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?
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.
One word ... Nintendogs
... "Know your audience"
The fact is that most "inovative" games break the standard rule in any creative pursuit
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.
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
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...
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.
#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.
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.)
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.