, until it becomes popular at which point everyone is suddenly it's biggest fan.

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    1. Re:Yeah, that's ONLY a problem with games by F-3582 · · Score: 0

      It has always been a problem with every new genre. Back in the old era of small movie companies getting rich over night in Hollywood, the movie world was full of plagiarism. Everyone tried to make slapstick stuff like Hardy&Laurel or Chaplin did. It took years before film was really considered an art and a medium to formulate more complex thoughts.

      While the (mainstream) games genre technically has evolved rapidly (seeing the little time it took from seeing an 8x8 pixel model of General Custer raping an 8x8 pixel model of an innocent squaw to seeing a highly polygonized model of an average pervert raping highly polygonized models of innocent school girls) the audience is still far too mainstream-oriented. It will take some time until video games will be really considered art and get to fill niches like those art movies do. Give them some time.

  16. Okami Rocks by jonabbey · · Score: 1, Insightful

    My wife and I are playing through Okami now. It's one of the most fun games I've played on the PS2, with lots of interesting things to do and see, and the art is just beautiful.

    Kudos, guys.

  17. Independant Publisher by Anonymous Coward · · Score: 0

    Go through an independant publisher like Shrapnel Games http://www.shrapnelgames.com/ though they are an indy publisher they reach a large ammount of people. Also Valve and Steam seem inclined to take risks with orginal ideas. Anyone who says creative original games are dead is either stupid, lying, or both.

  18. Build it...and we may come by scuba_steve_1 · · Score: 1

    Did people want plumbers hurling turtles? A happy face eating dots and running from ghosts? Sure, two older examples, but what people want generally falls into one of two categories:

    - Mindless fun that you can start and stop at any time
    - Epic quests that reward you for having no life

    Me? I want to shoot things. Plot? I need only need this - it moved, so shoot it. Sure, I'll expand that preference to TDM, CTF, Search & Destroy, etc. versions of FPS, but I really just want mindless carnage. I'm a guy, and most of my ilk want to experience a testosterone-filled thrill ride - cars, guns, planes, etc. Basically, the opportunity to be tough perhaps, clever maybe, but superior...definitely. Plot? Perhaps that's what you need to bring in female gamers.

    No new innovation? Uh, I believe a game came out in the not too distant past where you get paid for dropping a hooker off at a party...and it sells like hotcakes. Not my thing, but someone is thinking out of the standard game box.

    Your mileage may vary.

    1. Re:Build it...and we may come by JoshJ · · Score: 2, Insightful

      No new innovation? Uh, I believe a game came out in the not too distant past where you get paid for dropping a hooker off at a party...and it sells like hotcakes. Not my thing, but someone is thinking out of the standard game box.

      Yeah, Crazy Taxi was damn fun.
    2. Re:Build it...and we may come by Broken+scope · · Score: 1

      GTA?

      --
      You mad
    3. Re:Build it...and we may come by JoshJ · · Score: 1

      Yes, I recognize GTA was what he was referring to. However, the "pick people up and drop them off" thing happened before that in Crazy Taxi, and probably before that in some 8-bit or 16-bit game.

    4. Re:Build it...and we may come by Ezel · · Score: 1

      However, the "pick people up and drop them off" thing happened before that in Crazy Taxi, and probably before that in some 8-bit or 16-bit game. Yep. http://en.wikipedia.org/wiki/Space_Taxi
      --
      Prosp long and liver.
  19. the same for all art forms. by nEoN+nOoDlE · · Score: 1

    This is not news as the basic premise is hundreds (or thousands) of years old. New and original art is never in the mainstream. Every so often, new forms of art and ideas are created and the current ideas and art styles fight tooth and nail to suppress the new stuff. Then the new stuff eventually becomes mainstream and boring and the cycle repeats with a new wave of artists pushing the mainstream. While Okami might not have sold well, it will probably be an influence to many incoming game designers who will incorporate some of the unique elements of it into a game that may appeal to a wider audience.

    --
    Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
  20. Really now? by daddyrief · · Score: 1

    That's funny...I'm a gamer, and the reason I haven't bought a game for awhile is due to the lack of innovation and originality game publishers put into their work. These big game publishers will sometimes take a game or studio that may have had some promise, buy it outright, and release a rehash of the same old shit. (Microsoft? EA? Many more I'm sure.) I would rather take a chance on an original game (Katamari, Frequency, games of that nature) than pay for the next WWII FPS...or almost any FPS anymore for that matter.

    This lack of innovation is simply due to the consolidation that's occurred in the game industry, among many other industries in America. Selling games today is strictly about profit. In the earlier days of video gaming, people were making games out of passion, and the people actually working on the game had more say-so. Certainly, passionate individuals are still around, but in much smaller numbers, and their insight/dedidcation/passion is outweighed by corporate deadlines and the knowledge that yes, unfortunately, people will pay for garbage games. (Sequels, movie spinoffs.)

    It's like the music industry -- If these publishers keep selling "pop" games (i.e. mass-production based on a selling formula) then sooner or later something will inevitably happen. My two cents.

    --
    "Banking establishments are more dangerous than standing armies." -Thomas Jefferson
    1. Re:Really now? by Dutch+Gun · · Score: 1

      "This lack of innovation is simply due to the consolidation that's occurred in the game industry, among many other industries in America. Selling games today is strictly about profit. In the earlier days of video gaming, people were making games out of passion, and the people actually working on the game had more say-so."

      While consolidation has helped to produce it's share of "me-too" products, I think it's a bit disingenuous to view the past through rose-colored glasses. Yes, many games were and are produced by individuals who were simply passionate and wanted to create something fun and innovative, but when exactly was the industry as a whole *not* driven by profit? Was Atari or Nintendo not driven by profit? Or perhaps you're talking about early PC games released by Sierra or LucasArts? Or do we have to go further back? Do you remember that for every truly innovated arcade game there were half a dozen crappy clones just attempting to cash in on the craze? How about all the early lawsuits as industry common practice was established (such as 3rd party manufacturing of Atari games)? Do you think those were motivated by artistic purity or by fear of lost profit?

      The fact of the matter is that while consolidation has given rise to "me too" sequels, they're also the only reason developers can afford to create games of the technical magnitude and depth you see in today's market. Scoff all you want, but modern games have a pretty significant investment in engineering and artwork, and that doesn't come cheap. Put another way - the future of a game company's employees depends on regular sales. While I'm sure nearly all game developers are passionate about what they do and have a strong desire to innovate, I'd also imagine there's a reasonable desire for regular paychecks as well. It's a tricky balancing act.

      I do believe that the future holds bright promise for indie developers. We're already seeing a trickle-down effect of technology. The game developer tools used by the big developers are finding their way into the hands of the indie folks. And of course, the continued proliferation of Internet connectivity and greater bandwidths will mean that distribution and popularity of indie games will be a much more democratic process.

      --
      Irony: Agile development has too much intertia to be abandoned now.
  21. It doesn't need to appeal to a majority by 91degrees · · Score: 1

    It just needs to appeal to a large enough minority. How popular are train sims? Or even Civ type strategy games? Most gamers really aren't interested, and for perectly legitimate reasons. Some people love them though. And there's a lot less competition at that level. Rather competing with 100 other titles for 90% of the market, you could compete with a handful for 10% of the market. It's a safe investment. Niches can be profitable.

    And original games often have a much wider appeal than the games types I mentioned. Everyone loved Lemmings. They liked Pikmin too.

    You know why we don't get original games? Because they don't let game designers design them. All the ideas come from studio chiefs or publishers wanting to make the next Doom or Half-life. If you have an original idea what do you do with it? If you work for EA, you'll be ignored. If you work for a small studio, everyone, including the big boss might love it, but nobody's going to publish it.

  22. What about the Wii? by Secret+Rabbit · · Score: 2, Insightful

    I know that a platform isn't a game, but the Wii has really thrown out what home gaming has mention. Not to mention that it's gotten... rather good reviews; people seem to love it. So, originality seems to be not entirely out of the question for something in the industry to sell well.

    I'll also point out that "gamers" is a rather illusive term today. Nintendo among others have realized that female gamers have different ideas of what makes a good game as well as "older" gamers as well. And that's only two of the markets that are only beginning to be tapped.

    Basically, although it may be true that the traditional "hard-core gamer" may prefer to stick with the same type of game over and over, other types of gamers may actually prefer more original content. Of course, we won't know for a fair number of years if this is true, but I wouldn't count original content out just yet.

    1. Re:What about the Wii? by Chr0me · · Score: 0

      Good point about "gamers." I find it really odd that the "hard-core gamer" title goes to the people who stick with the same type of games over and over. FPS, Madden, and WoW all have their place, but the guy who spent hours (days?) waiting to play Madden with purtier graphics isn't really my idea of a "hard-core gamer." Trolling ebay and the dearly departed lik-sang for an import title () that'll never reach the shores of your particular nation is more of my idea of a hard-core gamer.

      that or the guy who died from playing too much in theR.O.K

    2. Re:What about the Wii? by Dave+Parrish · · Score: 1

      Exactly what I was thinking when I wrote this. Nintendo is essentially the one company still trying to be innovative in the industry, and they're not going anywhere soon. (Nexgenwars.com, anyone?)

      Also, I argue the older gamers are really the only true ones, anymore.

      "Hard-core" gamers have become mindless Sony drones, Grand Theft Autoing into eternity. For these people, these are the required components for a game to be fun: The best graphics ever, blood, sex of some kind (women with large breasts, etc.), and an M or higher rating. In my opinion, this is not being a gamer at all.

      Going back to what I said about older gamers... You cannot truly appreciate FUN games unless you started out on, say, the SNES or Sega Genesis (or older). In those days, games were purely about having fun. Graphics was not even an issue.

      And I use the SNES as an example there simply to lead into the fact that this is still Nintendo's philosophy. While we have Sony badmouthing its competition and developing $600 console powerhouses, Nintendo is in their little corner seeing what they can do to actually make things more fun.

      And this is what the gaming industry needs. If I wanted to WATCH a game (stare at pretty graphics), I'd have bought a DVD instead of a video game.

    3. Re:What about the Wii? by Secret+Rabbit · · Score: 1

      I know what you mean. But, I wouldn't say that Nintendo is the /only/ company out there trying new things. There is Portal after all:

      http://www.youtube.com/watch?v=k4jnl0hRB9I

      If it lives up to just a portion of its potential, I think we'll have quite a fun game on our hands.

      I also wouldn't say that older gamers are the only true ones. I'd just say that older gamers have a higher probability of being a gamer that doesn't need wicked graphics, etc for considering a game good. Not that I'm a younger gamer defending myself (I started on the Atari 2600).

      But, I agree that company behaviour today is rather... questionable. I also agree that $600 for a console is WAY too much. Especially considering what actually comes in the box. I'd much rather spend that money on a Wii with an extra controller w/ nunchuk, memory card and a game or two and actually have some fun.

      I wouldn't say that pretty graphics preclude that a game is only about the graphics. A game pretty much has to be pretty to make it today which isn't necessarily a bad thing (as long as there can be exceptions to the rule of course). It's just that it can't be the primary focus for the developers. Because we all know where that leads as there are tonnes of games out there that are pretty much suck.

    4. Re:What about the Wii? by Stormwatch · · Score: 1

      Graphics were an issue back in the "good ol' days", and badmouthing your competition is nothing new. After all, Genesis did what Nintendidn't!

    5. Re:What about the Wii? by Dave+Parrish · · Score: 2, Insightful

      Badmouthing the competition may be commonplace, but Sony does it to the extent of simply making themselves look horrible. You'd think they'd learn when to quit.

      Back in the DS/PSP launch days, all you heard were articles about Sony predicting how much better the PSP would do than the DS... All the while, Nintendo kept releasing statements saying they were not in direct competition with Sony, and that each company had a different strategy. (Which is true. Nintendo was releasing a game console. Sony was releasing a movie player/MP3 player/image viewer/dishwasher which also happened to be able to play games.)

      If I had to pick one reason I didn't like Sony, it'd be their arrogance and inability to shut up.

    6. Re:What about the Wii? by Corporate+Troll · · Score: 1

      Wow, that game looks cool. Hope it won't be PC only :-/

    7. Re:What about the Wii? by trdrstv · · Score: 1
      If I had to pick one reason I didn't like Sony, it'd be their arrogance and inability to shut up.

      Kinda gives you a warm fuzzy feeling deep down when they get their ass handed to them doesn't it?

    8. Re:What about the Wii? by Secret+Rabbit · · Score: 1

      Cool, ain't it :-D

      The wikipedia entry says PC, Xbox 360 and PS3. I'm hoping for the Wii and/or OSX as well otherwise I won't be able to run it :(

    9. Re:What about the Wii? by Anonymous Coward · · Score: 0

      Sony was releasing a movie player/MP3 player/image viewer/dishwasher which also happened to be able to play games.

      Ironic, given that the Wii is a news reader/weather checker/web browser that happens to play quite-unquote games.

    10. Re:What about the Wii? by Corporate+Troll · · Score: 1

      Alas, I have only a second gen console and I'm not planning to buy one. I'll probably have no luck.

      While reading the wikipedia article on Portals, I stumbled upon this . Interesting...

      Apparently there is a free predecessor to Portals (again according to wikipedia)...

    11. Re:What about the Wii? by Dave+Parrish · · Score: 1

      Because all of those features shipped right alone with it, right?

      Oh, wait, Nintendo was focusing on games and giving players the option to download those extra features later.

      If you want to get specific, yes, the Wii web browser will cost money. If you choose to buy it. Personally, I won't.

      The difference between Nintendo and Sony is that Sony develops these HARDWARE features (a bit different than downloading some software), causing the price of their system to skyrocket, and forces you to pay for these features.

      When I bought my Wii, I bought a game system. If you disconnected your Wii from the internet (or simply didn't update it), you would not have the feature to see news or weather at all.

  23. Sad but too true... by __aaclcg7560 · · Score: 1

    Most video game people have read one book and seen one movie in their life, which is 'Lord of the Rings' and 'Aliens' or variations of that. There's great things in that, but you need some variety

    When I was a lead tester at Atari, I was considered a freak since had boxes from Amazon delivered straight to my cube. Most people couldn't believe I had time to read books. (Remembers, kiddies, you must sacrifice your personal life to the alter of the video games gods.) Or it might have been the Norman Rockwell posters that scared them off. :P

  24. Oh come on! by Anonymous Coward · · Score: 0

    Did that just say that gamers don't want new original games? I call BS.

    No, the people with the development money don't like new, original games. The reason is that gamers don't like them. Oh, did I say that? What I mean is that a single game that has no history stands a good chance of bombing. Odds are your original concept won't make money. If you make one that *doesn't* suck, though, you'll make plenty of money.

    There is too much risk in making a new original game. It might work really well, it might sell 10 copies. Either way it costs millions of dollars to make. A graphics buff to a game people liked *will* re-make its production costs, and at least a bit more. And so that's what happens. There just isn't enough *extra* money for an original game, while there is plenty of excess risk.

  25. Too Original or Badly Timed? by Babbster · · Score: 3, Insightful

    First off, I haven't played Okami (I haven't played any home console games for a couple months). With that out of the way, I would only wonder if the release of Okami was just badly timed, at least in the US. With the ridiculous amount of press surrounding the releases of the Wii and the PS3 (not to mention the big 360 game, Gears of War), is it really a surprise that a new PS2 title hasn't gotten the attention that it perhaps deserves? Had the game been released at the same time in the US as in Japan (April), it might have had a better shot at getting traction. As it is, it came out in September when seemingly the entire US market was frozen in anticipation of the new consoles.

    As for originality selling, Katamari Damacy (to name one) has had enough success to get not only a PS2 sequel but a version on the PSP. Even more recently, Nintendo has seemed to be all about originality with the DS and Wii, and they certainly aren't suffering.

    Unfortunately, new home console titles cost $50+ a pop. That's a lot of money to invest, and I don't think it's unreasonable for gamers to go with "safe bets." I also suspect that if an "Okami 2" was released on the Wii (the painting aspect would seem tailor-made for that console), and of course it was good, it would sell like gangbusters. Then again, at that point the same complaints would be made by someone else that people are only interested in sequels...

    1. Re:Too Original or Badly Timed? by MemoryDragon · · Score: 1

      Well Okami has not been released in europe yet, so much for success, besides that it probably would have gotten a few sales more if it was not Playstation only, the Wii basically screams for this game, so does the pc, with the way better input methods suitable for it. I dont think the original content is the problem, the playstation only, not having it released in the second biggest market worldwide and having it released during a next gen console promotion time, might play into it. Speaking of original games, Wii Sports, Rayman Raving Rabbits on the Wii, Nintendogs all big sellers, highly original.

    2. Re:Too Original or Badly Timed? by nuzak · · Score: 1

      > Katamari Damacy (to name one) has had enough success to get not only a PS2 sequel but a version on the PSP.

      Sequels, as opposed to original developments. The developer didn't even want to do a sequel. The PSP version is especially horrible.

      > Unfortunately, new home console titles cost $50+ a pop.

      So wait for the price to drop. It's not like the movies where you miss seeing it on a big screen. It's just as much fun six months later, and usually just as available if not more so.

      --
      Done with slashdot, done with nerds, getting a life.
    3. Re:Too Original or Badly Timed? by Babbster · · Score: 1

      Sequels, as opposed to original developments. The developer didn't even want to do a sequel. The PSP version is especially horrible.

      I wasn't testifying to the quality of the sequel or the PSP game. I was simply pointing out that if the first game had not sold well then the other games probably wouldn't have been created.

      So wait for the price to drop. It's not like the movies where you miss seeing it on a big screen. It's just as much fun six months later, and usually just as available if not more so.

      And I'm sure many people will do exactly that - I do it all the time. In this case, though, we're talking about a game only 3 months old (in the US at least), and that wait-and-see attitude costs game developers money - a game that sells a million copies at $50-60 isn't going to excite publishers as much as a game that sells a million copies at $20-30 (well, that's probably hyperbole, so make it 100,000 ;]).

      In other words, a game's failure - from the perspective of the developer/publisher - can typically be determined within the first three or four months of release. Apart from the "huge" games (Halo, Final Fantasy, Metal Gear Solid, Oblivion, etc.) that can sell well for long periods, after that point there are progressively diminishing returns, either from reduced interest (the "if it ain't new, I ain't interested" factor combined with shifting marketing focus to newer games) or from reduced prices. It doesn't mean much to the consumer who decides to buy the game late, but it can mean a great deal to what happens to the game developer (did they want to do a sequel and now can't, can the studio stay afloat, will they have to switch publishers, etc.).
  26. Of course... by Anonymous Coward · · Score: 0

    ...when originality strikes gold, it suddenly becomes mainstream and derivative. The first experience with the Battlefield series, the Metal Gear series, Devil May Cry, Deus Ex, Max Payne, etc., is a unique one, because they all have a new take on an "established" genre -- action. Funny thing is, they resonated with what people wanted, and thus sold well.

    And yes, Okami is awesome. So are the Harmonix games. Harmonix doesn't seem to be doing too badly, though. It could be that their "innovation" was simply more along the lines of what people like.

    God forbid that if you experiment, you fail.

  27. Second verse, same as the first? by Americano · · Score: 2, Insightful

    It seems like you could substitute ANY form of entertainment for the word "games" in that title. The companies chase money... if they see a blockbuster, they're going to rush to produce their own copy of that blockbuster's "formula." Same as with movies. Same as with music. Does it dumb down the landscape? Sure. Does it mark the "end of gaming as we know it"? I don't see why it should. Did Britney Spears & her million clones mark the end of music as we know it? Nope, not at all... it dumbed down commercial radio into a monotonous "sameness", but there's still people out there making interesting & innovative music.

  28. Ode to Clover? by not-enough-info · · Score: 1

    As nice as Okami and Viewtiful Joe were, I hardly think they're indicative of the ultimate fate of "original games". It really depends on how you measure success and how that metric is balanced with the production investment. If you are expecting a Zelda-esque game like Okami to be Zelda you're deluding yourself. I don't think there's any reason not to believe games won't follow movies in this regard. We'll see "original games" come down in cost, fill niches, and find a nice equilibrium between development cost and returns.

    Now only if we could get foreign games as easily as foreign films...

    --
    ---k--
    </stupid>
  29. Games and Movies by haakondahl · · Score: 1

    I got to thinking about why original and creative movies are (it seems) better-received than games. Movies are passive, but gaming requires action from the user, and now we're in the realm of habits and comfortable ways.

    I believe that the majority of the problem is this: How do I know if I will like a game, if I have never played one like it before? I don't think that any of us consciously consider that question (as it's pretty stupid when you ask it out loud). Most people are simply more comfortable with what they know, and will give that a lot of weight, even at the expense of new and more enjoyable features.

    This document was created in WordStar 3.3

    --
    Don't trust anyone under thirty.
  30. Try before buy? by crashnbur · · Score: 1

    The problem with the "innovative, original games" that don't sell is probably some combination of insufficient marketing and a modern crop of ignorant and/or reluctant gamers. People who buy video games don't like to take chances on something they've never tried before, especially not for $50-60 a pop.

    You want innovation to sell? Release your "innovative, original games" for free as downloads and give the public a chance to figure it out. Try-before-buy works really well, or has no one learned from MP3/music industry? Oh, wait...

    1. Re:Try before buy? by MemoryDragon · · Score: 1

      In case of okami it was several factors, it has not been released in Europe yet, so the second biggest gaming market has been blatantly ignored. It should have gone multiplatform, the gaminc concept screams for a mouse or the wiimote, Playstation only was its death nail, while the playstation has a sheer number of consoles, its gamers are not too open minded and feel happy to be fed with Tony Hawk #19 also add to that the next gen hype going on which drowned everything. Probably if Okami would come out on the Wii now, it would get excellent additional sales, but as it seems the game is basically still drowned in brain dead marketing and release dates!

    2. Re:Try before buy? by CronoCloud · · Score: 1

      It should have gone multiplatform, the gaminc concept screams for a mouse or the wiimote, Playstation only was its death nail, while the playstation has a sheer number of consoles, its gamers are not too open minded and feel happy to be fed with Tony Hawk #19
      The PS2 has the most diverse lineup of games and gamers. Take a look at the Gamecube used market if you don't believe me.Think about it. If you want to sell a niche game, the PS2 is a solid choice because of the huge number of users means even a niche game can sell plenty of copies.

    3. Re:Try before buy? by MemoryDragon · · Score: 1

      I did not mean the PS2 was an entirely wrong choice, making it PS2 only on a system in its last stage was idiotic, saying it was unsuccessful two days after it has been out in the biggest gaming market (US) and not even been out in the second biggest one (Europe) is stupid. It is almist like Capcom saw the japanese numbers and said to itself it is not worth it to push it into the big markets. If they had brought it out for the wii on launch I am pretty sure they would have become the second must have title after Zelda! It probably also would have become very successful on the PS2 two years ago. But making a system exclusive at a stage when people probably just go for the cheap deal on the system is the wrong choice, sorry!

    4. Re:Try before buy? by king-manic · · Score: 1

      In case of okami it was several factors, it has not been released in Europe yet, so the second biggest gaming market has been blatantly ignored. It should have gone multiplatform, the gaminc concept screams for a mouse or the wiimote, Playstation only was its death nail, while the playstation has a sheer number of consoles, its gamers are not too open minded and feel happy to be fed with Tony Hawk #19 also add to that the next gen hype going on which drowned everything. Probably if Okami would come out on the Wii now, it would get excellent additional sales, but as it seems the game is basically still drowned in brain dead marketing and release dates!

      Gaming markets in order of market size:
      Japan
      US
      UK
      The rest of us.

      Europe, if you include the UK, would still be #3. The US and Japanese markets are simply huge.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    5. Re:Try before buy? by MemoryDragon · · Score: 1

      Gaming order in Market size EU (UK is part of the EU and the EU is a single market!) US Japan China Australia...

    6. Re:Try before buy? by LKM · · Score: 1

      I disagree. All of the PS2 owners I know own

      1. very few games
      2. mainly big franchise games

      Looking at the games library, the PS2 has some amazing games - Ico, Katamari, Shadow of the Colossus - but not more than about a dozen. And most of these didn't do too well. Frankly, even though the Cube has a lot less games, I think it has more innovative games.

      It's just a different target audience.

    7. Re:Try before buy? by CronoCloud · · Score: 1

      I think the kind of PS2 owners one knows depends on how old you are. You're going to see a lot of "Madden/Tony Hawk only" (or if they're Xboxers: Halo) among the "college dorm" crowd for example. Those are social gamers. But still PS2 owners are numerous enough and diverse enough to support a lot of niche games.

      As for the PS2 having only a dozen good games, think again, it would be more like 100. All the good platformers are PS2 games. There's more good RPG's for the PS2 than one can play.

      You'll also have define innovative. I don't consider "Nintendoizing standard genres by slapping colorful characters on them" innovative. Pikmin and Animal Crossing are good games, but they're not innovative.

    8. Re:Try before buy? by LKM · · Score: 1

      I think the kind of PS2 owners one knows depends on how old you are.

      Possibly. I'm 27. All of the PS2 owners I know are between 17 and 28.

      However, the Gamecube/Xbox owners I know are in a similar age bracket and own very different games, as well as a very different amount of games from PS2 owners.

      PS2 owners definitely seem to be the most mainstream, non-"innovative" gamers.

      But still PS2 owners are numerous enough and diverse enough to support a lot of niche games.

      Then why are game developers saying that there's no market for games like Okami on the PS2?

      As for the PS2 having only a dozen good games

      Not what I said. I was talking about innovative games, since this is the subject of /. article. Yes, there are easily 100 good games on the PS2. There are, however, definitely not 100 innovative, original games on the PS2.

      All the good platformers are PS2 games.

      Huh???

      I don't consider "Nintendoizing standard genres by slapping colorful characters on them" innovative.

      Straw man.

      Pikmin and Animal Crossing are good games, but they're not innovative.

      Okay, so what "standard genres" did Nintendo take and slap colorful characters on to create Pikmin and Animal Crossing? Show me the pre-Nintendo Animal Crossing, and the pre-Nintendo Pikmin which Nintendo adapted.

    9. Re:Try before buy? by CronoCloud · · Score: 1

      No, the EU is a bunch of little markets because of one thing: language.

      NTSC-Japan and NTSC-United States/Canada have only one language to worry about per territory. While in EU you've got Spanish, French, German, Dutch, Danish, English, Italian, Portugese, Norwegian, Swedish etc.

      That's a lot of money and effort to localize, especially for text/dialog heavy games.

      When it comes to video games, the markets that matter are NTSC-J and NTSC-U/C, everything else pales compared to that.

    10. Re:Try before buy? by CronoCloud · · Score: 1

      Possibly. I'm 27. All of the PS2 owners I know are between 17 and 28.

      However, the Gamecube/Xbox owners I know are in a similar age bracket and own very different games, as well as a very different amount of games from PS2 owners.
      Interesting. can you give me some examples of what you're seeing?

      I've got over 40 PS2 games myself, a little bit of this, a little bit of that.

      PS2 owners definitely seem to be the most mainstream, non-"innovative" gamers.
      Of course. Biggest market so it's going to have the majority of casual/social gamers. There's nothing wrong with mainstream games.

      Then why are game developers saying that there's no market for games like Okami on the PS2?
      Because they're whiners. Okami has enough critical acclaim and mindshare now to guarantee a sequel. It's like Katamari Danacy that way. The developers are just whining about it not selling a huge number of copies rather than a smaller reasonable amount. As I said, the PS2 market is HUGE so niche games do sell especially if they have a nicely timed release date.

      Okay, so what "standard genres" did Nintendo take and slap colorful characters on to create Pikmin and Animal Crossing? Show me the pre-Nintendo Animal Crossing, and the pre-Nintendo Pikmin which Nintendo adapted.
      Pikmin is a RTS, Animal Crossing is a god game like the Sims. Most games these days owe something to what has come before, even the supposedly innovative ones. Tweaking and perfecting what has come before is a good thing.

      Gamers and gaming pundits may "say" they want innovation, but what they really want is what they liked before, only tweaked and improved. Evolution rather than innovation.

    11. Re:Try before buy? by LKM · · Score: 1

      Possibly. I'm 27. All of the PS2 owners I know are between 17 and 28. However, the Gamecube/Xbox owners I know are in a similar age bracket and own very different games, as well as a very different amount of games from PS2 owners.
      Interesting. can you give me some examples of what you're seeing?

      Xbox owners tend to have lots of FPS games and GTA clones. A few of them have some RPGs and stuff like that Zelda-style game from Molyneux, Fable. Few quirky stuff - one of the few weirder games that comes to mind is that voodoo jump-n-run. Something else: They all got dozens of demos from Xbox Live, but none of them has actually bought a game there yet. Most of the Xbox owners I know have around a dozen games. The Xbox owners tend to be the younger ones, I'd say generally between 17 and 23, most of them going to school, studying or "between."

      Gamecube owners have the most games, and the most diverse set of genres. Very few FPS games, lots and lots of japanese-style RPGs, adventures and multiplayer/party games. Almost every Gamecube owner I know owns at least one of the following games: Super Monkey Ball 1, Super Monkey Ball 2, or one of the Mario Party games. Several own more than one of these. Most own at least one game from the Mario Sports series - Soccer or Tennis. Few realistic games - few Cube owners I know play "real" sports games (NBA Street is the most realistic game they play, and some soccer fans own one or several Fifa games) or "bloody" games (Resident Evil 4 and Metroid Prime being among the most "mature" games). I guess lots of Gamecube owners aren't big single-player gamers, but tend to game with friends. They also generally tend to be somewhat older and working, which might explain why they own more games. Also, almost all females own own consoles own a Cube.

      With PS2 owners, I can't really se a pattern. I guess too many people own PS2s. I know a few PS2 gamers who own lots of PS2 games, but these people tend to also own an Xbox and/or a Cube. Most PS2 gamers seem to be casual gamers who don't care too much and simply ended up with a PS2 because everyone has one. Something else: while some Cube owners own movie conversions (mostly kiddie stuff like Finding Nemo, mostly bought by females), it's mostly PS2 owners who buy games based on movies.

      Then why are game developers saying that there's no market for games like Okami on the PS2?
      Because they're whiners. Okami has enough critical acclaim and mindshare now to guarantee a sequel.

      Except that Capcom disbanded the studio who made the game. It was a commercial failure, and it's unlikely that Capcom will do it again.

      Pikmin is a RTS, Animal Crossing is a god game like the Sims.

      Yeah, Pikmin is a RTS, but then, that's like saying that Mario 64 was nothing new because it was a Jump-N-Run. And no, Animal Crossing isn't a god game. I'm guessing you haven't played it: It's more along the lines of Zelda without a story :-)

      Most games these days owe something to what has come before, even the supposedly innovative ones.

      Yeah, but I think this is somewhat confused thinking. Just because something isn't entirely new doesn't mean it can't be innovative.

      Gamers and gaming pundits may "say" they want innovation, but what they really want is what they liked before, only tweaked and improved. Evolution rather than innovation.

      True, here I agree. It's always easy to go on about how you want innovative new games, but then, you need to put your money where your mouth is. If people bought these games, they would make more. But here's the thing: Some people buy these games, and it just seems that these people, the people who buy the "quirky" games, are more likely to own the "quirky" console. Which happens to have been the Nintendo console in recent years.

  31. really? by yoprst · · Score: 1

    Once the innovative game gets popular, it's cloned and bang! - it's ubiquitous. No innovative games anymore...

    1. Re:really? by Steve001 · · Score: 1

      yoprst wrote:

      Once the innovative game gets popular, it's cloned and bang! - it's ubiquitous. No innovative games anymore...

      This is not just in video games. In the fall after the movie "Animal House" was released, each of the three networks (ABC, CBS, NBC) debuted an "Animal House" type show (ABC's version was a continuation of the movie). Nutshell of it: Success breeds imitation.

  32. The Sky is FALLING!!! by Purity+Of+Essence · · Score: 2

    Calm down. Video games are a very young industry. When video games finally go mainstream there will be plenty of demand for new kinds of games. Unfortunately, it's a bit of a chicken-and-egg situation, without the new games how do you attract the new customers? The truth is, the only real problem area is in consoles which have been utterly hardcore oriented since they went 3D. Fortunately, PCs have become so ubiquitous that smaller, weirder games actually have a fighting chance of finding an audience -- and even a niche audience in the PC realm is HUGE. The current deluge of me-too-itus shovelware is not the end of the world, it's just a phase, and companies that never grow beyond it may find themselves phased out. The only reason it works right now is because the audience is so small and there is a severe limit of consumer dollars to fight over. These games are very expensive to make, so the money-men who fund them stick to a risk-averting formula based on rehashing past successes. But if you invest in growing the market there's a lot more money to go around, and there's a much better chance for less traditional games to get off the ground. Nintendo is one of the few big game companies that actually gets this and is doing something right by expanding the console market with innovative hardware and software, instead of catering only to the same game players with the same games year after year. I think Nintendo's example (and ultimate success) will not go unnoticed within the industry. Even Microsoft will eventually figure out that they just can't sell Grandma (and often not even Mom and Dad) on Dead Rising and Gears of War. As much as the game industry likes to ape Hollywood, they still have a lot to learn about making art, pleasing the audience, and making money doing both.

    --
    +0 Meh
  33. Original Innovative games by Lord+Kano · · Score: 1

    Just because a game is original and innovative doesn't mean that it's any good.

    I used to have a game called KKND. Krush, Kill 'N Destroy was among the first RTS games to incorporate reactive pseudo 3d landscapes and the concept of unit rank and improvement through experience. It was original and very innovative, but it wasn't as much fun as Red Alert 2 that came out later.

    LK

    --
    "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  34. Originality is not enough. by Vexinator · · Score: 1

    Let me preface by saying I have not played Okami (and I don't have a PS2, so it's not likely anytime soon)

    Pushing the envelope is a sometimes embittering experience. Not everything that is truly innovative is of good quality. Not everything of quality will find mass appeal. Not everything that eventually finds mass appeal has an explosive introduction to the scene. These are universal truths.

    But saying that people don't want innovation is a mental surrender: the old sour grapes thing. This year Nintendo has proven without a shadow of any doubt that innovation is still viable in the games domain. Their focus on an innovative means of game interaction has propelled them back into viability within the console market... and the truth is that even players of other consoles will reap the benefits - Nintendo has shown that eye-candy is not the only thing that sells games, that people are still interested in the "fun factor," and the other consoles will ignore that at their own peril.

    I am not completely obtuse to the financial concerns of his situation. Likely a large sum of cash was gambled on the development of this game, and by his reaction I assume that it was not a $$ success. He can either scrap the idea or gamble further that he can develop it into a success.

    It's a big risk, but damn it you know the option that is the most rewarding every bit as well as I do.

    Losers always whine about their best, winners go home and fuck the prom-queen. Right?

    --
    "Be afraid to die until you have won some victory for humanity" -Horace Mann
  35. Hogwash... by bynary · · Score: 4, Informative

    I list for you a few games that are "original" that are also selling well: Brain Age Katamari Damacy Loco Roco Cooking Mama Trauma Center Phoenix Wright Shadow of the Colossus I'm sure there are others that I'm missing. Once upon a time FPSs were original. Platformers were original. Q*bert was original (I still don't understand that game). I think we're missing the big picture here. Innovation (as I understand most gamers referring to it as) just doesn't happen much in the real world. If you want an object lesson, type out a sentence in a word processor increasing the font size by 1 for each line. From one line to the next there isn't much difference. However, if you compare every fifth line you'll see a rather distinct difference. If you compare the first and last lines they won't look even remotely the same in size. That's how I like to look at gaming. Look back at games from 2007 in 2017 and tell me that the market was stagnant. The truth is it's not, it just seems that way right now.

    --
    http://www.bynarystudio.com
    1. Re:Hogwash... by Raenex · · Score: 1

      Preview is your friend.

    2. Re:Hogwash... by ostermei · · Score: 1

      Brain Age Katamari Damacy Loco Roco Cooking Mama Trauma Center Phoenix Wright Shadow of the Colossus
      The lack of commas here has me envisioning what could, quite possibly, be the Ultimate "original" game. Bear with me...

      You control a planet under siege by giant Colossi (who really just want to play, and aren't evil at all, but you don't know this yet, and I'm getting ahead of myself...). To defend yourself, you must tilt from side to side, directing the blobular (if that wasn't a word before, it is now... I just worded it) life forms residing on you to roll up anything and everything in their path. By rolling over everyday items, these blobs (these... LocoRoco, if you will) gradually grow in stature until they can finally engulf the Colossi and save you, the planet!

      Meanwhile, during the LocoRoco's quest to consume the Colossi, they may take damage, requiring you to perform surgery on them (the complexity of which varies depending on the amount of damage taken)... there will be no namby-pamby health potions in this game! The adventure will span many days, as the LocoRoco are very small to start with, and the menacing Colossi are extraordinarily large. As with any living creature, LocoRoco need to eat, and so you will be required, at least once per day, to cook up a nice hearty meal for your would-be saviors in order to keep their energy up.

      Finally, when your LocoRoco have grown large enough and have engulfed the Colossi, you must roll them into a courtroom for them to face trial. It is at this point that the game's big plot twist rears its head, and you take control of the Colossi's defense attorney, requiring you to get them off the hook!

      Oh, and you do some math or play some sudoku in there somewhere, too.
      --
      "Outside of a dog, a book is man's best friend. Inside of a dog, it's too dark to read." -- Groucho Marx
    3. Re:Hogwash... by bynary · · Score: 1

      Indeed it is. I apologize to all those whose eyes are now bleeding as a result of my horribly formatted post...

      --
      http://www.bynarystudio.com
  36. Depends what your market is? by Midnight+Thunder · · Score: 1

    It really depends what your market is:

      - If your market is those people who must have things the way they always were, then innovation will fail.
      - If your market is people who will accept innovation, as long it is not too far off, then some innovation is possible.
      - If your market is people who like try new things, then there is a chance innovation will work.

    For the case of where innovation is possible, it can't exist on its own. The promise of a new improved gaming experience still needs to be there. Nintendo innovates, but doesn't always get it right, but with the right market and developer support, then these products work.

    --
    Jumpstart the tartan drive.
  37. Two Words: Guitar Hero by AspectRatio · · Score: 3, Insightful

    #1 selling game in December, and the second-biggest franchise last holiday behind Madden, even though it only came out on one platform. Innovation and originality dead? Sorry guys, just because Okami didn't appeal to an American audience because of it's heavy reliance on Japanese mythology doesn't mean that originality and innovation in gaming is dead. Is Twilight Princess on the Wii not innovative? Someone already mentioned Nintendogs, but what about Phoenix Wright, Dance Dance Revolution, Lego Star Wars, Rayman Raving Rabbids, SingStar and Viva Pinata? Those were all top-100 selling games over the holiday. Just because "insert game here" didn't sell doesn't mean originality in gaming is dead. The rewards for making an innovative blockbuster have never been higher... just ask Red Octane.

    1. Re:Two Words: Guitar Hero by FrostDust · · Score: 1

      I'm not saying the game is bad at all, but I wouldn't exactly call Guitar Hero "innovative". There have been plenty of music & rhythm games out before Guitar Hero, such as GuitarFreaks, which came out years earlier. Red Octane just happened sell a good game, to the right market, at the right time.

    2. Re:Two Words: Guitar Hero by Anonymous Coward · · Score: 0

      My friends and I were joking the other day about how Twilight Princess is like some weird mix of the Zelda franchise and Okami. A good portion of the game you run around as Link and fight monsters, the other part you're a wolf carrying a little helper NPC, fighting weird shadow creatures, digging up treasure and restoring the pretty green plants.

      Not to say that Twilight Princess isn't creative and fun, because it is. I just thought it would be especially funny if they gave Link a giant paintbrush as a new item or maybe throw in a Disney sidekick or two.

  38. Original? by cryocide · · Score: 2, Insightful

    Okami is hardly original in that they added a paintbrush gimmick to a Zelda-style adventure game. Same thing goes for Viewtiful Joe with its side-scrolling brawler style, except that the Bullet Time gimmick had already been played-out with Max Payne.

    1. Re:Original? by seebs · · Score: 1

      Dismissing Okami as a "gimmick" suggests that you have no clue what the word normally refers to.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
    2. Re:Original? by cryocide · · Score: 1
      Please, let me enlighten you.

      In marketing language, a gimmick is a unique or quirky special feature that makes something "stand out" from its contemporaries. However, the special feature is typically thought to be of little relevance or use. Thus, a gimmick is a special feature for the sake of having a special feature.

      Source: Gimmick - Wikipedia

      The paintbrush concept used in Okami was exactly what the definition above describes: a quirky special feature that makes Okami stand out from all the other 3D adventure games. Your response suggests that you have no clue what the word normally refers to.
    3. Re:Original? by seebs · · Score: 1

      Except that it's not "for the sake of having a special feature". It's not a gimmick, any more than the Wiimote or the DS's touch screen is a gimmick.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  39. Two things come to mind: by paulxnuke · · Score: 1


    A few years ago the NY Times got a new crossword editor, who started making puzzles with new words in them. At the time the clues and words had become so standardized that anyone with a few years experience could mechanically fill in most of the Sunday puzzle. The in-crowd wrote furiously to the paper and complained about being forced to think (like noobs!)

    An editor with a big publisher, speaking at Purgatory (writers' workshop), made the comment that the best way to get published was to pick a book that was selling well -- and write something exactly like it.

    Come on guys... the Romans at least had those virile barbarians to fight. We're sinking into the muck voluntarily, and as fast as we can.

  40. Another perspective by Metasquares · · Score: 1

    Let's consider this from some other perspectives. Other aesthetics change throughout time in a kind of punctuated equilibrium - art, music, and architecture all have "periods". Typically, these periods have a few exponents who are themselves involved in catalyzing change by introducing something:

    1. Appealing to the new aesthetic, but usually not the old one (what the author is bemoaning, I suppose).
    2. So revolutionary that it no longer fits into the same style of the old period.

    Ultimately, this is going to happen; it has happened many times in the past in every artistic field, including gaming itself. The only question is who will be the radical game designers that manage to change the dominant aesthetic? Obviously people who continue to develop their own style of games despite the current demands of the mainstream.

    In other words, if you're interested in creating innovative games, keep at it. At some point, people will want something else (whether this happens anytime soon is still up for debate, and if you want to make some money now, you might be better off conforming).

  41. Two Word Rebuttal by Szynaka · · Score: 1

    Katamari Damaci

  42. Original and Innovation does not imply good by Astarica · · Score: 1

    They may be desirable traits in a good game, but their presence along does not guaranteed a good game. If you look at a Zelda game, it is never going to be original enough such that the story doesn't involve a hero named Link and a princess named Zelda and a villian named Ganon. It is never going to be innovative enough that the game won't involve some kind of combat with a sword, arrow, boomerang, and a random grab-bag of tools. However there's far more to a good game than just having an original idea or an innovative feature. Doing a boring feature, like hitting something with a sword, but doing it extremely well, is what separates a good game from a normal one.

  43. Bad timing by SuperKendall · · Score: 1

    I think this is a poor statement to make, or at least not very visionary, on the cusp of three next-gen consoles offering strong on-line game stores, and seeking to use those online games as strong differentiators between the platforms since so many games are cross platform now.

    Online games is where those with really unique ideas should seek to test them in the open market, where I can splurge for $5 to $20 on a fun looking game I may well never see at $50.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  44. Lack of Innovation by Newfangled · · Score: 2, Insightful

    The severe lack in innovation in video games today is caused by the game companies being tied to making games for the old, tried & true genres. These genres are now so full of titles that there is no longer any room for originality. Take the first person shooter (fps) genre. IT HAS BEEN DONE TO DEATH. There are so many fps games out there that you can choose any setting, play-style, weapons that you want to play with! And yet every time a new fps game comes out the developers try and call it innovative because it adds the tiniest of changes to the standard formula (such as rechargeable health bars Wooopie.) FPS IS DONE. many other genres have also been done to death as well such as: sports, racing, fantasy rpgs etc. There some genres that in my opinion are still open to a lot of expansion. Massively Multiplayer Online games (MMOs) for one still have a long way to go. The game developers need to get off of making MMOs with elfs, dwarfs, and orcs and start putting some interesting stuff into the mix. How about being a cowboy or bandit on the wild west? or being a pirate on the open sea? just now we are starting to see some originality breath life into this genre.

    1. Re:Lack of Innovation by king-manic · · Score: 1

      The severe lack in innovation in video games today is caused by the game companies being tied to making games for the old, tried & true genres. These genres are now so full of titles that there is no longer any room for originality. Take the first person shooter (fps) genre. IT HAS BEEN DONE TO DEATH. There are so many fps games out there that you can choose any setting, play-style, weapons that you want to play with! And yet every time a new fps game comes out the developers try and call it innovative because it adds the tiniest of changes to the standard formula (such as rechargeable health bars Wooopie.) FPS IS DONE. many other genres have also been done to death as well such as: sports, racing, fantasy rpgs etc. There some genres that in my opinion are still open to a lot of expansion. Massively Multiplayer Online games (MMOs) for one still have a long way to go. The game developers need to get off of making MMOs with elfs, dwarfs, and orcs and start putting some interesting stuff into the mix. How about being a cowboy or bandit on the wild west? or being a pirate on the open sea? just now we are starting to see some originality breath life into this genre.

      There is the general 80:20 rule. 80% of everythign is complete and utter shit. The reamaining 20 is good to brilliant. Now when we look at anything new, we see that 80% of it is shit and we decry "ohh how bad industry X is". However the only reason we do so is we look back and we can only remember the 80% that wasn't shit. we conviently forget most fo the things before was shit too. We remember how great and fun Kings Quest was and forget how wrtched a lot of the point and clicks were. We remember the greatness of super mario but forget the hundred of generic side scrollers that occured after. We remember gems like MGS or FF6 and forget the pretenders like the tenchu's and Legend of legias. It isn't that the market is stagnant. It's the fact that you not only want innovation, but want innovation that doesn't suck 80% of the time. Most new ideas, and most old ideas are implemented like shit. Look at the starting lineups each of the three systems. There was 1 gem : 4 shits in general. 1 Zelda to 4 red steels. 1 resistance to 4 Cash Guns Chaos. ect... Now at certain times we hit a renasance where for soem happenstance of genetics or circumstance we get more the 20% good stuff. These are rare and far between.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    2. Re:Lack of Innovation by grumbel · · Score: 1

      ### There are so many fps games out there that you can choose any setting, play-style, weapons that you want to play with!

      And yet FPS games with meaningful NPC interaction (and by that I don't mean shooting NPCs) are still extremely rare, haven't seen much games that come with non-linear levels either. I mean yeah there was Deus Ex and Operation Flashpoint half a decade ago, but since then very little at all has happened in those areas. The FPS genre is probably the one that has the most room for painfully obvious innovation. Its not done to death, its just that developers are cloning each other over and over again instead of taking a simple step to look at the whole picture, there are still tons and tons of things that no FPS ever did.

      ### such as rechargeable health bars Wooopie.

      Which actually was quite a big innovation, not because it takes a programmer five minutes to implement, but because it changes how you play these games quite a bit, i.e. taking cover becomes far more important. The rechargeable health bars also meant we could get finally rid of the stupid health packs. Not every innovation has to be Katamari-style to be meaningful. That said a game needs of course a little bit more then just a rechargable health bar to become interesting.

      In the end I think the problem is that development happens to much in terms of genre, instead of simply taking the story/setting that they have in mind and trying to make the best out of it without caring if its FPS, RPG, Action-Adventure or a little bit of everything.

    3. Re:Lack of Innovation by MeanderingMind · · Score: 1

      Which actually was quite a big innovation, not because it takes a programmer five minutes to implement, but because it changes how you play these games quite a bit, i.e. taking cover becomes far more important. The rechargeable health bars also meant we could get finally rid of the stupid health packs. Not every innovation has to be Katamari-style to be meaningful. That said a game needs of course a little bit more then just a rechargable health bar to become interesting.
      Maybe I'm weird, but the recharging health bars bothered me far more than health packs.

      In Halo it made sense. You had a shield which recharged if you weren't getting hit. Some of your enemies did as well. It was a part of the setting, the history, and the game that was tight-knit and awesome.

      Then I played Rogue Agent. As far as I could tell, there was no intelligent reason as to why I, a normal human being, should be able to hide behind a wall and suddenly my vitals shoot up to normal. It didn't make sense, and then it made less sense when the same thing started happening in WW2 games.

      I had a strong reaction against the change. Maybe it was because they were just copying Halo, and maybe it was because it made even less sense in reality than health packs, but ultimately I walked away from those games extremely disappointed. Intereting game mechanics have a place in video games. Stil, when they destroy the sense of reality a game is going for, or even simply jive with the rest of the game, it kills the game for me.
      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  45. When was this originality cutoff? by r_jensen11 · · Score: 1

    Back in the 80's and NES was still new? How about back in the 90's? Although, I do have to admit that Guitar Hero was nothing new, it was basically DDR with a different controller. But I'd hate to say that "innovative, original games have no chance." This has two flaws: 1) You have to state when they suddenly ceased to have a chance and 2) It's rephrasing the thought "there's no need to spend any more time researching because any more advances in science would've come up already"

  46. Try before buy?-Then pirate after. by Anonymous Coward · · Score: 0

    "You want innovation to sell? Release your "innovative, original games" for free as downloads and give the public a chance to figure it out. Try-before-buy works really well, or has no one learned from MP3/music industry? Oh, wait..."

    The only thing that "try before buy" has taught me, is that people talk out both sides of their mouths. We give them demos via various means and they still pirate the full game. So no it's not "the game developers fault". It's the publics fault.

    "The problem with the "innovative, original games" that don't sell is probably some combination of insufficient marketing and a modern crop of ignorant and/or reluctant gamers. People who buy video games don't like to take chances on something they've never tried before, especially not for $50-60 a pop."

    Psychonauts is siting at a nearby store at $10.00. TEN DOLLARS! And it's been there for over two months.

    1. Re:Try before buy?-Then pirate after. by crashnbur · · Score: 1

      I read games magazines and visit games web sites, and I haven't even heard of Psychonauts until your mention of it. You quoted the part where I mentioned "insufficient marketing", yet you wrote that line about it anyway...

  47. Innovative, original games have no chance... by posterlogo · · Score: 1

    ...especially if they suck as a game. Too often, "innovative" or "original" are used to describe gameplay elements that are outright lame. I find it hard to believe that novel games that don't suck have no chance.

  48. It's part of a wider trend by linvir · · Score: 1

    A chess analogy is appropriate here. Who'd want chess to be completely rewritten every month? Nobody. People like the predictability because it allows the skills they've built up to remain useful. We bitch about annual Madden and FIFA clones, but to a lot of people, that's their chess, and they don't need somebody fucking with their chess.

    There are chess players and there are board game enthusiasts. Madden whores are the chess players. Gamer nerds who like lots of different games and pine for originality are board game enthusiasts.

  49. Unoriginal complaint. by adoarns · · Score: 1

    Every game was eventually a new and original concept, and some of them actually caught on.

    --
    Tenemus pyrobolos atqui jacimus cognitiones.
  50. reason by Sigma+7 · · Score: 1

    Has the industry gotten to the point where retreads are all that will sell, or is there still room in the marketplace for original ideas?
    No, it's gotten to the point where conglomerates decide what is the main demographic for video games, in the same way that the movie industry have conglomerates that decide the same thing. Unless you are going to play games, watch movies, or read books in bulk, you will most likely have limited exposure to the variety within that media you choose.

    I don't read that many books myself - but one of the few books I chose to read (i.e. it wasn't required in school) would be the within Hitchhiker's guide series, and the LotR series. By extrapolation, those who don't watch movies normally would go for the mainstream films (and won't go for the imports that aren't heavily advertised), and those who don't play games normally would go for the "mainstream" games (although in this case, I suspect they would go for something more casual, such as Bejewelled.)

    The last book I read is the Zombie Survival Guide which I liked. Of course, recommending this book is almost equivalant to recommending a random game that you probably wouldn't have easy access to.
  51. Marketting... by 7Prime · · Score: 2, Insightful

    I don't buy this... not one bit. Sales of video games are almost completely, directly proportional to how much you put into marketting them, and how WELL you market them. I work at an NBC affiliated TV station, and was a board op around the time Okami was released, I surf the intarweb probably for over an hour a day, largely on game related material. I never ONCE saw a commercial for Okami at either of these places. So am I all that surprised to hear that it didn't sell well? No. Not really.

    Hell, I'm incredibly surprised I don't see more game ads. I probably see more GameTap commercials, and generic "Playstation Portable" commercials, than all specific video game commercials combined. Television advertising, especially for this demographic, is at the HEART of your marketting of a game. It doesn't matter HOW innovative the game is, if the main stream doesn't pick it up, no amount of yelling and screaming about it is going to make it popular.

    These are not small budget companies or low budget productions, if they can afford to make a game like Okami, they can afford some national NBC prime time spots, as expensive as they are.

    That said, I absolutely loved Okami, and am very sorry to hear the creator is so dissolutioned, like this.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    1. Re:Marketting... by Anonymous Coward · · Score: 0

      sure there are a lot of playstation portable commercials, personally i see about 3:1 ratio of psp to ds commercials, but the ds is outselling the psp by a healthy margin (2:1? i'm not sure, also i'm too lazy to actually google the numbers) but it's not necessary that commercial advertising leads to commercial success.

  52. I find it amusing that by Anonymous Coward · · Score: 0

    They're bitching about poor sales for innovative games, yet Okami is still unreleased here in Australia. If they'd hurry the hell up and get it out, they'd have at least one more sale.

    1. Re:I find it amusing that by MemoryDragon · · Score: 1

      It is not even released in Europe, they started to bitch about the sales before it even hit the USA... Clover studios were closed two days after the US launch, which is a good indication that there was some corporate mumbo jumbo going on within Capcom and Clover was the victim. A good indication also was the missing marketing for Okami on Capcoms part. And almost none here in Europe shortly before the games release over here!

  53. welp by snarfbot · · Score: 0

    how about a quality lightgun game, with a quality arcade style lightgun that is both accurate, and recoils. not lame rumble, recoil like time crisis.

    i like 2 player games, preferably playable on the same screen, although split screen is ok. but with a little depth. remember tmnt 2 the arcade game, for nintendo, and the manhattan project. battletoads, etc.

    smash brothers, power stone, worms.

    nintendo has it right, how about similar games geared towards an older audience, with lots of gore, and realistic graphics. poof its a hit.

    not innovative at all, derivitive and fun. thats the ticket.

  54. Modern Art too by EmbeddedJanitor · · Score: 1
    Modern Art has calmed down a bit, but back in the 1990s, and at other times, there was a rash of extreme modern art. People throw up in a fish tank and call it art, etc etc. When the "artist" does not get paid $100k for his bucket of sick, he complains that nobody appreciates truely innovative art and that they're stuck in caves of preconception.

    Perhaps the same is happening in the games industry.

    Art, and games, are after all in the eye of the beholder. Many people do like art that conforms to certain recipes and certain types of art have mass appeal and sell well (nudes, landscapes, flowers and stuff), and there are certain game types that people tend to enjoy (FPS etc). Don't bitch if people don't all appreciate yourr bucket of sick game.

    --
    Engineering is the art of compromise.
  55. It depends on platform, I think by Warbringer87 · · Score: 1

    I honestly don't expect much innovation from the 360 or PS3, and not much really for PCs either. However, I love my DS for all the unique games available on it, and I look forward to getting a Wii for the same reason. That being said, I think most innovation in the future will start on the PC platform, or on the 360 (XNA!). That would be due to the ease that indie developers can get up and running. Look at Portal and DEFCON.

  56. Quantity vs Quality vs Development Costs vs Sales by Yvan256 · · Score: 1

    Stop trying to make original games that cost so much to develop that you need a blockbuster success to make it financially viable. Make original games that are low-cost in development so that a few thousands people who are happy to buy and play those games will be enough to continue making such games.

    Also, you have to keep the games simple. I've seen Gears of War, and while the graphics really are amazing and all, I gave up trying to play it after 5 minutes. That type of game needs a keyboard and a mouse, not a stupid gamepad with two analog sticks and 10 buttons and endless menus every time you press something.

    That might sound obvious to some, but you also have to target the right platform. Making original games for Xbox 360, PS3 or PSP is pretty useless. Most people who buy these consoles want Madden 2008 or the latest Tom Clancy game in HD with surround sound. They only care about specs, not game depth/style/etc.

    And last, remember that 2D is not dead, platformers are not dead, and shooters still have a fan base. Einhander, Ikaruga are good examples of games rendered in 3D but with 2D gameplay.

    Original games need to survive or else we'll end up with another videogame market crash. IMHO the only thing that can save us is the Nintendo Wii and the Nintendo DS. The last original games I remember that weren't on Nintendo systems was Katamari Damaci and Loco Roco.

  57. If you think... by patio11 · · Score: 3, Interesting

    ... that a Tolkien dwarf is a WoW dwarf is a Games Workshop dwarf, you've got another thing coming. Sure, they're all little people. Tolkien dwarfs are a dying race who happen to be custodians of powerful, ancient magics. WoW dwarfs are booze-soaked, mostly eschew magic, and are highly technologically oriented. Games Workshop dwarfs (I think they're picky about the spelling) have a form of magic they invented, and are, to my understanding, more likely to be motivated by PURE DRIVING HATRED than by the prospect of a brewskie at the end of the journey.

    Take something like a Slayer out of the Games Workshop universe and pop it into Tolkien or WoW and there would be bloodshed. A Slayer is basically a suicide bomber without the bomb. Thorin would think the Slayer was a vicious savage. The WoW dwarves would wonder what this whole notion of "dying to avenge a previous loss" was, considering that the dwarves (and the rest of the Alliance) pretty much invariably win the wars they get caught up in and if they don't, hey, death is a very temporary state of affairs in the WoW universe.

    In terms of game mechanics, anyone who could say that Vanguard and WoW were the same game has clearly never played either and should probably keep it that way. I'm not trying to be elitist, its just that they're two very, very different beasts. For every structural similarity ("Hey, tank/healer/DPS with emphasis on loot collection!") you'd come up with many more differences that are almost fundamental in nature (WoW: Crafting should be open to everyone and not get in the way of gameplay. Vanguard: Crafting is gameplay, if you're HARD CORE ENOUGH TO HANDLE IT. WoW: Dungeons should be open to everyone. Vanguard: Dungeons should be open to you if you're HARD CORE ENOUGH TO HANDLE IT. WoW: Fast travel should be open to everyone. You should be able to teleport immediately, fly within 2 hours, and have essentially permanently increased non-combat movement speed by the mid-levels. Vanguard: Travel should be slow so that you will quit if you're not HARD CORE ENOUGH TO HANDLE IT. etc)

    Disclosure: Yeah, I'm more of a WoW person than a Vanguard person. What can I say, I'm not hard core enough to handle it.

    1. Re:If you think... by Aeonite · · Score: 1

      One of the points made in the book I review here is that according to a study, Genre is the number 1 factor in the purchase of a game. ie., "Fantasy"

      All the differences you mention here between WoW, Vanguard, etc. are mechanical. They don't erase the underlying issue which is that they all mimic the same general look and feel. A dwarf is a dwarf is a dwarf. They're all short stocky fighter types with beards.

    2. Re:If you think... by Shaper_pmp · · Score: 1

      Dwarfs: Arsey short people with beards. Sometimes they use magic, sometimes not.

      Fantasy-based MMORPGS: Run, run, stab, slash, grab loot, run, run, get quest, run, run, slash, stab, grab loot/materials, run, run, hand in quest, gain XP, level up.

      If you know a pair of identical twins really, really well you can argue that they're both different because one's got a small mole on his cheek and and one's got slightly thicker eyebrows, but you know what? They look the same to everyone else.

      And if everyone on earth looked like they did, it'd be a fucking boring world.

      I know dwarfs in Tolkien and dwarfs in WoW are different to you, but that's just because you've got your head jammed so far... into the genre that you've lost the ability to imagine anything else.

      You can compare the very, very insignificant non-gameplay-mechanics, having-no-impact-on-how-you-play-the-game backstories of various otherwise-identical races between two almost-identical MMORPGs, or you can compare WoW to Katamari Damacy.

      Now tell me fantasy-based MMORPGs aren't all pretty much variations on a theme.

      --
      Everything in moderation, including moderation itself
    3. Re:If you think... by Anonymous Coward · · Score: 0

      You should show that post to your grandkids someday.

      The odds that someone who cares so much about dwarf varieties will reproduce is, for all intents and purposes, zero.

    4. Re:If you think... by drsquare · · Score: 1

      That's just arbitrary backstory, i.e. fluff. You're still a dwarf with a beard and chainmail walking round with a battleaxe.

      The mechanics and plot may be different, but it's still the same old cliches.

  58. Re:Quantity vs Quality vs Development Costs vs Sal by Anonymous Coward · · Score: 0

    True. And if they REALLY want to keep dev costs down, they could make it for PC, XBLA, PS Marketplace, or even the virtual console on the wii.

  59. Ugly by Anonymous Coward · · Score: 0

    I played okami, I loved okami, but I have to say that it would have hooked me much harder not on the ps2, with its ugly antialiasing and funky cell shading. I hate to agree with the graphics whore, but if you're going to have a game based on art, put it on a system that looks good.

  60. Okami was on the WRONG system... by DDLKermit007 · · Score: 1

    Okami was flatly made for the wrong system. Okami was a game that would have done VERY well on the Wii. How you cast your spells is with a paintbrush control system. It's their own fault they put Okami on the wrong system, but a system that is also on it's way out, and the only people really buying games on it at this point are looking for the sub $30 bargain bin games. Not $50 new! Clover studios was out of their fucking minds. Hell I was even gona buy it, but Capcom canned Clover Studios after the game had been out in the US for TWO whole weeks. No fucking way I'm going to pay for a game when you shitcan the developer so fast. I'm about halfway through the game now, and it's worth the money hands down, but no, Capcom can go blow themselves now for all I care.

    1. Re:Okami was on the WRONG system... by trdrstv · · Score: 1
      No fucking way I'm going to pay for a game when you shitcan the developer so fast. I'm about halfway through the game now, and it's worth the money hands down, but no, Capcom can go blow themselves now for all I care.

      Are you borrowing it?

  61. The sad thing is he is probably quite right ... by simm1701 · · Score: 1

    ... in the exact literal sense

    Odds are any sucessful game that is original will not in fact be an original.

    It will probably have been based of a game a few years before that didn't do so well due to lack of funding for the cutting edge graphics engine but still had a small cuilt following and was then either bought out or imitated to make a new game with all the slick graphics that the kids demand and a huge marketing budget which then makes this new copy a sucess.

    --
    $_="Slashdotter";$syn="OTT";s;..;;;sub _{print shift||$_};s!ash!Perl !;s=$syn=ack=i;tr+LLEd+BLAH+;_"Just Another ";_
  62. Psychonauts by mgiuca · · Score: 1

    One of the saddest games was Psychonauts - a brilliant, funny and whimsical platformer from Tim Schafer, which sold about eight copies. It won dozens of awards in 2005 but its market reception was so poor because it was "something else". (Also the marketing was dreadful and it wasn't even available in many countries).

    My next big hope is Spore, which should generate a lot of attention coming from Will Wright.

  63. Why do we keep hearing this? by KlausBreuer · · Score: 2, Insightful

    Strange - but every few years (months, by now?) we hear this again: no more original games possible, nobody wants them, waaaah!

    Yes, creating/selling original games is difficult. This has several reasons:

    It must be original instead of yet another Elf-Bashes-Monsters or Space-Hero-Shoots-Monsters.

    Familiar games tend to sell better - not just to customers, but to financers.

    Like most new ideas, most original games are flops. Their ideas simply don't 'click' with the players. Often enough they have a small, fanatical fan-club, but this doesn't make enough money, especially when the financers insisted on huge loads of fancy graphics and whatever, pushing up the number of people needed to create this.

    However, every now and then an original game comes out. And is a huge success. And has so many followers (coders and users) that this type of game soon becomes familiar again. Where do you think all the familiar games came from? Thin air?

    But this doesn't happen often. You need very good, very original people. And seeing how most companies work (loads of average programmers (cheaper), concentrate on pretty graphics, large bureaucrazies) this explains *why* it happens so seldomly. They do not want to take risks.

    Watch this space! In (at most) a year or so, we'll have this question again: "Where O Where Are The Original Games?"

    --
    Free PC version of ChipWits at http://www.breueronline.de/klaus/chipwits/
  64. Yeah, okay, but it works. by SmallFurryCreature · · Score: 2, Insightful

    Go ahead, try to come up with something new. A new class? A new race maybe? You might notice that in WoW all the playable races are humanoid. Good, now check slightly deeper, do you notice how all the equipment seems to work on them all? Could it be because it is simply a case of scaling the body and appendages rather then coming up with unique art for each and every race?

    Imagine a centaur race. Brilliant. Fast, capable of being a mount to another player, large carrying capacity and definitly a different looking critter. Hell, they exist in the game already so it is possible. But oops. You need an entire new set of clothing/armour art, new moves and worse, you might even have to deal with the fact that horses just don't climb ladders to well or manouver in convined spaces.

    Much easier to make everyone just a slight variant of human beings were they all got exactly the same performance anyway. Notice how tiny dwarfs run just as fast and jump just as high as a mighty orc?

    Ah, but classes, now there you can go imaginative? Well, just try it. You got your basic tank. Up close combat, you can vary slightly between the level of armour vs dodging but that is it. You got someone who gets up close and personal. With that the ranger is next. He stays away from the enemy. You can give him all kinds of things to shoot/throw but basically it is a ranged character.

    You are going to need someway to heal your wounds. A priest? A druid? A doctor? A medic? Don't matter what you call it, it is the dude who restores hitpoints.

    You might want to add someone with lots of damage capabilty, say NUKE like. Oh but we need balance, so that person should probably be a bit vulnerable. So no close fighting skills to speak off. A ranged magic user? Doesn't matter what you then call it a sorcerer, a wizard or a jedi force specced character, it is a nuker. Heavy damage but vulnerable to direct combat.

    Oh you can mix and match, bit of a healer, bit of a close combat, tada, one paladin.

    The simple thing is that it has been done. People have sat and thought about this and came up with all the classes that you can come up with. Sure you can name them something different but then you sooner or later will have to admit that "our brilliant new class of the new enlightened order of Aeonites is what you would otherwise call a rogue.... oh okay a thief".

    Maybe you can come up with an exciting new class but sooner or later you are going to have to let me know how to play it. Try doing that without saying anything like "it is cross between a X and a Y".

    Old and familiar works because you don't have to waste time building everything up. Imagine the following.

    "Old and familiar": You enter the tavern and your eye is immidiatly drawn to a beautifull full figured woman with chestnut colored hair and a smile to die for.

    "New and exciting": Threatase (the term used to describe to multitude of combined entitities that for lack of a better term is "you" except that that would totally fail to explain it but since the real you controlling this make believe Threatase is a you anyway why bother) fascialte (I suppose a more corporal entiry would use the word enter but being a being of pure thought such a base move is beneath you) the TryK (what a creature concerned only with base needs could never understand) etc etc etc.

    Sure, I introduced lots of new things before I got tired of it. Much simpler to just go with the old and familiar. What the fuck is goldplated latinum anyway? Yeah it is new, but mostly it sounds silly and I got absolutly no reference of why it is supposed to be so valuable. Star Trek writers could possible explain it but not in a 45 minute episode.

    But yes I agree, did the tiefling in NWN2 really have to be a rogue. The first tiefling in computer games was nice and new and refreshing and we wanted more but not a carbon copy.

    Yes I loved all the new races in Planescape Torment and reading their descriptions but that was a game of a bygone era. Nowadays deadli

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Yeah, okay, but it works. by Anonymous Coward · · Score: 0

      Planescape was an awesome game and your post was too long.

      That is all.

    2. Re:Yeah, okay, but it works. by Aeonite · · Score: 1

      I never meant to imply there was a solution. Only that fantasy was the worst offender. Perhaps there's no better option.

    3. Re:Yeah, okay, but it works. by Chmcginn · · Score: 1
      Just to point out, pretty much nothing in "Planescape : Torment" was created for that game. It was mostly taken from the 1,001 Planescape books written by TSR in the early 1990's.

      That leads us into the reason, I think, most pen & paper RPG lovers don't enjoy the computer RPG genre - historically, pen&paper companies made money strictly on imagination & volume. Your customers are (for the most part) coming up with the plot themselves - you need to provide the rules & the background. Short of rewriting the rules twice a year, the only way to really make money is to pump out more & more background.

      Eventually you've covered all the Tolkien-esque fantasy you can, so you start on more adventurous (no pun intended) subjects. But with a computer RPG, at least in the state they are today, most of the work isn't making the plotline, or coming up with the background - it's the graphics, and the engine. And as some previous posters mentioned, less-standard characters (Centaurs, Modrons, lycanthropes, dragons, whatever) require whole new sets of graphics & engine.

      --
      Have you been touched by his noodly appendage?
  65. Distinction by computertheque · · Score: 3, Interesting

    I didn't read over every single comment, but I think there needs to be a distinction between what is a success and a failure. I can understand the argument that original games have no chance of selling like established or derivative franchises. It seems like there is no such thing as a niche product anymore, either there are hopes of it selling multiple million copies or it has no chances of being made.

    Is it really that difficult to make a game with a scaled down dev team and resources?

    1. Re:Distinction by RoffleTheWaffle · · Score: 1

      I see games like that all the time. They're usually freeware, and a lot of them are pretty fun.

  66. Make the games moddable&make more moddable gam by Anonymous Coward · · Score: 0

    It really pisses me off when I get a racing game with a kickass engine, awesome physics, and
    even some cool things thrown in like lava, and lightning hitting the cars+disabling them only
    to find that there is no way to make my own levels, so I can push the experience to it's limits.
    I want to race on courses that have trains barreling through at 200+mph. I want courses that get
    flooded. I want lightning to damage my car. I want to do goofy things like a demolition derby
    in a railyard with trains running through at a very high speed. Trouble is, though this can be done
    in many of the games out there, we don't have access to the editing tools to make it real.
    Instead, most of the time, we get the same rehashed crap over and over again. Maybe once or twice
    they will throw in a gimmick which resembles vaguely like I previously discribed, but It's just frustrating as hell when you can't make the game do things that the original designers would never dream of, even though it can be done. (phew, long rant!)

    And as for this cutting into sales:

    1)It sure didn't hurt companies like ID, they probaly sold far more units of their games than if they kept them closed.

    2)Sonner or later people won't pay for the same crap over and over again, no matter what.

    3)I won't buy a game I can't mod at it's normal price, instead I just wait for it to land in the bargain bin, and even then most of the time I turn them down. I am willing to pay for a
    *well modable and good* game at it's normal price.

  67. Release date was the problem. by DeeDob · · Score: 1

    Original games DO sell.

    What sells is not wether it's original or a tried formulae. What sells is good marketting and knowing your demographics. Having a name that people recognize helps.

    What did Okami had as competitors?:
    Gears of War, the launch of the Wii, the launch of the PS3, Rainbow 6: Vegas, Zelda: Twilight Princess, Final Fantasy XII... Anyone surprised Okami, a title no one ever heard until the end of year reviews where it won some awards, didn't sell?

    If Okami was called: "Zelda stories: Okami" (if it was possible), it would have gotten a ton of publicity. Same game as Okami looks a lot like a Zelda game. Just a different setting, but it would have sold.
    Final Fantasy: Mystic Quest anyone?

    The hardcore people who actually read gaming magazines and websites would know about Okami and try it. Most people don't. They go towards what they can recognize in stores. If that fails, they go toward the "prettiest box". Okami don't have anything people can recognize or relate to. A japanese setting won't interest anyone but japanese folks and anime fans. You have to actually "sell" your product to them by saying why your game is better than the Zelda that is coming out.

    It's why movie-related games actually DO sell even though almost everyone knows they are usually bad. They have the movie marketting behind them.

    It's really not wether it's original or not. It's all about marketting and knowing the people you sell to. It's 2 factors.

    Viva Pinata, another WAY more original title than Okami, didn't sell as much as expected. Yet it had tons of publicity and the TV show to support it. It was even a very good game. Yet it didn't appeal to anyone. Surprised? not really.
    The game is complex and deep. It is meant for 12 years old or more in my opinion. Yet it features cute characters that are seen on saturday mornings cartoons for 12 years old and under. You are an adult, you won't be interested in cute cartoons for kids. You won't even take a look behind the Viva Pinata game box in the store.
    You are a teen. You won't even touch Viva Pinata for fear of being called names and a kid in school. It looks like a game for baby.
    Also the fact that no one actually knows what Viva Pinata: the game is all about until you can actually play it for more than 2 hours. The game simply cannot be described correctly until you actually play it and get past the very lenghty tutorial. The only word of mouth that goes with it is: "The game's good, try it". You can't really even tell why it's fun.

    It's a shame really that both Okami and Viva Pinata had marketting problems. Both are some of the most fun games i've had the pleasure of playing recently.

  68. Innovative Games do great - on the right Consoles! by LKM · · Score: 1

    Innovative, Original Games Have No Chance

    Maybe on Sony's platforms, they have no chance. As far as I know, the PSP's Loco Roco didn't sell too well, just like Clover's games. Ico also didn't do too well, as far as I remember, despite being an amazing game. Katamari Damacy probably sold well, but it's still one of the very few really innovative games for the PS2 (and it's still always the first - and often only - game people bring up when listing innovative games on the PS2).

    I think most people buying PS2s simply aren't that interested in quirky stuff. If they were, they wouldn't have bought the blandest, most common console available. Many PS2 gamers simply want their yearly Madden fix, a few generic RPGs and FPSs, and some of the good old GTA ultraviolence.

    But look at Nintendo's consoles. The DS has a huge amount of creative, fresh, quirky games, and the Wii is already getting its fair share of them, too. And they are selling! I'm absolutely certain that Okami could have been a huge hit on the Wii.

    Don't create innovative games for consoles whose buyers are mostly interested in so-called "mature" games and then come back crying if nobody buys your stuff.

  69. Many Zelda buyers don't own PS2s by LKM · · Score: 1

    Except the people who buy Zelda games might own a Gamecube and not a PS2. Okami would have sold better if it had appeared on a Nintendo console, even without renaming the characters.

  70. Originality by Anonymous Coward · · Score: 0

    Originality Ftw.
    Never stop inventing.

  71. That's not a rebuttal, that's surrendering by LKM · · Score: 1

    Awesome. So the PS2 had one innovative game that did well. Hardly what I'd call a "rebuttal."

    Can we please stop with these "Katamari Damacy" replies every time we discuss innovation in video games? Katamari Damacy is one game (and no, the sequels don't count in the "there is inovation argument). You're simply making the article's point.

    1. Re:That's not a rebuttal, that's surrendering by MeanderingMind · · Score: 1

      The GP is dead on, it's basic logic.

      No matter how many games you can cite that fall in line with the statement "Innovative, Original Games Have No Chance", you only need one counter-example to disprove it. In this case, that example is Katamary Damancy. Unless you add a "Most" to qualify instead of the implied "All", it's simply a fallacious statement. If you do add the "Most", it becomes a largely unhelpful generalization.

      If you look at games in general, the number of blockbusters is very small original or otherwise. For every Madden there are other football games that don't make it. Any title not bearing a familiar brand has to fight against the preexisting giants.

      Simply, the statement should be "Most Games Have No Chance".

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    2. Re:That's not a rebuttal, that's surrendering by LKM · · Score: 1

      First of all, even if you were right, your argument would be utterly pointless since "one game in thousands" is pretty much equal to "no game at all". Second, here's the actual summary quote, for reference:

      "You use the word 'difficult', but I think that it is becoming almost 'impossible' for an original game to succeed financially. This can't be blamed on anyone but it's a simple fact that an original game doesn't appeal to the majority of gamers."

      So what he said was "Most Games Have No Chance," as you said he should have.

    3. Re:That's not a rebuttal, that's surrendering by MeanderingMind · · Score: 1

      First of all, even if you were right...
      You say this and then don't refute me. I can only assume I was.

      your argument would be utterly pointless since "one game in thousands" is pretty much equal to "no game at all".
      By the same argument, we can claim that "no art at all" that's original or innovative is made because the only piece of good art anyone can name is the Mona Lisa. This is simply untrue.

      Firstly, and I am reiterating, it is basic logic that any absolute statement is not provable by example. If I state that "All numbers are even", it doesn't matter how many even numbers I provide to support that statement, it still isn't proven. However, one odd number and the statement is obviously false. This counter-example refutes regardless of whether there's one odd number or one thousand.

      Now, the fact is that Katamari Damancy is the common example everyone is familiar with, but it is hardly alone. Viewtiful Joe was successful and very original. Phoenix Wright: Ace Attorney, Animal Crossing, Dead Rising, God of War, Shadow of the Collosus, and many more can be thrown onto the list of original titles that were also very successful. There are titles spanning all systems, home and handheld, that are successful without being retreads.

      Katamari Damancy is merely the poster-child.
      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    4. Re:That's not a rebuttal, that's surrendering by LKM · · Score: 1

      You say this and then don't refute me. I can only assume I was.

      Okay, you were obviously incapable of parsing what I wrote, so let me try this again: You are wrong. You wrote:

      No matter how many games you can cite that fall in line with the statement "Innovative, Original Games Have No Chance", you only need one counter-example to disprove it/i>

      Obviously, you seem to think that the original claim was that original games have no chance (which was the title of the article, but is obviously hyperbole, see below). This is wrong, as shown in this quote from the /. blurb:

      "You use the word 'difficult', but I think that it is becoming almost 'impossible' for an original game to succeed financially. This can't be blamed on anyone but it's a simple fact that an original game doesn't appeal to the majority of gamers."

      Now please tell me how one successfull game refutes this.

      Second, again, your whole argument is utterly pointless. The article is about how innovative games aren't a good idea for developers. Ever heard of that thing called "hyperbole"? Ever interacted with another human? What are you, a compiler or something? Here's a hint: If a human being tells you that "all art is crap," he doesn't mean that literally all art is crap. He means that in his opinion, most of the art he's familiar is crap. If you then tell him that he's wrong because Mona Lisa is great, you're utterly missing the point. Try to get out and interact with some poeple for a change. Your attempt at refuting this thing is totally missing the whole point.

      About your games: The first two games are on Nintendo's consoles. Yes, there are innovative games on Nintendo's consoles, but if you go back to my first post to which you replied, I wrote:

      Awesome. So the PS2 had one innovative game that did well. Hardly what I'd call a "rebuttal."

      I never claimed that there weren't innovative games on Nintendo's consoles. I said that one innovative PS2 game does not refute the article's point.

      Also, Dead Rising is GTA with zombies, and it's not even on the PS2. God of War may be an awesome game, but it's not innovative or original. Shadow of the Collossus, ok. SO now you have two PS2 innovative, original games.

      Personally, I think Okami should have been a Wii game. It would have done very, very well. I do not think that innovative games have no chance. I do think, however, that most innovative games fail if released on the PS2. The PS2 target audience simply isn't that interested in innovation.

  72. Nice Give up by c0mmanderb0nd · · Score: 1

    I love the irony of someone speaking out against generalization using a sweeping generalization. I think what the article glosses over is crap is still crap whether its original or franchise crap. Original games exist and thrive and do well, heck the even sell systems once one hits big. Just because someones original idea failed doesn't mean originality is dead, it just means no one cares nearly as much as his mother. If these guys were true to being artistic and creative than sales would be secondary but it sounds like bottom line is all they really focus on.

  73. "originality" by Anonymous Coward · · Score: 0

    Wrong Wrong Wrong. His game didn't sell well because it has a stupid title and nobody has heard of it. Not because it's not "original".

  74. What idiots by Sciros · · Score: 1

    Non-innovative games tend to sell decently because publishers are more inclined to market something they assume has a proven track record. After all, non-innovative stuff tends to be a repeat of something that was at some point innovative and which became successful.

    That having been said, how successful a game becomes really depends on marketing more than originality. Well-marketed, innovative titles do very well sometimes. People have already mentioned Wario Ware, Nintendogs, Shadow of the Colossus, etc. Okami might have flopped *in Japan* but gimme a friggin break the game is so chock-full of Japanese culture and mythology that were I a native of Japan I wouldn't even consider it all that original. And yes Capcom was like "omg Okami doing poorly in Japan we are going to close Clover Studios" before it even made its way to the US. If they had capitalized on its critical success in the US more then sales here could have easily made up for disappointing sales in Japan.

    As for Bioshock, well considering the hype it's generated already, as long as it's marketed on TV (Gears of War was *heavily* marketed in every way which is why it sold 3 million units) it will probably do quite well. And if it really is as innovative as the devs make it out to be, then that will be a well-deserved slap in Inaba's (Okami producer) face.

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    I like basketball!!1!
  75. Wii by dwightk · · Score: 1

    Nintendo needs to get Okami ported to the Wii, and then hire all the developers (or vice versa)...

    I love Okami, because it makes its graphics look really good and succeeds, instead of "realistic" and failing.

    Just like I love the Wii, because it makes games new and exciting, instead of "hyper realistic"

    Of course, I don't have an HDTV, Maybe after getting one of those, and a couple of years for PS3 titles to mature, I might get me a PS3... Until then Wii Baby!

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    Like anyone can even know that
  76. Re:Quantity vs Quality vs Development Costs vs Sal by Yvan256 · · Score: 1

    Granted, that option would open doors to small publishers which otherwise couldn't publish their games at all, however that would only lower the distribution costs, not the development costs.

  77. Ummm.. no by Cornflake917 · · Score: 1

    "Most video game people have read one book and seen one movie in their life, which is 'Lord of the Rings' and 'Aliens' or variations of that. There's great things in that, but you need some variety." No. If anything, it's LOTR and Star Wars. I don't know where he got Aliens from.
    1. Re:Ummm.. no by SuiteSisterMary · · Score: 1

      I agree. We'll have to nuke his house from orbit. It's the only way to be sure.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
  78. ESRB rated what? by tepples · · Score: 1

    When Nintendogs was announced, I was actually disappointed to discover that it did not even include breeding

    Breeding? ESRB rated what? In Nintendo world, the stork brings dogs.

    1. Re:ESRB rated what? by Hannah+E.+Davis · · Score: 1

      That's basically how the Petz games handled it ;) They censored all mating behind a big heart, and the game didn't show kittens/puppies being born either. My point is that it's a feature that fans of the genre have long known and loved, so Nintendogs seemed more like a step back than anything. Sure, it demonstrated the capabilities of the DS in a slightly unusual and perhaps even innovative manner, but as a game, it didn't bring anything new to the table.

  79. when only retreads sell..then use old n never buy by Anonymous Coward · · Score: 0

    Fine..only retreads sell. Therefore my large game collection represents all that is or will ever be. So the inescapable conclusion is that I need not buy any games at all again. Ever!!

  80. Small communities can produce innovative products by matthewlc1 · · Score: 1

    I think innovative games do have a chance in this day and age. They just shouldn't try compete head to head with the incumbents. That being said I think it will be quite difficult to have the same sales volumes as the big distributors who pump millions into marketing and getting their products on every advertising medium in front of customers. Our games reporters are also conditioned today to focus on the big box titles because in a round about way, those big box titles pay their salaries.... But small dedicated communities are able to produce awesome products case in point: http://spring.clan-sy.com/