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The Perils of Pointless Innovation In Games

Negative Gamer is running a story discussing the need felt by the major game developers to create the next huge blockbuster, which often leads to innovation and change for their own sake rather than simply focusing on what makes a game fun. Quoting: "There seems to be this invisible pressure to create something that is highly 'intuitive' and incorporates the highest level of innovation that we have ever seen. The problem is that the newest ideas put into games are either gimmicky, terrible in execution, or blatantly ripping off another title. On the other hand there are series that feel the need to completely revamp a game that played perfectly fine before into something completely new that falls flat on its face. ... There's a critical problem with popular, mainstream video games that isn't as large with other mediums; they are expensive to make and require a lot of time and effort put in to create something masterful. With that, games must take cautious paths. I fully understand the risks, but adding unneeded material to certain games is not justifiable."

260 comments

  1. Hmm have I seen this before?? by OzPeter · · Score: 5, Insightful

    Ah .. yes .. office suites!

    This sort of shit has been happening ever since there were companies competing for market-share of the same domain.

    And I doubt it is even related to software alone.

    --
    I am Slashdot. Are you Slashdot as well?
    1. Re:Hmm have I seen this before?? by ScentCone · · Score: 0, Offtopic

      Ah .. yes .. office suites!

      And "progressive" politics.

      --
      Don't disappoint your bird dog. Go to the range.
    2. Re:Hmm have I seen this before?? by ushering05401 · · Score: 1

      Hollywood was the first thing that popped into my mind.

    3. Re:Hmm have I seen this before?? by CyberLife · · Score: 5, Interesting

      The problem is that the newest ideas ... are either gimmicky, terrible in execution, or blatantly ripping off ...

      This describes the majority of products marketed by infomercial. It is (once again) not unique to software.

    4. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 1, Insightful

      Boy, I wish I had some points. At least with progressives they're trying to make people's lives better. Forcing people to regress into a time that never actually existed is hardly the sterling achievement you seem to think.

      There's a hell of a lot of progress necessary before we can consider it in the same realm as pointless. These are tough problems that absolutely have to be solved.

      Just continuing the same regressive, bigoted ineffectual policies because a few hicks can't learn to live with others is hardly a worthwhile pursuit.

    5. Re:Hmm have I seen this before?? by 0xdeadbeef · · Score: 4, Funny

      Yup, it's been downhill since we abandoned feudalism.

    6. Re:Hmm have I seen this before?? by ScentCone · · Score: 0, Troll

      Yup, it's been downhill since we abandoned feudalism

      Are you kidding me? The current congress and administration couldn't be trying harder to make serfs out of the people who actually work and pay taxes, and to be certain that their offspring are in the same boat. The Orwellian use of the work "progressive" has got to be one of the best running gags of the last hundred years.

      --
      Don't disappoint your bird dog. Go to the range.
    7. Re:Hmm have I seen this before?? by caerwyn · · Score: 2, Informative

      I think you need to read some more history books- the pastel view of feudalism that shows up in fantasy novels doesn't count.

      --
      The ringing of the division bell has begun... -PF
    8. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      making lives better? Oh, yes, by not allowing people to make their own choices. Well, I guess some simpletons (such as yourself, apparently) need someone to do everything for you, but stop fucking it up for the rest of us who are competent.

    9. Re:Hmm have I seen this before?? by ScentCone · · Score: 2, Insightful

      At least with progressives they're trying to make people's lives better

      Which people? At whose expense? Be specific.

      Forcing people to regress into a time that never actually existed is hardly the sterling achievement you seem to think

      Ah. If you would, please point out where I mentioned anything like that, OK?

      There's a hell of a lot of progress necessary before we can consider it in the same realm as pointless

      Change for the sake of change doesn't identify a specific problem, propose a specific solution, or identify a goal - a situation when a given change will no longer require action. But the legions of people who simply can't stand a status quo in any form, in any area of culture or human activity, for any reason ("Change! Never mind to what, or how!") fail miserably to ever articulate an actual, rational, intellectually coherent set of ideals for a freely functioning society. For example: they can't stand the First Amendment, because it provides for politically incorrect, "unfair" speech (see the "progressive" call for the restoration - regressively, one might say - for the hillariously mis-named "fairness doctrine"). When the progressives can't rid themselves of a large contingent that wants that sort of "change" to a status quo like freedom of speech, don't talk to me about the rest of noble work they have in mind.

      regressive, bigoted ineffectual policies

      Such as? Which government policies are bigoted? Are you referring to the ones that favor students or businesses based on gender or the color of someone's skin? That sort of bigotry? But that's exactly the sort of thing that progressive politicians enact and celebrate at every opportunity. Progressives absolutely thrive on dividing society up into grievance groups, skin pigment groups, and newly-minted-victim groups. Divisiveness, economic class baiting, resentment and exploitation of actual taxpayers - those the badges of honor among progressive politicians. The "hicks" you love to hate are far less of an issue than typical grievance group activists.

      --
      Don't disappoint your bird dog. Go to the range.
    10. Re:Hmm have I seen this before?? by hitmark · · Score: 1

      indeed, my first thought was about movies, not games...

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    11. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      AC was almost a waste of a mod point... almost.

    12. Re:Hmm have I seen this before?? by stonewallred · · Score: 1

      Speaking of mod points. They have given me mod points a couple of times. I figured since RTFA would get you banned here, that rules and stuff were the same. How do they give them out and how often? Thanks and in return I give you.... oh, wait, this isn't 4chan. Thanks anyway.

    13. Re:Hmm have I seen this before?? by 0xdeadbeef · · Score: 3, Insightful

      Yes, it is truly horrible. I'm paying more in taxes than my parents ever earned. Of course, I do so because the government payed for my education, which has given me valuable skills, but I see now how selfish its action were. The government only lifts people out of poverty to expand the economy in order to produce more tax revenue, which it uses to continue to raise the standard of living of all Americans. It's a vicious cycle!

    14. Re:Hmm have I seen this before?? by Xaoswolf · · Score: 3, Funny

      but most of us are still horny nerds, you could have at least posted a link...

    15. Re:Hmm have I seen this before?? by Xaoswolf · · Score: 4, Funny

      You mean they didn't use unicorns to plow fields?

    16. Re:Hmm have I seen this before?? by MillionthMonkey · · Score: 5, Insightful

      making lives better? Oh, yes, by not allowing people to make their own choices.

      Gay marriage forced me to choose between my faith and not being an asshole.

    17. Re:Hmm have I seen this before?? by MillionthMonkey · · Score: 1

      If you think a word means something different than everyone else has thought it meant for a hundred years, I'm inclined to think that everyone else is right.

      Just look at the word conservative.

    18. Re:Hmm have I seen this before?? by Rob+the+Bold · · Score: 1

      Which people? At whose expense? Be specific.

      Whoa, there! Shenanigans! You threw out the first generalized, nonspecific criticism:

      The Perils of Pointless Innovation . . .|Where Have I seen this before?|Office Suites|And "progressive" politics.

      You gotta be specific first -- you started it.

      --
      I am not a crackpot.
    19. Re:Hmm have I seen this before?? by Shadow+of+Eternity · · Score: 1

      It's called metamoderation.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    20. Re:Hmm have I seen this before?? by ScentCone · · Score: 1, Insightful

      You threw out the first generalized, nonspecific criticism ... Perils of Pointless Innovation ... "progressive" politics"

      But that was specific! "Progressives" are utterly rudderless in their idealogy, goals, strategies - their only coherent thought is that however things are (no matter the topic, or scale, or people, or interests involved), they have to Change (as in, the undefined Change We Can Believe In that so many people blindly voted for, and are now seeing rather lurchingly and alarmingly playing out in real life). Activists whose primary interest is simply seeing things stirred up and changed, rather than having an interest in building an intellectually solid and philosophically rational cultural framework... those people aren't interested in intellectual integrity, they are simply in the Activist Business or wearing their Progesssive platitudes as a fasion of sorts. They are in the business of manufacturing inequities where none exist (or don't in the advertised form), grievenances out of increasingly microsopic differences between people, and votes out of the notion that quaint things like, say, the First Amendment aren't fair.

      When their message becomes "Change to XYZ" (so that X, Y, and Z can actually be debated on their merits) rather than "anything that exists now sucks," (rinse, repeat, perpetually) then they'll be exhibiting maturity worth a debate. The adolescent urge to graft pointless or performance-killing features onto a perfectly good game engine just because you can isn't any different than grafting pointless, tax-costing, liberty-killing Nanny State "features" onto the government just because you can say that you're progressing in some way. That's as specific as I need to get!

      --
      Don't disappoint your bird dog. Go to the range.
    21. Re:Hmm have I seen this before?? by Warll · · Score: 4, Funny

      (o.O) What kind fantasy novels do you read?

    22. Re:Hmm have I seen this before?? by westlake · · Score: 1
      Ah .. yes .. office suites!

      You choose the "brand name" office suite because it is a rock-solid solution that scales.

      There are no show-stoppers for the one-man office. No show-stoppers for the business with a clerical staff of 15,000.

      The obscure function your temp needs is where she expects to find it.

      It won't matter whether you recruited her in mid-town Manhattan or Nowhere, Nebraska.

      Integration with Small Business Accounting and other software and services will be - at least ideally - butter-smooth.

    23. Re:Hmm have I seen this before?? by genericpenguin · · Score: 3, Insightful

      Modded insightful? Hello? Is there anyone still here? I know there's supposed to be a good point in there but it got eaten alive and spat back out with copious amounts of troll saliva.

      --
      "Why, Johnny Ringo. You look like somebody just walked over your grave." Doc Holliday, Tombstone.
    24. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 1, Insightful

      Of course you foster none of this bigotry... even towards religious people...

    25. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      The current congress and administration couldn't be trying harder to make serfs out of the people who actually work and pay taxes, and to be certain that their offspring are in the same boat

      Straw man arguments are lies.

    26. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      Oh no, a religious person is being oppressed! Call Fox News, quick!

    27. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      Good luck with homosexuality. Your homosexual slanted desires will die with you. Then there will be less homosexuals. That is unless you get legislative laws that give babies to you to raise as homosexuals. Who's stupid enough to allow that? Hmmm. Oh wait, we are.

    28. Re:Hmm have I seen this before?? by whoop · · Score: 1

      Bigotry is acceptable when one truly believes they are on the correct side, here.

    29. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      Gay marriage forced me to choose between my faith and not being an asshole.

      Look at it this way, your faith is forcing gay people to choose between being unhappy and being a heretic. I think you would call it even now, don't you think?

    30. Re:Hmm have I seen this before?? by Antique+Geekmeister · · Score: 1

      I was reminded of automobiles, especially dashboards.

    31. Re:Hmm have I seen this before?? by Saysys · · Score: 1

      You should probably have chosen to follow Christ instead of whatever shitty religion you where a part of.

      It does not matter what denomination, even if it is Christian, you felt was telling you to be against gay marriage. It is clear that Jesus would have nothing to do with hate and thus my suggestion you follow Christ.

    32. Re:Hmm have I seen this before?? by ildon · · Score: 5, Funny

      I do so because the government payed for my education

      All that money wasted.... :(

    33. Re:Hmm have I seen this before?? by bonch · · Score: 2, Insightful

      Religious idiots like to say that gay marriage is wrong. I tell 'em that thousands of species practice homosexuality in nature

      Since when do animals get married?

      Being anti-religious on Slashdot isn't interesting or clever anymore, sorry. This is coming from a jaded agnostic. But I'm sure the college kids who think it's edgy to mock religion will give you a +5.

    34. Re:Hmm have I seen this before?? by DreamsAreOkToo · · Score: 2, Insightful

      Also, religious people are delusional fucking retards who foster bigotry, impede progress, and propogate the spread of socially acceptable psychosis.

      Why should I listen to a bigot?

      Seriously, whoever modded this guy up is full of hatred themselves. Sure you might justify it by saying Religious people are asking for it, "just like" the blacks, Jews, gays, witches...

    35. Re:Hmm have I seen this before?? by Naomiah · · Score: 1

      WHOOSH!

      --
      "Yes, I am a lawyer." - Star Jones
    36. Re:Hmm have I seen this before?? by Grishnakh · · Score: 2, Insightful

      So I guess you think that if someone is running around with a swastika on his arm or wearing a white hood while burning a cross on someone's lawn, that people shouldn't discriminate against him?

      There's absolutely nothing wrong with discriminating against people who are actively doing evil things. "Bigotry" implies that you're discriminating against people for things they have little to no control over, like the color of their skin, their nationality, their disabilities, etc. There's nothing wrong with treating people poorly when they've consciously decided to join an organization that treats other groups of people poorly.

    37. Re:Hmm have I seen this before?? by Grishnakh · · Score: 3, Insightful

      The problem is that 99.99% of Christ's followers here in the USA firmly believe that gay marriage is horrible and must be banned, and that somehow Jesus would have wanted this. So if you run around calling yourself a Christian, or a "follower of Christ", you're going to get lumped into that group unless you immediately disclaim your involvement with any church.

    38. Re:Hmm have I seen this before?? by fractoid · · Score: 2, Informative
      Albatrosses mate for life:

      When a bird first returns to the colony it will dance with many partners, but after a number of years the number of birds an individual will interact with drops, until one partner is chosen and a pair is formed. They then continue to perfect an individual language that will eventually be unique to that one pair. Having established a pair bond that will last for life, however, most of that dance will never be used ever again.
      ...
      The "divorce" of a pair is a rare occurrence, usually only happening after several years of breeding failure.

      (From Wikipedia).
      That sounds more like a marriage than today's 'til death (or statistically, til about 7 years pass) do us part'.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    39. Re:Hmm have I seen this before?? by DrgnDancer · · Score: 3, Insightful

      Except that there have been a fairly steady number of homosexuals throughout history. Which argues for either a recessive gene that passes through non-homosexual parents, non-genetic causes of homosexuality, and/or a spectrum of sexuality that allows some homosexuals to breed because they "swing both ways". Most likely some combination of these factors. Oh yeah, and you're a dumbass. If homosexuality was going to be bred out of existence it would have happened centuries ago.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    40. Re:Hmm have I seen this before?? by fractoid · · Score: 1

      Last I checked, you don't get to choose whether you're black, Jewish (as in the race, not the religion), gay, or weigh more than a duck. You can choose your religion.

      You don't have to be "full of hatred" to find it irritating when a big bunch of people choose willful ignorance over reason, and then demand your tolerance of their irrational behavior.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    41. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      Since when do animals get married?

      Of course, while animals don't understand the concept of marriage, most birds, and a few mammals, such as wolves, exhibit social monogamy, or something awfully close to the ideal definition. Some are much better at being a pair than many humans (doves).

    42. Re:Hmm have I seen this before?? by Z00L00K · · Score: 1

      Wrong question!

      "Why does humans marry?" is the more correct question. It seems to be an invention from somewhere that it makes it more "legal" to have offspring when married while it technically doesn't really matter.

      --
      If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
    43. Re:Hmm have I seen this before?? by Toonol · · Score: 1

      No, your faith forced you to choose between gay marriage and being an asshole. Put the blame on the proper item.

    44. Re:Hmm have I seen this before?? by Toonol · · Score: 1

      The strongest indicator of where a voter falls on the issue is whether he or she self-identifies as an evangelical Christian. Ninety-percent of white Protestant evangelicals oppose gay marriage, compared with 48 percent of non-evangelical white Protestants. Seventy-two percent of evangelical white Protestants support a constitutional amendment prohibiting gay marriage, while just 33 percent of non-evangelicals back such a ban.

      Catholics roughly mirror non-evangelical Protestants on the issue -- 38 percent support gay marriage while 36 percent support amending the Constitution to ban it. Not surprisingly, non-religious voters are the most favorably disposed toward both gay marriage (64 percent support) and opposed to an amendment (68 percent).


      The majority, in some cases. The vast majority (90%) in self-identified evangelical Christians (which are not the majority of "Christ's followers"). Still at least two orders of magnitudes fewer than 99.99%. (http://voices.washingtonpost.com/thefix/parsing-the-polls/parsing-the-polls-gay-marriage.html)

    45. Re:Hmm have I seen this before?? by morghanphoenix · · Score: 1

      Well, then wouldn't it make sense to work on getting equal rights rather than the name marriage? What about non Christians, they still need to be married for those rights even if it isn't what their faith calls for.

      Just stop bloody well whining about not being able to get married, and work on getting the same rights as married people. Who knows, they might be able to help a group other than themselves.

    46. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      So you are stating that the meaning of "progressive" is closely connected to a given context of time and location, and that the only coherent thought is that things have to change. Yet you demand an specific explanation of "Which people? At whose expense?". That sure does seem quite incoherent of you.

      But I think it really is possible to be more specific. Progressives want to change things to improve the life of people without power in expense of the quality of life of the people with power. I mean the ones with power really can help themselves and don't need a political movement.

    47. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      You know, if homosexuality is a gene, I haven't seen any logical explanations for why to keep it around if we could get rid of it.

      Population control via homosexuality is at best dubious, since a number of homosexuals will still go on to have children, a point which I believe no longer makes them homosexual. At best I believe them to be classified as bisexuals. Regardless of whether they derive pleasure from the act of sex with the opposite gender, they still willingly sought it out.

      But aside from population control, I can't think of any other potential positive benefits it confers upon the species. I see no reason to obliterate the gene, and increase the potential number of sexy females that I could mate with.

    48. Re:Hmm have I seen this before?? by asdir · · Score: 1

      Faith forces me to choose between accepting gay marriage and being an asshole.

      There, fixed it for you.

    49. Re:Hmm have I seen this before?? by MaxwellEdison · · Score: 2, Insightful

      The government only lifts people out of poverty to expand the economy in order to produce more tax revenue

      A government doesn't lift its people. It is carried upon their backs.

      --
      -=Bang Bang=-
    50. Re:Hmm have I seen this before?? by IndustrialComplex · · Score: 1

      The problem is that 99.99% of Christ's followers here in the USA firmly believe that gay marriage is horrible and must be banned, and that somehow Jesus would have wanted this. So if you run around calling yourself a Christian, or a "follower of Christ", you're going to get lumped into that group unless you immediately disclaim your involvement with any church.

      99.99% eh?

      Modded insightful? Perhaps we could make use of a 'Citation Needed' moderation.

      99.99% of internet trolls maybe.

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    51. Re:Hmm have I seen this before?? by Grishnakh · · Score: 1

      Something you're missing is that, in the USA, the evangelicals are close in number than the non-evangelicals, and their numbers are growing very quickly. While 50 years ago, they were a tiny minority, they're now huge.

      According to Wikipedia, the Evangelicals number 29% of the US population, while Catholics and non-Evangelical Protestants combined number 38%. And again, their numbers are growing fast. The non-Evangelical Protestants, who probably used to be a majority of US Christians, are now only 14% of the population, or 21% of the Christian population (Evangelicals are 43% of the Christian population).

      Unless something changes causing people to leave Evangelicalism, they're going to become a majority of US Christians pretty soon.

    52. Re:Hmm have I seen this before?? by Grishnakh · · Score: 1

      "Christ's followers" in ultra-liberal California managed to get Prop. 8 passed. Considering how many people in that state would have opposed such a measure, if it wasn't 99.99% of Christians voting for it, it had to be pretty close.

    53. Re:Hmm have I seen this before?? by KDR_11k · · Score: 2, Funny

      But it can point them towards the stairs.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    54. Re:Hmm have I seen this before?? by naubol · · Score: 1
      You haven't seen any logical explanations? What?

      Oh, you haven't because you haven't been looking.

      Do a google search on kin selection. There is just one of many theories put forth on why homosexuality is actually something that could have positive results in an model of evolution.

      I can't think of any positive benefits of you destroying people's hopes and preventing them from enjoying their lives the way they want to. Wouldn't your energy be better served on some green cause, internet liberation, the next great technological revolution for humanity, or ?

      The reason I think you, and others, spend so much time fighting so that other people can't enjoy their lives is because you're so generally inept and such a busybody that you have nothing better that you *could* be doing.

      N

      --
      Reality is a slackware box running on a 386 tucked away in god's sock drawer.
    55. Re:Hmm have I seen this before?? by naubol · · Score: 1
      I would argue that we, as a species, don't have an understanding of the concept of marriage that differs that significantly from what voles do, for instance.

      We spend some time together, share some resources, copulate, and use pretty tokens to indicate how we feel and to calm our partner's insecurities. Lots of species display this behavior.

      Or, is the hallmark of humanity's understanding of marriage best understood by our invention of divorce court?

      N

      --
      Reality is a slackware box running on a 386 tucked away in god's sock drawer.
    56. Re:Hmm have I seen this before?? by richard+tarantula+ · · Score: 1

      Homosexuals have a different brain structure that is most likely caused by hormonal exposure while in the womb. The jury is still out on the *exact* process/processes that lead to homosexuality, but it's almost universally accepted by the scientific community that homosexuality does have a biological origin.

      I learned this in 1998 from my MIT professor in Biopsychology -- people (like the same people who don't believe dinosaurs existed) still like to hem and haw that being gay is simply a lifestyle choice but really, it's not. Any heterosexual couple is capable of giving birth to a completely homosexual child.

    57. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      Thousands of species practice homosexuality in nature.

      You are twisting the facts to support your point of view. Many animals have been shown to tolerate bisexuality, but not the kind of monogamous homosexual relationship that gay marriage represents.

    58. Re:Hmm have I seen this before?? by ScentCone · · Score: 1

      Progressives want to change things to improve the life of people without power in expense of the quality of life of the people with power

      That certainly is one recurring theme in the Progressive playbook: the notion that it's impossible for a person who wants more out of life to have it unless a government agency takes it from someone else who created it, keeps a slice of it to pay for operations, and then hands it over. That so misunderstands how a nation's standard of living increases as to be laughable (if it weren't so evil). But never the less, millions of people still subscribe to the "redistribute the wealth" concept, rather than "create more" model. And there's the irony, again, in the label "progressive." They think that progress can only be made for one person if another person's progress is reversed. It's such a childish perspective, reeking of adolescent envy and a thorough misapprehension of the origins of economic prosperity... but there you have it. A muggging is "progress" as long as the person who started out with less cash winds up with more, right?

      --
      Don't disappoint your bird dog. Go to the range.
    59. Re:Hmm have I seen this before?? by BoothbyTCD · · Score: 1

      Not being a christian I can't speak as one of '99.9%' of them, but I would have to note by way of anecdote that the vast majority of christians I know have no particular problem with gay marriage. Unsurprisingly this includes the 3 gay Episcopal priests I know. I'm pretty sure they aren't planning on 'immediately disclaim[ing] their involvement with any church'. But don't let facts get in the way of your entirely rational rant.

      --
      snig
    60. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      The problem is that 99.99% of Christ's followers here in the USA firmly believe that gay marriage is horrible and must be banned, and that somehow Jesus would have wanted this.

      [Citation Needed]

    61. Re:Hmm have I seen this before?? by smithmc · · Score: 1

      There's absolutely nothing wrong with discriminating against people who are actively doing evil things. "Bigotry" implies that you're discriminating against people for things they have little to no control over, like the color of their skin, their nationality, their disabilities, etc.

      So, then, it's OK to discriminate against someone for his religious beliefs? 'Cause, you know, religious belief is a matter of choice, at least once a person reaches an age when his brain becomes capable of critical thought. (Which, admittedly, for some people is seemingly never.)

      --
      Downmodding is the refuge of the weak. Don't downmod, make a better argument!
    62. Re:Hmm have I seen this before?? by smithmc · · Score: 1

      The problem is that 99.99% of Christ's followers here in the USA firmly believe that gay marriage is horrible and must be banned, and that somehow Jesus would have wanted this.

      No, the problem is that you choose to make up bullshit pseudo-statistics to bolster your precarious positions.

      --
      Downmodding is the refuge of the weak. Don't downmod, make a better argument!
    63. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      Why did you have to type Americans? Other than that, your complete reply is usable for everybody everywhere in the world. Are Americans better than Europeans? Is the living standard of an American more important than an Asian?

    64. Re:Hmm have I seen this before?? by cool_story_bro · · Score: 1

      But I'm sure the college kids who think it's edgy to mock religion will give you a +5.

      I'm pretty sure they now think it's edgy to mock people who mock religion, so you're good

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    65. Re:Hmm have I seen this before?? by cool_story_bro · · Score: 1

      Absolutely! I'm not religious, and neither is my girlfriend. If there were another option that granted the same legal status as marriage, we would choose that over the alternative in a second. Separation of church and state is dead. If I had my way, we'd have a "commitment ceremony," then file joint tax returns and if it was ever contested we'd fight it on the grounds of seperation of church and state (the government can't treat us differently because of our (lack of) religious beliefs - marriage being a religious ceremony). But alas... the decision is not mine alone to make (insert whip crack here)

      --
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    66. Re:Hmm have I seen this before?? by xX5h1ll3l46hXx · · Score: 0

      This is slashdot, lad. Do you really think people will abide by the EULA?

    67. Re:Hmm have I seen this before?? by Fluffeh · · Score: 1

      There's absolutely nothing wrong with discriminating against people who are actively doing evil things.

      *alarm bells*

      So, person A with belief system A treats person B with belief system B badly because their views are opposed. In retaliation, person B discriminates person A because they are actively doing bad things.

      Who is right?

      Evil things are in the eye of the beholder. Judging other people based on your own beliefs is the EXACT train of thought that led to Nazi's that you describe in your post as doing evil.

      There's nothing wrong with treating people poorly when they've consciously decided to join an organization that treats other groups of people poorly.

      So, by thatm would you not also be in a group that treats others poorly and therefore deserves to be treated poorly? It really takes something special to be able to burn your own logic within ONE SENTENCE.

      To summarize, an Eye for an Eye will lead to everyone going blind. Treat people how you would like to be treated. In fact, try to treat others better than you would like to be treated.

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    68. Re:Hmm have I seen this before?? by Grishnakh · · Score: 1

      Treating evil people nicely is why the Nazis did so well while Neville Chamberlain was appeasing them. The only thing that stopped the Nazis was when the Allies stopped treating them nicely, and killed them instead.

    69. Re:Hmm have I seen this before?? by Anonymous Coward · · Score: 0

      No, the hallmark of humanity as it relates to marraige is that we've create a whole bureaucracy around the concept of two people wanting to share part of their lives together. Then we've created obnoxious social conventions that force people to stay in situations that make them unhappy.

      All done, "for the children", of course.

  2. Better Than Stagnation by eldavojohn · · Score: 4, Insightful

    There seems to be this invisible pressure to create something that is highly 'intuitive' and incorporates the highest level of innovation that we have ever seen.

    Well, this is certainly the first time I've heard someone complain about innovation and change in gaming.

    The picture of the ... blogger? looks pretty young on this article. I wonder if he recalls playing 2D sidescroller after 2D sidescroller? Or if he realizes that a lot of games come out based on the same engine and it really bores me when I realize that I'm just playing a re-textured version of Doom 3 (or whatever the first game was that used that engine).

    On the other hand there are series that feel the need to completely revamp a game that played perfectly fine before ...

    Then play the first game over and over. There are some people that prefer to play something different. Yes, at some point you should draw the line but there are so many games out there you should just read the reviews or rent it and avoid it.

    Given enough competition, innovation is a very good thing regardless.

    The problem is that the newest ideas put into games are either gimmicky, terrible in execution, or blatantly ripping off another title.

    What you are complaining about does not sound like "innovation" but merely something that annoys you. How is it innovative to do any of those things? It sounds more like you're just upset about some franchise being ruined for a title or two so you needed to vent. This isn't "pointless innovation," it's copycatting.

    --
    My work here is dung.
    1. Re:Better Than Stagnation by hedwards · · Score: 4, Insightful

      You're missing the point. Innovation when done well is fine by the author, it's the half baked interface tweaks that add nothing to the experience which he's labeling pointless.

      Over time there have been a relatively large number of really interesting mechanics added to games which have made for a good time. But change for the sake of change isn't what causes that. These are developers that had an idea and integrated it into the game in a way that people could handle without a lot of hassle.

      Sometimes it's a graphics technology which just adds a wow factor, other times it's more complicated to integrate such as a 3rd race in an RTS or the ability to interact with the environment the way that one can in Assassin's creed or Crysis. Sure one could do a lot of that before, but not to that extent.

      But what those all have in common is that the developers thought things through and made the changes work into the game so that they fit.

    2. Re:Better Than Stagnation by RoFLKOPTr · · Score: 1, Insightful

      Who cares? Innovation is innovation. If a game developer doesn't wish to take the time to make sure their innovation is executed properly, don't buy the game... but other developers will be getting ideas from these half-assed innovations and they will be able to improve upon them and maybe make a halfway-enjoyable game. Innovation in any field is NEVER something to complain about... EVER.

    3. Re:Better Than Stagnation by nEoN+nOoDlE · · Score: 5, Insightful

      Or if he realizes that a lot of games come out based on the same engine and it really bores me when I realize that I'm just playing a re-textured version of Doom 3

      I don't think it's the game engine that bores you, but that the story and gameplay is boring and isn't keeping you compelled. Who cares what the engine is? Once I'm running through the same mazes, trying to find the same keys, the game gets boring. Take Assassin's Creed. The first city was amazing. There was a ton of stuff to do, people to save, soldiers to fight. Then you beat them and find out the next 9 levels are exactly the same, down to the mission structure and number of guys to save, etc. It hits boring almost immediately after that realization comes. Other games, however, have new things for you to do every level, even keeping it within the structure of the game - such as God of War. It never feels like you're doing the same thing twice. That kind of stuff is independent on whether they've licensed the Unreal engine to do it, and there's nothing really "innovative" about it. In God of War, the mechanics of the big boss battles are taken straight out of Dragon's Lair from 1983. Hit a point in the path, press a button. If you get the button wrong, try again.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    4. Re:Better Than Stagnation by Anonymous Coward · · Score: 0

      On the other hand there are series that feel the need to completely revamp a game that played perfectly fine before ...

      Then play the first game over and over. There are some people that prefer to play something different. Yes, at some point you should draw the line but there are so many games out there you should just read the reviews or rent it and avoid it.

      This is a simplistic solution that does not consider wants and needs of the target market. A sequel to any media product is expected to include certain fundamentals which made the original version successful; as well as add new features and innovate upon certain aspects of the product. The problem is that certain developers are putting too much emphasis on innovation, and it is at the sake of sacrificing what made their game good in the first place. In some cases, sequels turn into entirely new products which don't resemble their predecessors because of this "over-innovation".

      Game developers need to recognize what made an original game a success and adhere to it, because that is what keeps a loyal playerbase.

      Of course this is not to say that developers should not try to generate entirely new concepts. Just that they need to do it with a fresh start in a new game series.

    5. Re:Better Than Stagnation by rxan · · Score: 1
      I completely agree with you.

      ... adding unneeded [innovation] to certain games is not justifiable.

      Why is it not justifiable? Innovation is added to attract other gamers, much like the newest special effects are meant to attract other moviegoers. It is one of many ways of making a game stand out from others. If developers found that their innovation was going nowhere (ie: not increasing the value of their company) they would have stopped by now.

      Games are becoming more complicated than ever. I for one welcome innovation, as I think it is required to make the newest games playable.

      I guess the author must like to see the same menus, with the same mechanics, and the same screens in every game he plays.

    6. Re:Better Than Stagnation by wisty · · Score: 1

      Perhaps game shops should follow a proposal-review-implementation, and use that Technology Readiness Levels (or whatever it's called by NASA), and a better systems engineering methodology.

      As a penance for inventing MMOPRGs.

    7. Re:Better Than Stagnation by Anonymous Coward · · Score: 0

      The picture of the ... blogger? looks pretty young on this article.

      Give him some slack, he's probably at least 17, that means he might have 16 years of gaming experience.

      http://twitter.com/Pyroph

    8. Re:Better Than Stagnation by Anonymous Coward · · Score: 0

      Actually one could say that half-baked interface tweaks are caused by lack of innovation.

      Innovation is always good. Even if your newly invented mechanics fail, you at least tried it and it may inspire someone.

      Lack of effort is always bad. Even if you have good ideas they could be ruined by poor execution. But that isn't a problem caused by the existance of new ideas.

    9. Re:Better Than Stagnation by Anonymous Coward · · Score: 1, Insightful

      In God of War, the mechanics of the big boss battles are taken straight out of Dragon's Lair from 1983. Hit a point in the path, press a button. If you get the button wrong, try again.

      Except for the part where God of War innovates (compared to Dragon's Lair) by telling you what button to press. And lets you try again immediately without showing you your horrific death and costing you another life.

      But other than that...

    10. Re:Better Than Stagnation by KDR_11k · · Score: 1

      There's a lot more bad innovation than just interface tweaks. I call it feature katamari syndrome when a game design feels like they threw everything in there with no regard for its usefulness for the game design. Everybody has ideas but the ability to tell good ideas from bad ones is rare. Many people (especially those who don't have a dedicated game designer on their team who has experience with this kind of thing) see innovation as some kind of holy grail and will even throw garbage into their design just to attain that. Often a bad design can doom a game from the start, no matter how well implemented it is, if the design is faulty the result is not salvageable.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  3. Dead on.... wish I had mod-points... by tjstork · · Score: 5, Insightful

    The thing is, though, even though 98 out of 100 improvements turn out to be flops, those 2 out of 100 seem to have carried humanity from flint tools all the way to nuclear weapons and internet porn. Well, that's some improvement!

    --
    This is my sig.
    1. Re:Dead on.... wish I had mod-points... by maxume · · Score: 3, Funny

      Wait, then how did we get to flint tools?

      --
      Nerd rage is the funniest rage.
    2. Re:Dead on.... wish I had mod-points... by BobisOnlyBob · · Score: 5, Funny

      An eleven-foot long black cuboid.

    3. Re:Dead on.... wish I had mod-points... by Anonymous Coward · · Score: 0

      ummm, don't you mean monolith?

    4. Re:Dead on.... wish I had mod-points... by Xaoswolf · · Score: 4, Funny
      I knew I was doing something wrong...

      My 9 foot long orange rhombus would only teach me how to make paper throwing stars...

    5. Re:Dead on.... wish I had mod-points... by Jurily · · Score: 1

      and internet porn. Well, that's some improvement!

      Telltale Signs You're On Slashdot, Vol. 3.

    6. Re:Dead on.... wish I had mod-points... by Dachannien · · Score: 1

      An eleven-foot long black cuboid.

      Considering that the universe is a spheroid region 705 meters in diameter, that cuboid is doing pretty well for itself.

    7. Re:Dead on.... wish I had mod-points... by kubrick · · Score: 5, Informative

      Hey!

      --
      deus does not exist but if he does
    8. Re:Dead on.... wish I had mod-points... by Anonymous Coward · · Score: 0

      "2 out of 100 seem to have carried humanity from flint tools all the way to nuclear weapons and internet porn."

      Feels like a regression to me. I favor science (knowledge) without natural improvements (application).

    9. Re:Dead on.... wish I had mod-points... by chartreuse · · Score: 2, Funny

      Just goes to show that the living continue to have a decided advantage in reaction time over the dead.

      And dood, Eyes Wide Shut? What were you thinking?

    10. Re:Dead on.... wish I had mod-points... by DrgnDancer · · Score: 2, Insightful

      Most modern science would be impossible without the technology engendered by earlier science becoming engineering. We wouldn't (and couldn't) have a fraction of the knowledge we do about astronomy, biology, physics, or chemistry if we didn't have telescopes, microscopes, computers, spacecraft, airplanes, or a host of other products of "applied science". Hell, even most higher mathematics, an absolute necessity for modeling nearly all modern science, is an application of earlier scientific discoveries. In other words your position makes no sense. Theoretical science beyond: "When I drop this it falls every time" requires the tools produced by applied science.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    11. Re:Dead on.... wish I had mod-points... by Z00L00K · · Score: 1

      And then - is it really necessary to bloat your base product with those features?

      If you have the additional functions available for download as a plugin and also have a community making plugins then you can get a better acceptance for your product and also decrease the load on you when developing.

      --
      If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
    12. Re:Dead on.... wish I had mod-points... by Toonol · · Score: 1

      Ah, you like pain, disease, and death.

    13. Re:Dead on.... wish I had mod-points... by Anonymous Coward · · Score: 0

      so long as you learned something... and aren't paper ninja stars a learning tool in their own right? You're a ninja now because of the orange rhombus... sweet.

    14. Re:Dead on.... wish I had mod-points... by Chabo · · Score: 1

      I love that episode!

      --
      Convert FLACs to a portable format with FlacSquisher
    15. Re:Dead on.... wish I had mod-points... by Anonymous Coward · · Score: 0

      I look forward to nuclear porn.

    16. Re:Dead on.... wish I had mod-points... by kEnder242 · · Score: 1

      its all part of Gods plan

      --
      my associative arrays can kick your hash - TCL
  4. fail early by acidrain · · Score: 4, Insightful

    With our budgets the conservatism is understandable. At the same time when you are trying to make a new product there is also pressure to be the one that stands out. So the creative process demands that you try new things, preferably early on in the project. I think the real problem here (sorry to parade out an industry truism) is not failing quickly enough. If a new feature or mechanic becomes a *big deal* and is not allowed to fail when it starts to suck, the investment of money and ego may require it to ship. However, trying new things when you have time to take the risks, and are not overly committed to shipping them, is the thing that keeps us evolving.

    --
    -- http://thegirlorthecar.com funny dating game for guys
  5. Damned if they do, damned if they don't. by Cinder6 · · Score: 5, Insightful

    Every time a sequel for a popular game comes out, fans (and detractors) will cry out if it uses the same gameplay as the previous game. "There's nothing new!" But if the developers change it up, then the fans will cry foul, saying they're "ruining the experience" or "fixing what isn't broken".

    But, it seems like the video game media likes (and praises) innovation quite a bit, which could be why the developers do it. The fans will be upset no matter what, but at least they can try to get the media on their side, regardless of whether the innovations in question are any good.

    --
    If you can't convince them, convict them.
    1. Re:Damned if they do, damned if they don't. by vux984 · · Score: 4, Insightful

      Bingo, at least on your first point.

      If they change it people bitch: "I loved X, the changes in X-II make it completely different game!" If they don't change it people bitch: "Why should I pay $50 to play X with a new skin?"

      However, you talk about the 'media' praising change and innovation. I disagree. The 'media' is as obnoxious as the fans. I think its actually more obnoxious. They love utter shit, they shit on true genius. Gaming media for the most part doesn't have an objective bone in their body, their just balancing the fans with the advertisers and they say whatever generates the most revenue. Whether its pooing on a triple-A title to generate a shitstorm (and boost ad impressions) or passing off poo as pure gold to appease their advertisers.

      The developers themselves pretty much do a little of everything. Some innovate, some imitate, and the reality is that the market genuinely wants some of each, so its no real shock that we get just that.

    2. Re:Damned if they do, damned if they don't. by Anonymous Coward · · Score: 0

      Nonsense. Look at all the big selling games. They're just rehashing the same old formula, so clearly the fans a happy. Just like movies. People know what they like and aren't interested in trying something new.

    3. Re:Damned if they do, damned if they don't. by Cinder6 · · Score: 1

      The fans whine and whine--and then buy it anyways. But they do get a lot of whining done first.

      --
      If you can't convince them, convict them.
    4. Re:Damned if they do, damned if they don't. by Cinder6 · · Score: 1

      However, you talk about the 'media' praising change and innovation. I disagree. The 'media' is as obnoxious as the fans. I think its actually more obnoxious. They love utter shit, they shit on true genius. Gaming media for the most part doesn't have an objective bone in their body, their just balancing the fans with the advertisers and they say whatever generates the most revenue. Whether its pooing on a triple-A title to generate a shitstorm (and boost ad impressions) or passing off poo as pure gold to appease their advertisers.

      I agree the media is obnoxious as hell (so are, well, most gamers), but they seem more forgiving of change, even if it's crap change, than fans of a series will. Then again, maybe I'm reading the wrong sites, or the wrong reviews, or maybe I just live in some magical candyland where everybody's happy.

      --
      If you can't convince them, convict them.
    5. Re:Damned if they do, damned if they don't. by MBCook · · Score: 3, Informative

      The implicit assumption you've made is that there is a need to make X-II. Very often, that's not the case at all, and that's where the problem often comes in.

      The article makes a great point: games these days are often planned to be series, not just good games. That leads to the assumption you made.

      Let's take Full Spectrum Warrior. That was an amazing game. It had a sequel, but I never got around to playing. I didn't feel any need, the first game was all that it needed to be. The sequel would either be more of the same (fun, but not enough for me to go buy/rent instead of another game) or have some kind of "innovation" that may have ruined it.

      Even the games that get this all somewhat right (like Advanced Wars, which in the end added too many units ruining the simplicity) wear out their welcome by cramming so many sequels out (I know it's a long series in Japan, but they had time between releases some times didn't they?).

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    6. Re:Damned if they do, damned if they don't. by jdbausch · · Score: 2, Interesting

      the video game media needs to create content. writing about the new features is much easier than trying to spin "it is more of the same" into a full article.

    7. Re:Damned if they do, damned if they don't. by Darkness404 · · Score: 1

      Even the games that get this all somewhat right (like Advanced Wars, which in the end added too many units ruining the simplicity) wear out their welcome by cramming so many sequels out (I know it's a long series in Japan, but they had time between releases some times didn't they?).

      To answer your comment about time between releases, not really, 4 games were released within a few years of each other, Game Boy Wars II and Super Famicom Wars were both released in 1998 and Game Boy Wars III and Advance wars were released in 2001, but on the rest of your comment Advance Wars is one of those games in a genre where each new game will feel more like an expansion pack then a new game. There are a few reasons for this:

      A) The hardware is advanced enough to provide all the gameplay without sacrificing anything save graphics unlike NES-era RPGs were even some words could not be fully spelled out (for example, the lightning spell on Final Fantasy I displayed LIT whenever it was cast).

      B) Adding any extras to the gameplay would kill it, anything beyond a few new CO powers would either diminish the realism of the game or make it unplayable. The game has effectively reached its "fun peak".

      C) There are only so many things you can do with the storyline when the characters are impersonal like the units of Advance Wars.

      A similar game series Fire Emblem takes the strategy elements of Advance Wars and puts them in a medieval RPG. The 3 Game Boy Advance games (Fire Emblem: The Binding Blade was only released in Japan), have the same engine as Advance Wars but the storyline adds much more to the gameplay making them seem more "innovative" even with little more then new missions and units.

      --
      Taxation is legalized theft, no more, no less.
    8. Re:Damned if they do, damned if they don't. by WDot · · Score: 1

      They should listen to what their customers want.

      For example, many Sonic the Hedgehog fans have been begging for a Sonic game with absolutely no innovation whatsoever, just pretty graphics and genesis-era gameplay. Sega acted ridiculous by announcing that Sonic Unleashed would be old-school Sonic gameplay--with the innovation that Sonic could now turn into a werewolf that punched things. Seriously, if somebody shoehorned in Sonic 2 game logic into a modern graphics engine, I wouldn't mind, just stop the innovation!

      On the other hand, Half Life 2 Episode 2 felt pretty stale, especially compared to the rest of the Orange Box. Episode 1 was exciting because Alyx Vance felt chillingly like a real person, so I didn't mind playing what was basically more HL2 levels. However, the innovations in Episode 2 were mostly graphics and animation related, the one gameplay change (the "strider buster") was too minor and came too late in the game to make the game feel fresh.

      If a publisher asked its customers whether it wanted innovation or just rehashing in several upcoming titles, they'd find that the answer really depends on the title.

    9. Re:Damned if they do, damned if they don't. by Haeleth · · Score: 2, Insightful

      Every time a sequel for a popular game comes out, fans (and detractors) will cry out if it uses the same gameplay as the previous game. "There's nothing new!"

      Really? I can't remember many examples of this.

      Doom 2, perhaps ... but then people were specifically complaining that the game didn't have as many new weapons as they'd hoped it might. They weren't upset that the basic gameplay was the same.

      But if the developers change it up, then the fans will cry foul, saying they're "ruining the experience" or "fixing what isn't broken".

      Generally this is because the changes that are made are not to the things the fans thought were wrong with the first game.

      For example, look at the complaints around Deus Ex: Invisible War. What did people complain about? Primarily the user interface, the unified ammo, and the tiny environments. Were any of these things that had been wrong with the first game? No; hence complaints about "fixing things that weren't broken". There was plenty broken in the original Deus Ex, and fans would have been perfectly happy with those things being fixed in the sequel. Unfortunately most of them (such as the game balance) were actually made worse by the changes.

      Again, look at System Shock. Observe the magnitude of the changes in System Shock 2. It's a very different game in many ways; the interface is fundamentally different, making it less of a traditional 3D RPG and more of an FPS. Do you see fans griping about the changes? Nope -- mostly they loved it, because while it was different, it was just as deep -- and a lot of the changes, such as the new control scheme, were clearly improvements. Then compare those same fans' reactions to Bioshock ...

    10. Re:Damned if they do, damned if they don't. by V!NCENT · · Score: 1

      Every time a sequel for a popular game comes out, fans (and detractors) will cry out if it uses the same gameplay as the previous game. "There's nothing new!" But if the developers change it up, then the fans will cry foul, saying they're "ruining the experience" or "fixing what isn't broken".

      Well maybe you shouldn't make a sequal of it then! If the game isn't (rightfully) praised for it's story (like Metal Gear Solid and Half-Life) then just create a different game! Otherwise just make an expension pack instead of a reskinned sequal or a gameplay-destroyer...

      99/100 times sequals suck compared to the original and this doesn't limit itself to games...

      --
      Here be signatures
    11. Re:Damned if they do, damned if they don't. by LuNa7ic · · Score: 2, Interesting

      But if game "X" was awesome fun, and the sequel is more of the same, how is that a bad thing?

      --
      *runs*
    12. Re:Damned if they do, damned if they don't. by KDR_11k · · Score: 1

      That's because they don't want to encounter a new basic experience but a new specific experience. They want something that feels like it could have been additional content for the original game (along with maybe a few general improvements) while still providing an experience the content of the original game didn't provide. Usually every distinct area of the original game comes with a few ideas of its own (e.g. one may involve jumping betweeen spider webs, another may involve teleporters), the new material needs new ideas in that department (e.g. not another level about teleporters but this time in the jungle instead of the city) but overall it must still create an experience similar to the old material (e.g. a sneaky game should remain sneaky, an all-out shoot-everything game should not get sneaky or tactical).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:Damned if they do, damned if they don't. by Vernes · · Score: 1

      Unless you are an alien from fluidic space, or simply made from pure energy, building the perfect game you like yourself will ultimatly draw a section of humanity towards it. Games that are targeting the average consumer are infact targeting nobody alot, and everybody a little. You might as well make a couple of weirdo's (like one self) happy and the rest mildly satisfied.

  6. Get your definitions straight. by Anonymous Coward · · Score: 5, Informative

    M-W.com defines:

    Intuition:

    1: quick and ready insight
    2 a: immediate apprehension or cognition b: knowledge or conviction gained by intuition c: the power or faculty of attaining to direct knowledge or cognition without evident rational thought and inference

    Innovation:
    1 : the introduction of something new
    2 : a new idea, method, or device : novelty

    These two things, although they often overlap, are not the same thing. Intuitive means something is easy to use without having to work hard at it (Boy, this point and shoot interface in this first person shooter game is intuitive!). Innovation means that the idea is new (Wow, I never knew it would be fun to roll a ball of trash around and make it as large as possible until I played this game, katamari damacy!). You can innovate without having an intuitive interface. You can make a new game with an intuitive interface without bringing anything new to the table.

    1. Re:Get your definitions straight. by jalefkowit · · Score: 2, Insightful

      There's a saying in the world of user interface design: "The only truly intuitive interface is the nipple. All others are learned."

    2. Re:Get your definitions straight. by jdbausch · · Score: 2, Insightful

      just more proof that the article is just another ill-informed rant from some idiot blogger who we are all dumber for having read.

    3. Re:Get your definitions straight. by Antique+Geekmeister · · Score: 2, Insightful

      Proper nipple use is not instinctive, at least for humans. Ask any nursing mother about the first breast feeding of her children, and be prepared to cringe.

    4. Re:Get your definitions straight. by Dr.+Hellno · · Score: 1
      FTA:

      having frustrating disarm techniques on top of easily getting lost and losing your footing, made the title soon faded into obscurity for me.

      Having poor grammar on top of frequently using inappropriate adjectives and losing my interest, made the article soon faded into obscurity for ME.

  7. If it ain't broke... by Starteck81 · · Score: 1

    If it ain't broke...don't fix it.

    --
    "There are four boxes to be used in defense of liberty: soap, ballot, jury, and ammo. Please use in that order." -Ed H
    1. Re:If it ain't broke... by joocemann · · Score: 1

      One of the biggest problems with US Game developers is that they are constantly outsourcing artwork to generic the chinese artists and then asking their talented US artists to 'fix' it.

      If the management/developers would put more into their own artists and programmers (by hiring appropriately instead of putting them in 'CRUNCH' mode constantly), than they put into expense-covered corvettes and parties --- maybe the games will come out more REFINED and of some form of actual QUALITY.

      One thing I am sick of as a gamer is the constant production and release of games that should still be in BETA and have unrefined artwork. It seems the first year after any game release is where the public, who paid good money for the game, is treated like beta testers because the developers had some deadline and squandered their budgets in ways that didn't give them a responsible level of real workers --- and then the release is shitty and the consumers can tell.

      Gamers are picky and we quite easily pick up on a shitty game whether it is unrefined/inconsistent art, or heavily bug ridden. A couple great examples would be SOCOM: Confrontation.... The game is actually an amazing game, but because it was released with so many bugs it got poor reviews and gamers ignored it because the game was unreliable. The game, in actuality, only needed a few more months of serious work, but they pushed it to market like idiots and wasted all the money and effort that initially went into it on the gamble that the consumers are stupid and would buy it anyway.

    2. Re:If it ain't broke... by Urkki · · Score: 1

      If it ain't broke...don't fix it.

      Except if it's an airplane... Because if it breaks, you might be too busy screaming on your way down to fix it then.

      Same actually applies to many businesses, including game business. The trick is to know when to fix it. Fortunately airplane service manuals and air traffic regulations tell when to fix an airplane. Unfortunately there aren't such manuals for running a business.

    3. Re:If it ain't broke... by hairyfeet · · Score: 3, Interesting

      The problem is it IS broke, the developers are just trying to bury the broke under lots of pretty. let me give an example from my favorite Genre: The FPS. Do the FPS of today look more realistic? Yes, in fact they have probably gone overboard and made the specs too high, cutting a good chunk of their market out of buying their product. Riddick:EFBB frankly is about as pretty as you need to have good realism and still work on older hardware, but that in itself ain't the problem. What is the problem?

      The problem is while the graphics have gotten some kind of pretty the AI has not only NOT gotten better, in more and more games it seems the bad guys are as dumb as a bag of hammers. And trying to cover up your totally pisspoor AI with multiplayer don't help. If your single player blows ass I'm not going to even bother firing up the multiplayer. In the old days it was easier to cover up pisspoor AI because the environments were sparse. You were in a hall, the bad guy was in the hall, pretty much all you could do was blaze on each other. Nowadays we have realistic environments which just make the pisspoor AI stick out like a sore thumb and kill the suspension of disbelief. If the enemy is some elite merc/Nazi/commando, whatever, and he doesn't notice when he walks into a field where I have piled his buddies up like cordwood? Kinda kills all that realism you are striving for. Or when I am standing in broad daylight not 30 yards away and drop his buddy not 2 feet from him and he just keeps tiptoeing through the tulips without even getting cover or opening up on me? Lame. Hell I've listened to my 15 year old play games and what I usually hear is "Who designed this thing? DUCK YOU DUMMY!"

      Look, myself and the other gamers ain't asking for rocket scientists here. And we know how expensive graphics are. Most of us would be more than happy with 2003-04 graphics if they game was actually fun and gave us a good fight. But it seems like everyone is on a "my epeen is bigger than yours" graphics contest that ends up pricing many potential customers right out of your market. My machine is currently a 3.6GHz HT enabled P4 with a 7600GS. You would be surprised at how many machines there are out there with similar specs. It runs Bioshock and FEAR and most importantly lets me get my work done without needing to spend $$$$ in a dead economy on a giant epeen. Talking to lots of my fellow FPS players we have come to the same conclusion: most of the new games ain't fun. Sure they are purty as hell, but they are about as enjoyable as an Excel spreadsheet. The AI sucks, the collision detection is shoddy, weapon balance is shitty, etc. It just ain't fun.

      You want to be innovative instead of trying to build the biggest epeen how about trying to build the most fun FPS? Serious Sam? fun. SoF I&II? fun. NOLF I&II? VERY fun. Deus Ex? FUN. See a connection here? None of these games were top of the graphics charts when they were released, yet folks still keep talking about them and coming back for another round because they were F.U.N. with a capital F. Quit trying to build games that need a fricking supercomputer just to get more than 6 FPS because in this economy folks ain't buying that many space heating "sorry about your penis" rigs. Focus instead on getting the graphics just "good enough" that they support your core gameplay which should be FUN. These new games feel like they been designed by committees using bullet points from what was a hit last year. But if at the end of the day you end up with a game that needs to have a quad core to play but is about as fun as sitting in on a staff meeting at Kinko's don't be surprised when myself and the other gamers refuse to plunk down $50+ for it, because it simply ain't worth it.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    4. Re:If it ain't broke... by jollyreaper · · Score: 2, Insightful

      You want to be innovative instead of trying to build the biggest epeen how about trying to build the most fun FPS? Serious Sam? fun. SoF I&II? fun. NOLF I&II? VERY fun. Deus Ex? FUN. See a connection here? None of these games were top of the graphics charts when they were released, yet folks still keep talking about them and coming back for another round because they were F.U.N. with a capital F.

      Games are becoming more and more like movies in this regard. Back in the day, just showing a train coming into a station was enough to wow the audience. But as the audience got more sophisticated, more was required to impress them. Then you ended up with market segmentation. There's the people who want tits and splosions, there's the people who like Woody Allen movies, there's the people who like screwball british comedies, etc. But even within those genres there's good work and bad. Everyone can do explosions, everyone can do costume dramas, but not everyone can do those genres well. And that's the difference between a good movie and by the numbers crap -- giving a shit and doing it right.

      These days pretty much every game can look pretty. The ones in the past that always impressed me were the ones that either took what we've seen to a new level or did the same stuff better than anyone else. And much of that comes down to storytelling. I'm attracted to RPG play mechanics but am usually bored out of my mind by the derivative and uninspired storytelling. Shooters tend to have poor storylines as well but man, when they're done right it's engrossing. I enjoy the gameplay and I'm also wanting to see what happens next.

      What I find interesting is that there's been a resurgence in the development of games that feel a bit more old school. The name used for them is casual gaming but it's really about making a game that's not quite modern -- modern games are $20 million epic events that suck up a ton of time. The casual games are more built like the old atari ones -- you pick them up, have some fun, can set them down whenever. Doesn't take a million bucks to put one together, doesn't take a hundred thousand units sold to break even. And with the electronic distribution available on consoles, it's easier to take a chance with them.

      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    5. Re:If it ain't broke... by Zan+Lynx · · Score: 1

      There are a lot of games where I've seen people complain about the AI. The idiots are playing on Normal or even Easy!

      Yeah, some games make it Hard by boosting the enemy armor and giving them more damage. But not the best ones. The best games are nerfing the AI on Easy or Regular just so you can win.

      Don't complain about the AI unless you've played the game on the higher difficulty levels.

    6. Re:If it ain't broke... by hairyfeet · · Score: 4, Insightful

      I HAVE played on high, and you know what I find? Rubber band AI. They simply cheat by cranking out the bad guys armor or allowing him to pull off perfect head shots from a mile away while I am trying to make do with an M1 Garand. That ain't fun. That is like making yet ANOTHER WW2 shooter and then going "Oh it ain't hard enough for ya? Well how about this: I give your enemy heat seeking smart bullets and night vision that sees through walls and you get...a Colt 45 with six bullets. Oh yeah, and your character has a pulled groin muscle and limps to the left. Have fun!"

      But of course that AIN'T fun, that is just covering up the pisspoor AI with heat seeking super bullets. There are times when that might be believable. A battle hardened German Sniper sitting in the top of a tower picking you off? That I can accept. The green ass grunt being able to "magically" know EXACTLY where you are even behind building and able to carry and rain down massive amounts of lead coated death? Not so much. A good example IMHO of "getting it right" would be Bioshock and FEAR. With the exception of a few glaring examples(bad guys trying to climb under a locker when a simple step over would do in FEAR. If you played it you know the spot) the AI worked. Compare that to MOH:Airborne where I have seen Nazi elite troops run to hide behind the SAME box that from the huge pile of corpses beside would give even the most retarded bad guy notice that perhaps that ain't the place to be hiding. All cranking the AI does on those games is paint a giant flag above your head that says "HE IS RIGHT HERE!!!"

      And as for the above poster talking about how we "want" or tits and explosions? You ALMOST had it right and then veered off course bud. Do we want stuff to blow up real good? Hell yes! But the more IMPORTANT question is this: Do we honestly give a shit if the explosion uses realistic "blast physics" so that each fricking timber comes down in the EXACT right place as it would if you hit it with an RPG. I have talked to more gamers than I can count and we agree: Who cares as long as it goes boom?

      Realistic physics is another one of those "epeen" bullet points that require a supercomputer to get more than 6 FPS that is being pushed ON rather than BY the gamer. As long as the explosions are big and fiery we are happy little campers. All that "my physics is better than your physics" crap does is give bullet points to ATI and Nvidia for their latest cards and pushes a hell of a lot of gamers right out of your market. As a PC repairman with 15 years experience I can say that the "sweet spot" in graphics is between a 6200 and a 7600 on the Nvidia side with the 6600 and 7600 being quite popular and widely used, with the X1650PRO being quite popular on the ATI side of the pond. None of the above cards are going to work with the "realistic physic" eye candy but you know what? At prices between $50-100 bucks they are still big sellers. Why in the nine hells would you want to get into a "sorry about your penis" battle with the other game publishers and cut so many potential buyers right out of your market? In this economy it makes NO sense at all, and I bet if you look at Nvidia+ATI sales records they are selling 10 to 1 on the under $100 cards compared to the $300+ cards.

      Everyone in the game industry seems to be missing the forest for the trees. Allow me to point out a few problems with the way it is now: 1.-Graphics needing a quad core with SLI to keep from being a slideshow. You want to make pretty graphics? Fine, but learn what the words "degrade gracefully" mean. You are cutting your own throats by making system reqs too damned high. 2.-Crazy amounts of physics. See rule #1. 3.- AI that totally sucks or is rubber band AI. If you quit blowing your cash on graphics that price you right out of the market then maybe we'll see better AI than fricking DOOM in your game. They don't have to be smart, just not retarded without cheating. 4.-Totally bogus DRM schemes. The "only x activations" BS needs to go PERIOD. You ain't doing squat to the pira

      --
      ACs don't waste your time replying, your posts are never seen by me.
    7. Re:If it ain't broke... by Anonymous Coward · · Score: 0

      You've basically read my mind. "Pretty" graphics these days is just a marketing tool for the development companies and the hardware companies. I shouldn't need to have to spend a couple hundred bucks on hardware just to play your game. My Athlon 64 3700 and GeForce 8500GT are just fine for me, you, and even the stupid "hardcore gamer".

    8. Re:If it ain't broke... by ducomputergeek · · Score: 2, Insightful

      No one's produced a computer game I've wanted to buy since about 2005 with Falcon 4.0 Allied force. The combat flight simulator genre is dead. The Space Flight Sim is dead. And the FPS's these days are all pretty much the same. I loved the early Tom Clancy games: Rainbow 6, Rogue Spear, Black Thorn, Ghost Recon, Desert Seige, Island Thunder, etc.. Then all of a sudden the elements that made those game fun, such as tactical planning before you went into a mission, were gone and the Ghost Recon and Rainbow 6 games became nothing more than arcade shoot em ups. Really, to me it was nothing much more than the scripted games you play at arcades only you get dictate when you move instead of a script.

      The strategy of how you were going to attack a situation, what equipment and people you needed on your team, etc. was all gone.

      Sure the graphics looked better, but why I played the games in the first place was gone.

      The computer games I play today: Beyond the Red Line (Fan made Battlestar game based on the Freespace 2 engine), Fleet Commander (again BSG mod of Homeworld 2), Vegastrike (opensource game like Privateer).

      ********
      Now the Wii, different story. Lots of fun and different games on there, like Wii fit, Wii sports, etc. that are a blast at parties. Lots of people who normally wouldn't be playing games love playing Mario Tennis etc..

      --
      "The problem with socialism is eventually you run out of other people's money" - Thatcher.
    9. Re:If it ain't broke... by American+Terrorist · · Score: 1
      I can't believe anyone modded you insightful. If FPS is your favorite genre, why would you be so demanding of the AI? Everyone knows all the best FPS games are multi-player.

      And trying to cover up your totally pisspoor AI with multiplayer don't help. If your single player blows ass I'm not going to even bother firing up the multiplayer.

      You're going about it the wrong way. You should play the multiplayer first, and forget about the single player. AI has NEVER been good, it's ARITFICIAL. If you think it's so easy to write convincing AI, then try doing it yourself. The only games where I find playing against the AI even (sometimes rarely)remotely fun are dungeons in WoW type games, but I never expect the mobs to be realistic.

      If you like single player games so much I suggest you stick with Tetris. Playing against other people will always be more fun.

    10. Re:If it ain't broke... by Chabo · · Score: 1

      I can say that the "sweet spot" in graphics is between a 6200 and a 7600 on the Nvidia side with the 6600 and 7600 being quite popular and widely used, with the X1650PRO being quite popular on the ATI side of the pond.

      While I think you have the right idea, your recommendations are a little out of date.

      I still have a 6600GT myself, and I love it, but my motherboard is still running AGP, so I can't really get a new video card without upgrading my whole machine. For buying a new card though, I can't recommend the 6- or 7-series today.

      http://anandtech.com/guides/showdoc.aspx?i=3538

      The first couple pages are the price range you're talking about; cards that work for the majority of gamers, without killing their bank accounts. For ~$75, you can get a 4670 or 9600GT. Spending any less than that is pretty much a waste.

      --
      Convert FLACs to a portable format with FlacSquisher
    11. Re:If it ain't broke... by Syberz · · Score: 1

      I totally agree with the above. Innovation is a good thing, for sure, but it's not everything. But a game doesn't necessarily need innovation to be a hit.

      One of my favorites of late is Bioshock. How does it innovate? It doesn't... the graphics are really nice (like all the other FPS that came out around the same time), it's run and gun with objectives (not quite a simplistic as red key > blue key > yellow key but still, same concept), you can customize weapons (not new) and you have powers (magic spells + mana if you will). What made the game fun? The story was engaging, just like a good novel. The environments were original (art deco under the sea) and the sheer scope of what you could see/explore made the game fun. Some argue that it is a dumbed down version of System Shock, to which I reply: "Yeah, so?".

      To me, it's like reading multiple novels by the same author. Why do you do it? You like the writing style and the stories keep you engaged. Who cares if they don't use some newfangled totally obtuse new gimmick?

      --
      ~Syberz
    12. Re:If it ain't broke... by hairyfeet · · Score: 1

      I actually want a story to go with my fun, like Bioshock or FEAR. You know what you get multiplayer? A bunch of 14 year old hormone bombs calling each other nigger and faggot while they teabag. oh, and let us not forget campers, cheaters, and of course the ones that get pissy and will try to DDoS your ass when you whip them. You know what? No thanks, it isn't enjoyable for me.

      To me multiplayer FPS is like giving every retard on the planet a bazooka and having them run around like chickens with their heads cut off while spewing every filthy name one person can call another. Replacing AI with an asshole just isn't an upgrade in my book,sorry. The whole damned thing plays like paintball. I don't want to CTF, or deathmatch, or fortress. There is absolutely ZERO immersion in the multiplayer. There is no exploration, no story, it is like the difference between an action movie and faces of death. One actually has a plot written and the other is just bodycount. If that is what melts you butter,fine. But there are more and more of us that simply don't want to deal with the campers, the lamers, the racists, the punks,etc. There are just too many assholes you have to deal with in real life for me to want to deal with them when I game.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    13. Re:If it ain't broke... by hairyfeet · · Score: 1

      Well the problem is there are a LOT of relatively new and powerful machines that still have AGP. Mine is one, which is why next month I'm going to break down and build me a cheap AMD dual core. But most folks aren't going to toss a 3.2-3.6GHz P4 with 2Gb+ of DDR RAM and plenty of HDD space just because it doesn't have PciE. I have been selling quite a few of the 7600 and the X1650 to my customers and they are quite happy with them. FEAR, Bioshock, COD, etc all run fine. It is just the latest epeen games that don't want to run, which from the look of their sales numbers don't really matter anyway.

      But like I said it all comes down to the market. if they refuse to learn what "degrade gracefully" means and crank their system reqs so high that less than 20% of the gaming public can actually run their games at more than slideshow speeds? Enjoy your bankruptcy. There are plenty of guys like me that have the money and would buy your product if you didn't crank the system reqs to insanity. But oh well, I'm sure there are other companies that will gladly take my cash.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    14. Re:If it ain't broke... by Chabo · · Score: 1

      I'm still not sure... if I were hard-set on buying a new video card without replacing my motherboard, I'd have to say I'd go for one of these cards instead:

      http://www.newegg.com/Product/Product.aspx?Item=N82E16814102814
      http://www.newegg.com/Product/Product.aspx?Item=N82E16814102730

      So I could then be a whole two generations ahead of the cards you're recommending your customers.

      Then again, I mostly play Valve games, so even with my P4 3.2 and 6600GT, I'm still CPU-bound most of the time.

      That machine got me through my entire (5-year) college career, plus some -- that motherboard's seen 6 years of daily use. I doubled the RAM, went from a GF4-MX to a 6600GT, and have vastly more storage space, but it's ready for an upgrade. I'll probably do that this fall.

      Disclaimer: I work for Intel, but what I said is based on my personal experience as a consumer. Until Larrabee comes out, I don't have an Intel-made discrete graphics card to pitch. :-P

      --
      Convert FLACs to a portable format with FlacSquisher
    15. Re:If it ain't broke... by hairyfeet · · Score: 1

      Well you really have to know your market. I live in a poor rural state(AR) so I know that around $60 is the sweet spot for most folks around here. For the more casual gamers I have done quite a bit of trade in the 6200s, especially the fan free model as it does cut down on the noise. For my oldest who will be soon getting this 3.6GHz I'm typing on the X1650 I got him runs Bioshock and his Daz3d and Unreal editor a little faster than my 7600GS so he is quite happy. I'll take his 3.06GHz Celeron box and slap my 7600GS in it for the youngest who is more of the casual MMORPG type.

      So while those cards you listed might be nice, I'm afraid it is simply too much cost for my market to bear. I actually still have a market for sub 1GHz machines, which I pick up cheap at yard sales and refurb them for single parents and poor working families. It gives me something to do on stormy nights and at $25-40 for a box with keyboard and mouse makes an affordable PC for those that are scraping by. I just had a customer call today to ask if I would hold the P2 450MHz for him until Friday, as a matter of fact. Here many of the folks are still playing older games like AoE I&II(for some reason those 2 games are like catnip to women. I have sold so many PCs thanks to having a pile of AoE I box sets from my last job) MOH, Quake I&II, Serious Sam, etc. All folks really care about here is the game is fun and can they afford it. But for the newer games like SoF:Payback, FEAR, and Bioshock I have found the X1650 and the 7600 to do the job well and stay within my customers budgets.

      Which is probably why I just got yet another order for a new build while the shop down the street is going out of business. You just have to know your customers. He tried to get into fancy rigs and laptops and got slaughtered. Me, I just get the customers what they want at a price they can afford and back it up with good service. It may be old fashoined in this day and age, but it works for me.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    16. Re:If it ain't broke... by Vernes · · Score: 1

      *aims rocket at tree which is long enough to hit a pillar holding up a platform containing a couple of burning torches which migh or might nor reach ignite any possible gasoline that might spill from the cars below when the tree or pillar hit them.* Physics are the new 'BOOM'. It's like TIM (The Increadible Machine) but the ending is much better, and you can do it while you keep shooting other stuff too. Who hasn't dug itself a way to the enemy base in redfaction?

  8. 100% true by drinkypoo · · Score: 2, Insightful

    If you're trying to fit a mechanic into your game instead of building a game around a mechanic you will fail. If it doesn't fit, don't shove. Honestly I think I'd be happier playing Twilight Princess with an ordinary gamepad, ala 'Cube, than with the Wiimote.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:100% true by morgan_greywolf · · Score: 1

      So, what you're saying is, if the wiimote does't fit, you must quit? ;)

      (SCNR)

    2. Re:100% true by Anonymous Coward · · Score: 0

      Agreed, I played it both ways. It was better on the GameCube, if only because it was more intuitive.

      The sad part, MANY games that require a Wiimote (or stylus on the DS) could EASILY get by with the old gamepads, so there's no reason to not support both. There were 2 problems with the Phantom Hourglass. The touchscreen made controlling it a royal pain, and to counteract this the difficulty level was chopped grossly down.

      The huge problem with innovation isn't just that it happens, but that someone decides the new way is the ONLY way when both could be supported. If you're thinking of giving version 2 a new HUD, but the old one would still work, give players a choice.

      In FF12 you could use Gambits OR manually control. In most or all FFs you can choose flat turn based battles or active time battles where you have to pause if you're going to walk away. That's how innovation should be handled.

      Do people not like the same thing over and over? If so why are we up to Mega Man 9, and Mega Man X 8? (Although there are innovations, 3-D, Axl, Zero gameplay vs X) The 3D was a hard pill to swallow, but as long as X is still available and those who bought the game because they liked MMX1 are getting what they paid for, add 20 new characters all playing differently if you please.

      Some people want each game to surpass the last, others want more of the same. (Mega Man and Zelda come to mind)

      To reiterate, the key is choice. Make whatever you add optional. Maybe the user doesn't want to play periodic minigames in order to advance. If not (Goemon on 64 I'm looking at you) you're holding the game people want to play hostage behind a second game people don't want to play. Bioshock did well by letting you skip hacking mini-games by either not hacking, or tossing $ at the problem.

    3. Re:100% true by triffid_98 · · Score: 1

      Honestly I think I'd be happier playing Twilight Princess with an ordinary gamepad, ala 'Cube, than with the Wiimote.

      I rather expect that's true of many ported games on the wii. If the original designers were building games with a pad, shoehorning a new control scheme onto the game for the port usually ends badly.

    4. Re:100% true by flnca · · Score: 1

      Was it really worse with the Wiimote? I had the Cube version, and I didn't like the controller setup, I was pissed that it was impossible to reconfigure the controls. Among the worst things in the game is controlling the horse during battle: The horse stops at the tiniest pebble lying on the ground, but walks around dead bodies from the enemies. If the horse stopped, and you press the A button, the hero climbs off the horse ("NOO!!"). I cannot tell you how much that enraged me. All those scenes in which I had to accomplish a task in a set time annoyed me to no end. The only scenes I liked were those with the wolf and Midna. I never got to get even the Master Sword or what's it called, because I got stuck at some scene. Twilight Princess to me completely sucked. I'm just a casual gamer, and a Zelda n00b, and I'm never going to buy a Zelda game ever again. I hated that the area gets closed down at various points and makes it impossible to scour earlier places for stuff. The selection of articles is very small for a fantasy game, also. Trading and stuff is also impossible. I liked Okami on the PS2 much better. But both have unnecessary time-restricted parts that only seem to serve to draw out the playing time. I'm too old for this kind of rubbish, I guess.

    5. Re:100% true by ElleyKitten · · Score: 1

      Honestly I think I'd be happier playing Twilight Princess with an ordinary gamepad, ala 'Cube, than with the Wiimote.

      I played the Cube version, and I loved it. I don't know if I'd like it with the Wiimote, which is why I bought the cube version, even though I played it on the Wii. I think developers shouldn't be shy about using the cube controller for Wii games, like Smash Bros Brawl does.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    6. Re:100% true by drinkypoo · · Score: 1

      Was it really worse with the Wiimote? I had the Cube version, and I didn't like the controller setup, I was pissed that it was impossible to reconfigure the controls.

      You can't configure the controls on the Wii, either, but instead of pushing buttons (there are of course still some buttons) you have to wiggle the Wiimote for a sword swing, and wiggle the nunchuck for one of those circular attacks they introduced in Zelda: A Link to the Past. So yes, it's really worse. The only benefit is being able to aim the Wiimote to aim the bow etc, but that's actually a down side if you don't have a super-gigantic television. You're not allowed to use the Wiimote from close enough to make it easy.

      I'm too old for this kind of rubbish, I guess.

      I completely understand what you're saying. Perhaps I'm evolving into a more complete human though, lately I've had urges to go out and ride a bike (just got one for the first time in like a decade.)

      More seriously, what games do you know of that don't piss on you? Most recently I've been playing Grand Theft Auto: San Andreas over again, because I had to reformat my Xbox and forgot to back up my saves, and I have to say it's a pretty great game, it's very rarely cheap and rarely do they give you a mission that can't be improved by a little forethought. Naturally Tie Fighter comes up as one of the great classics, and I think that staying power is due largely to the fact that the game got out of your way and let you play. Meanwhile most publishers continue to completely fail to understand their market, e.g. Halo and Halo 2 both lack subtitles. Some of us need to play with the volume off or at least way down at the time we do most of our gaming -- when I was a kid I had to play with the sound off a lot, and these days I tend to wake up before dawn and I can't play with the sound on. If my lady wakes up to the sound of simulated gunfire or screeching tires she gets pissed.

      What I want most at this point in my life is a game that's not horribly cheap, that's fun to play, that allows me to save any time (GTA fails on this count.) Mostly I play turn-based strategy games but I'm getting bored of them, too. I don't think I'm outgrowing video games exactly, but my priorities have certainly shifted.

      Let me just finally say that aside from dinking around on the Xbox before dawn, the games I'm playing most now are Wii Sports and Wii Fit. In our household Wii both could stand to lose a few pounds. I think that's where the name of the console really game from :P

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:100% true by flnca · · Score: 1

      The only benefit is being able to aim the Wiimote to aim the bow etc, but that's actually a down side if you don't have a super-gigantic television. You're not allowed to use the Wiimote from close enough to make it easy.

      That sucks. When I think back to the times of the old Donkey Kong arcade, Nintendo's start into the business, that's a huge step backwards. The feel of controlling Mario was unparalleled at that time. How little do they pay attention to the fun factor nowadays. Everytime a video game makes me angry, I wonder why I keep playing such things at all. The player should have fun playing, not gnash their teeth at having to play the same stupid scene for the umpteenth time, just because it is too hard for the casual player. (The scene in TP when you have to guard the wagon of the sick prince comes to mind; I completed it once only out of sheer luck after hundreds of failed attempts; to me, that's not the meaning of fun ... )

      In Okami they managed to foul up a wonderful game with a series of stupid minigames that have nothing to do with the game itself. But you cannot proceed if you don't complete these minigames. Regardless, I at least managed to complete Okami after 50+ hours of gaming. But the replay value is drastically reduced if you have to fear to play those minigames again...

      lately I've had urges to go out and ride a bike (just got one for the first time in like a decade.)

      Indeed, riding a bike can be lots of fun. I did that a lot when I was younger, and it added a lot to my life.

      A couple of years ago, I broke a leg doing a harmless thing, because my lack of movement had eroded my leg muscles, and now I have sheet metal in my leg and can never ride a bike again, I cannot bend my leg as needed anymore! :(

      More seriously, what games do you know of that don't piss on you?

      I don't know ... Unreal Tournament (2003/2004/3) is quite okay, just a straight out shoot 'em up.

      Okami was quite good in retrospect (except the minigames).

      Starfox Adventures ... that's a nice one, but gets unnervingly difficult later on in the game, just as Zelda.

      Serious Sam ... a mindless shoot 'em up, that doesn't claim to make sense at all. :)

      Halo I & II perhaps ... but there's always the same opponents. Most fun are the alien weapons.

      Most recently I've been playing Grand Theft Auto: San Andreas over again, because I had to reformat my Xbox and forgot to back up my saves, and I have to say it's a pretty great game, it's very rarely cheap and rarely do they give you a mission that can't be improved by a little forethought.

      Yeah, it's quite okay -- the only thing for me to complain about in that game is the lack of realism. Like when cops appear out of nowhere right behind you, or when pedestrians walk only the same road you are on, disappearing around the next block. Only some houses can be walked into ... it's sad how little attention they paid to those details. What I like about GTA is how you can drive various vehicles and stuff. But the damage system is a bit off, even the slightest touch can wreck your car, etc.

      Halo and Halo 2 both lack subtitles. Some of us need to play with the volume off

      That's a problem affecting most of the games. They're useless without sound. In Halo and other FPS, you need to hear the enemy approaching ... without sound, that's very difficult. Even if there's a radar, you can't look at the radar all the time. There should be text messages like "enemy 50 ft behind you to the left" or something. ;)

      What I want most at this point in my life is a game that's not horribly cheap, that's fun to play, that allows me to save any

  9. Another one that comes to mind by Starteck81 · · Score: 1

    Now that I think about it "A solution in search of a problem" is probably a better saying.

    --
    "There are four boxes to be used in defense of liberty: soap, ballot, jury, and ammo. Please use in that order." -Ed H
    1. Re:Another one that comes to mind by portnoy · · Score: 4, Funny

      Geez, man, your first version was fine. If it ain't broke...

    2. Re:Another one that comes to mind by Starteck81 · · Score: 1

      Geez, man, your first version was fine. If it ain't broke...

      Good point. *heads off to find job as a game programmer* :-P

      --
      "There are four boxes to be used in defense of liberty: soap, ballot, jury, and ammo. Please use in that order." -Ed H
  10. Problem... by blahplusplus · · Score: 3, Interesting

    ... the author makes some good points but when he started lauding MGS 4 as the pinnacle of what good game design is I had to take a step back.

    The amount of cutscenes in Japanese games is offputting while the gameplay is often lacking (or the companies don't have a clue of what was fun about it).

    You can especially see how stale the JRPG genre has become by going "simple" (read: cutting corners, cutting the best parts out they had in previous games going way back to the early 1990's). I would love to run a JRPG company and kick a lot of crappy developers and so-called visionaries out, some JRPG dev's are seriously stagnating and backtracking in RPG's in recent years.

    Also I couldn't stand FFX and MGS 4 for same reasons, too much cutscenes too little gameplay options. In FFX they simplified the weapon and armor system so radically I felt cheated. They also reduced the number, variety and quality of NPC monsters and did a worse job in terms of art for them, etc.

    When "simplicity" means cutting corners it's bad game design.

    While I enjoyed Shadow of the colossus, it too had major problems with the land being so barren and having to waste a lot of time travelling back and forth from boss to boss without much happening in between could be a real drag after the novelty of the big world wore off.

    Truth be told many game developers don't really have much insight into what works and what doesn't in their games. I can't be the only gamer that feels like game developers of late are flailing around blindly in many regards in terms of what made their games fun.

    1. Re:Problem... by MBCook · · Score: 2, Insightful

      That's the way people seem to like FF games and MGS games. It seems to be the way the developers want it and they do it. But they try things. The Gambit system in FF XII was good, it wasn't FF6's battle system for the 18th time. And while new things are added to Metal Gear Solid, they usually don't feel like they were just added to be a bullet point in reviews that turns out to be really obnoxious in real life (I'm looking at you friend system in GTA IV).

      As for the vast emptiness of Shadow of the Colossus, it seemed very appropriate to me. It gave you the feeling the world was lonely and there wasn't much life, which made the Collosses stand out all the more, and it all the more heartbreaking when you had to kill them. If it was all a dense forrest or there were herds of elk running around, I'm not sure it would have the tone it needed.

      I've played most FFs since VII, and I'll agree that they are changing it. I'm kind of glad. The Gambit system made all the little battles easier since you didn't have to spend as much time going through menus during small fights. I'm actually kind of glad they are simplifying things, having 70 kinds of armor is just obnoxious to me. I don't care. I wish they would fix the grinding problem though, the games always have sections where you basically have to stop and grid which just feels like padding the games hour count. Maybe XIII will be better. We'll see. I doubt it.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    2. Re:Problem... by RyuuzakiTetsuya · · Score: 2, Insightful

      MGS4 had plenty of gameplay. It's just that the Solid part of the Metal Gear series has been since 1998 dedicated to gamers who now have lives and professional careers and can't spend endless amount of hours crawling through games anymore. Play it in a weekend and be done.

      The only aspect of gameplay cut from MGS3 to MGS4 was the healing and feeding systems. Which given the time elapsed from the start point to end point of missions, the food requirement made no sense. The sneaking suit's already camo, and temperature regulating, might as well take care of things like broken bones, and bleeds.

      Also, play MGS4 on Boss Extreme difficulty. You're spending more time crawling through from point to point than watching cutscenes.

      --
      Non impediti ratione cogitationus.
    3. Re:Problem... by Haeleth · · Score: 1

      In FFX they simplified the weapon and armor system so radically I felt cheated.

      Wow. I stopped playing after FF8, but even there I'm having trouble thinking how it could have been simplified any further, given that FF8 doesn't have armour.

    4. Re:Problem... by MLS100 · · Score: 1

      Ugh, so you're suggesting taking out the cutscenes (story) from a JRPG? This is why current JRPGs like FFXII and Last Remnant are total garbage.

      Hate to break it to you (and Square for that matter), but JRPGs are supposed to be story-driven games. That means you must, from time to time, take a break from smashing the controller against your forehead for dialog and events to take place.

      It seems like you'd be better served playing (For Square: developing) a MMORPG, because that is basically what a JRPG with the story gutted would be, except without what makes MMORPGs fun: cooperative and competitive gameplay.

      Shining examples: FFXII and Last Remnant - not surprisingly the two most recent Square-Enix attempts at the JRPG genre. What did I do in the first hours of Last Remnant? Well, I ran the same dungeons over and over gathering materials to make my guys stronger. Well goddamn that's exactly what I'd be doing in a MMO.

      These types of games are fundamentally incompatible and that is how it should be. Fuck these 'next-gen' JRPGs that are trying to prove otherwise. You don't play MMOs for the story just like you don't play JRPGs for the battle system. In both cases they are there as seasoning only, and like seasoning will spoil the dish if overemphasized.

    5. Re:Problem... by Anonymous Coward · · Score: 0

      I've played most FFs since VII, and I'll agree that they are changing it. I'm kind of glad.

      So another Johnny-come-lately JRPG "fan" comes along to tell us how the games "should" be. FF7 represented a low point for the genre, and all Final Fantasies since then have followed that same awful template, all in the name of pleasing mid-90s mallgoths and teenyboppers who rush out the buy those games the day they come out.

      Until Phantasy Star 5 is out, the whole thing is dead to me. You frat boys ruined it - the problem is YOU.

    6. Re:Problem... by Anonymous Coward · · Score: 0

      The grinding isn't that much of a problem though. It's a reaction to a problem in the original Final Fantasy. When you got to one of the bosses, either you beat it in two rounds or it beat you in three because offense so greatly outweighed defense. The defense spells were useless because you couldn't cast them before a battle, and once it started your white mage was healing every turn.

      With grinding, you have a choice. You can either level only as needed and have long boss fights that actually feel like you're fighting a boss, or you can overlevel and breeze through your boss fights with no real challenge. Taking a large # of battles to level ensures those who want "real" boss battles don't ever accidentally overlevel.

      Also, as you go forward and get new armor and weapons, wouldn't you feel cheated if you moved up to the next rung too quickly and the weapon you spent a fortune on got hardly any use? You're given time to appreciate the benefit of each ability you pick up.

      Now on games that have you enter a fight every few steps... that's an annoyance. Many RPGs could use a "find a monster and pick a fight" button and a lower random encounter rate, but this also serves to make sure you can't go too far in "hard" areas before you're ready. FF2j has some insane difficulty jumps as you walk from one area to another, with no good marker to indicate you've entered a separate area.

      Some of the annoyances are there to counteract other problems.

    7. Re:Problem... by blahplusplus · · Score: 2, Insightful

      "Ugh, so you're suggesting taking out the cutscenes (story) from a JRPG? This is why current JRPGs like FFXII and Last Remnant are total garbage."

      Uhm no... FF 12 was garbage because the lead designer was from FF tactics, he tried to bring his mundane crappy story + crappy MMO battle mechanics into FF world.

      "Hate to break it to you (and Square for that matter), but JRPGs are supposed to be story-driven games. That means you must, from time to time, take a break from smashing the controller against your forehead for dialog and events to take place."

      I'm sorry you're incorrect, early JRPG's had awesome gameplay AND awesome story, lately they've put way too much emphasis on PASSIVE cutscenes and not enough meat on gameplay. I really don't want to sit there for 10-30 minutes to watch some big ass long scene that takes me out of the game, if they are going to tell a story, they should let the player EXPERIENCE it and not take him out of the game "and now is the time to watch a movie for 15-30 mins" while you get bored out of your skull.

      Games like God of war or Call of Duty 4 implement the story/movie aspect without essentially pausing the gameplay and "cutting to cutscene mode". Most cutscenes in FFX were grating, I couldn't stand the horrible voice acting of Yuna and the jarring incongruency of the lack of lip synching because it was originally modelled for japanese dialogue.

      If you've played Final fantasy since the very first game, you've noticed that the later final fantasies (roughly after FF7/FF8) started getting progressively worse with time due to focus on graphics and cinematics over gameplay.

      One does not preclude the other, go back and play classics like FF4 / FF6. Newer FF's have dumbed down the gameplay so badly they are barely games, why not just render it out and sell an anime on DVD? The whole point of GAMING is to have an actual game, the story heavy pansies who don't like the battle system or fighting monsters should really pick up movies or anime instead because they're more interested in movies then games. They are what is holding RPG's back from greatness, diablo and diablo 2 were great in both gameplay and story. The problem with some JRPG's lately is they are sacrificing and dumbing down gameplay for their "vision" when they really should be doing anime/movie's instead of games, because they are more focused on basically creating a movie that's rendered on a game console then creating a videogame.

      It's obvious you've totally can't grasp what I'm getting at.

    8. Re:Problem... by kaizokuace · · Score: 1

      I can't be the only gamer that feels like game developers of late are flailing around blindly in many regards in terms of what made their games fun.

      It's usually not that the ones actually developing the games (programmers, artists, designers, etc.) are ruining games or lacking creativity. From my experience in the industry it is the investors, and business executives that ruin games. They seem to have final say in the games they invest in.

      Or if they are license holders they go overboard in making the game fit to the licensed franchise that it is no longer a game after they are through ripping out a game's guts. It's a shitty reality that the people with the money get final say on a game project instead of just leaving it to the developers who are trained and hired to be creative and innovative.

      Marketing departments also don't help as they just want to be able to put as many feature bullet points as possible on the back of the box! Anyway, the people with the money are just afraid of any risk to the point that they grab on to the projects too hard sometimes. If you try to hold water in your hands you will lose it all if you squeeze too hard.

      --
      Balderdash!
    9. Re:Problem... by MLS100 · · Score: 1
      Wow..

      Seriously, what is it about the gameplay of these old JRPGs is so awesome to you?

      Is it the turn-based battle system where you arm 2-4 characters with items from progressively better item shops to fight progressively stronger enemies that award progressively better abilities?

      Or perhaps how you navigate the main characters through world map, town, and dungeon to reach the next town/dungeon.

      The only real difference in gameplay is that instead of cutscenes and FMV there are dialog bubbles I read and press through. This leads me to believe that you are perhaps quickly frustrated in new games because cutscenes are generally paced for you, which make them much longer than they would be simply spelled out in dialog bubbles.

      Is this the crucial difference that makes or breaks a JRPG for you? If not, please be specific what the hell these old games have that new ones don't aside from the lack of adequate technology to use anything but chat bubbles to present dialog and the in-game engine to present events.

      blah blah blah you should watch movies if you want story

      This is just a simple failure to realize that things can be improved upon. Offering complementary gameplay to a good story makes it better than a passive watching experience. You may not agree, but there are many who would and do. This is simply a matter of taste.

      Most cutscenes in FFX were grating, I couldn't stand the horrible voice acting of Yuna and the jarring incongruency of the lack of lip synching because it was originally modelled for japanese dialogue.

      'Jarring incongruency' of poor lip sync ?? While that blatant over-dramatization would have served you well on the evening news it doesn't help your case here. Only recently has lip sync come anywhere close to being done well in an in game engine, and it still frequently fails miserably even on native english titles. If this is still a shock to you, then you've probably been living in a cave for the last 10 years in which case I'd suggest a shower and some perspective.

      Yes, the voice acting was bad. Voice acting in games generally is. I've been hoping for an option to turn off voice acting ever since it was introduced. This is not game breaking to me, but I can see how it may be for some.

      They are what is holding RPG's back from greatness, diablo and diablo 2 were great in both gameplay and story.

      Those are action-RPGs, people like you is what this genre is for.

      To summarize, please explain why the gameplay of old JRPGs is superior to the newer ones, because the simple lack of cutscenes doesn't suffice.

    10. Re:Problem... by blahplusplus · · Score: 1

      "MGS4 had plenty of gameplay"

      You've missed what I was getting at. I was talking about how japanese games focus TOO much on cinematics and not ENOUGH on the gameplay.

      MGS3 for me was one of the best made games in the series, the cut scenes and the story was BUILT INTO the game. My major qualms are with the disruption of gameplay flow that japanese games have with they try to put way too much movie into a game where you end up being annoyed as a player wanting to get back to the game. They didn't stop and take the player out of the game and have overly long sequences.

      Japanese games have been notorious for this lately and I'm not the only one who finds it jarring and annoying, the point is to integrate the story into the game like Call of Duty 4 or God of war and not break the flow.

  11. Another area where developers fail by Mystery00 · · Score: 2, Interesting

    Another area where developers fail constantly is that they don't seem to look at prior solutions, it's almost as if some developers don't actually play games themselves.

    Only fools learn from their own mistakes.

    --
    "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    1. Re:Another area where developers fail by richard+tarantula+ · · Score: 1

      I work in the industry and I can tell you that developers from the President down to the QA all play as much and more games with a critical eye towards "innovation" or whatever word you want to call it, than the average gamer.

      We're making a sequel? Yep, we read all the reviews of the first version, all the forum posts, all the complaints and then we report on the feedback. Sometimes it's considered, other times (like the ridiculous thread above about JRPG's and FF) it's a complete waste of time. You know, tight schedules and budgetary problems might mean, damn we can't put in that new mechanic, or we spent X hours developing this new system but now it's breaking and it has become a liability. I mean there are a ton of constraints for any project from the engine level up to usability that are considered in any title that is a moderate success. I mean, if you are making a sequel that was green-lighted by a publisher you are ALREADY nearing the middle of your production cycle while the first one is on the shelves in a lot of cases. That also makes it difficult to add 'insert ZOMG awesome feature'. Sure, in a perfect world we would release the first version and wait until we got all of the data on it - was it good, was it successful, what was really, really bad, what will we avoid like the plague? Sure, but that's not how the industry likes to operate. I don't necessarily agree with it all the time but hey, that's life. Maybe it'll change, or maybe not- who knows. If anything, games are moving the same direction as big movies -- oligopolies and consolidation of the monster sized studios which control a majority of content. It ain't pretty and trust me, I at least, do not welcome it.

      It's a numbers game, for every person who is going to LOVE a new feature there's going to be its detractors. You can't please everyone but you can still make a damn good game that a majority of people will enjoy. I mean, are there blatant examples of developers being out of touch? Hm, MAYBE. But because of the nature of this industry, if you're a developer and you somehow have creative control over a mechanic or a design for a game and you are slipping up that bad you WILL be weeded out and sent packing. . . eventually. The industry can't afford you/that!

      I think you have made such a statement because you perceive the problem -- exhibit A = a horrendous game that ignores an obvious solution, but really what you will never know is that the lead designer was laid off in the middle of production and a new lead took over and because of the contract in place he had to make some tough decisions and re-write half of the mechanics in the game because "he" thought they were shitty and a couple people agreed (e.g. the Publisher). Shrug. Happens all the time.

      Bad games get made for a ton of real, rational reasons. We don't always have a lot of time to play every single new game, I'll give you that, we are stupid busy. But, we know about them, we know people who made them (they're our friends), and we are always keeping an eye out on the Latest and the Greatest (tm).

  12. Different Strokes for Different Folks by Anonymous Coward · · Score: 0

    I loved every one of the games that the article cites as suffering from too much innovation. Some people like to play perfected versions of something they've played before (Gears 2, Halo 3), while others would prefer to play a flawed-but-new experience. Thankfully, both tastes are catered to in this industry.

  13. I second that by unity100 · · Score: 1

    4 things broke game industry in mid 90s :

    * advent of 3d and easy, mass production of games through usage of 3 - killed strong story and fun : everyone took easier route for competition - 'hey our game has more polygons'.

    * pointless innovation of the type described in the article

    * 'challenge' disorder. each game has been made into major struggles you have to take on in the still of the night at your home, instead of entertainment.

    * 'play time' bullshit. it become added to a game's 'value' as a measurement - but fun was dropped from the equation. so its fairly how long you spend in front of the game now. it goes hand in hand with the shit in the item above.

    1. Re:I second that by Anonymous Coward · · Score: 0

      * 'challenge' disorder. each game has been made into major struggles you have to take on in the still of the night at your home, instead of entertainment.

      This is hilarious, especially since the difficulty of the average game has been toned down, checkpoints added, and infinite lives are the norm. Games on 8 bit consoles used to be extremely difficult - few had saves, they had limited lives, and were often ported from arcade machines designed to suck in quarters as you die time and time again.

      Games like Contra, Strider, Battletoads, etc. are light-years beyond modern games in difficulty. You'll hear people whine about the 3D Ninja Gaiden games, but even Itagaki says that the 2D ones were far more difficult. Games are mass entertainment, and since the PlayStation era have been marketed as such. What we see now is just the FF7/Halo/Wii Sports chickens coming home to roost.

      I think you are just getting older.

      p.s. I need a good supplier of glasses in the light-red spectrum... where exactly did you find yours?

    2. Re:I second that by unity100 · · Score: 1

      This is hilarious, especially since the difficulty of the average game has been toned down, checkpoints added, and infinite lives are the norm. Games on 8 bit consoles used to be extremely difficult - few had saves, they had limited lives, and were often ported from arcade machines designed to suck in quarters as you die time and time again.

      are you putting forward the arcade games that were designed to suck in coins as games that were trendsetters, classics, or even 'fun' in their own regard ? are you using anything other than the fact that these games were the only games available in their period to back that up ? i dont think so.

      its evident that you are more a console boy. for all the examples, and your viewpoint reflects arcade games, lives and whatnot. there's a whole different picture in pc gaming.

  14. And in other news by hedwards · · Score: 0, Offtopic

    AC still hasn't been able to scrounge up the money to get treatment for his poop fetish. Perhaps the President can spare some change to get AC some treatment.

  15. not a priority by rarel · · Score: 1
    I'd rather they look back at stuff that worked and try to emulate that. Instead of Halo clones, take Thief, Deus Ex, System Shock, study them and try to find the formula. Blend genres. We'll see how DX3 turns out, hopefully they'll get the right clues.

    That said, building a brilliant game around one single innovative feature can be done: the concept behind Portal was absurdingly simple and the end result is awesome and more importantly, it's tons of fun.

  16. newest ideas - LOLWUT? by IdahoEv · · Score: 4, Interesting

    The problem is that the newest ideas put into games are ... or blatantly ripping off another title.

    Newest ideas. Blatantly ripping off another title.

    One of these things is not like the other.

    --
    I stole this sig from someone cleverer than me.
    1. Re:newest ideas - LOLWUT? by Kjella · · Score: 4, Insightful

      Yep. Particularly because you're also hounded if you haven't brought along the good stuff from the last generation. I particularly noticed it in RTS games which I played from Dune to many of the C&C series, Warcraft and so on. thinkgs like smart queues, formations, configurable hotkeys, command groups, AI tactics and so on. I went back to play the original Dune II once, it was still cool but damn how many annoyances it had with things you just expected in newer games. And I say this as someone that loved it and finished the campaign with all three, even the useless Ordos. You can't make a stunning good RTS without "ripping off" a lot of what's already been done. Then you can add something extra spicy on top...

      --
      Live today, because you never know what tomorrow brings
    2. Re:newest ideas - LOLWUT? by atraintocry · · Score: 1

      It's not quite the same thing, but I went back and played Mario 64 recently and was frustrated by how primitive the camera system is compared to newer 3D games. You feel like you're fighting with it the whole time. It's still one of my favorite games, but hey, progress is progress.

    3. Re:newest ideas - LOLWUT? by stonewallred · · Score: 2, Funny

      Hell I play space invaders all the time, and this new fangled games just don't have the same thrills and excitement. graphics have improved a little, but the spine tingling chills you get as those frickin aliens come closer and closer to your bases can't be beat with today's crappy video games.

    4. Re:newest ideas - LOLWUT? by atraintocry · · Score: 1

      The game I've logged in the most hours on recently was Road Rash 3, and before that it was Cool Spot. For whatever reason I just never got over the allure of 16-bit gaming, especially platformers and beat-'em-ups.

      But I think you could make a clear case that the camera systems in 3D platformers have come pretty far since the early ones. The checks against "is the camera about to end up somewhere really stupid?" have gotten more involved. I don't remember even noting the camera in, say, Okami.

    5. Re:newest ideas - LOLWUT? by Anonymous Coward · · Score: 0

      Play Sonic Adventure, and see how much worse it was across the way... Mario 64 was actually very ggod for the time.

      Having said that, the later Sonic games didn't get any better... or at least not until after I stopped playing them. Due strongly to the camera problems.

    6. Re:newest ideas - LOLWUT? by Xaoswolf · · Score: 1
      Then you can add something extra spicy on top...

      And that spice is the life.

    7. Re:newest ideas - LOLWUT? by atraintocry · · Score: 3, Funny

      What are you talking about, they never made 3D Sonic games.

    8. Re:newest ideas - LOLWUT? by Anonymous Coward · · Score: 0

      Erm yes they did:

      http://uk.gamespot.com/dreamcast/action/sonicadventure/index.html

      It's not to bad on the Dreamcast except for the camera issues and needing reactions of a ninja cat on catnip :)

    9. Re:newest ideas - LOLWUT? by dblackshell · · Score: 1

      Newest ideas. Blatantly ripping off another title.

      Just think of Crysis... Some said it was a fresh idea, even if it had many similar aspects to AVP (Alien versus Predator); especially the skills of the suit, compared to the Predators skills.

      --
      $god = null;
      if($god) echo 'I believe!';
    10. Re:newest ideas - LOLWUT? by Anonymous Coward · · Score: 0

      *whoooosh*

    11. Re:newest ideas - LOLWUT? by Dr.+Hellno · · Score: 1
      in the article it's

      the âoenewestâ ideas put into games[...]

      Which doesn't improve things that much, but it kind of gives you an idea of what he's talking about. Like when GTAIII-type sandbox gaming was something of a "new" innovation, so everyone incorporated this new innovation into their products until it really wasn't new or innovative at all anymore

    12. Re:newest ideas - LOLWUT? by TheTurtlesMoves · · Score: 1

      So you want MBS (Multiple Building Select) in Starcraft 2 then? Oh the humanity! How will the "skilled" SC players be able to demonstrate their superior ability to CRF (Click Really Fast) against noobs.

      Its not all progress. I found even the original SC game fun but a step backwards as far as the interface was concerned.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
  17. Too True by Magreger_V · · Score: 0

    If the game were designed with the wiimote in mind than there would not be an almost identical version for a game pad.

  18. Oh yeah, because Portal was a huge flop... by MBoffin · · Score: 5, Insightful

    I can see what's trying to be said, but look at games like Portal. They took a simple concept, portals, and built an entire game around this one simple idea. Sure the game is not long, but it's a brilliant game. It's loved by almost every single person who plays it. Not just enjoyed... loved. And if you listen to the commentary while playing the game, you can really see just how much thought and effort they put into even this simple game.

    I just don't see the problem with this. Game creators should continually try to innovate. No, they're not always going to hit their mark, but occasionally they will totally nail it, like with Portal, and gaming as a whole will take one more step forward. That's a Good Thing.

    1. Re:Oh yeah, because Portal was a huge flop... by Requiem18th · · Score: 1

      If Only I had mod points!

        Trial and error is a remarkably good way to discover good new tricks. So let's try and try until something good comes out!

      --
      But... the future refused to change.
    2. Re:Oh yeah, because Portal was a huge flop... by Rockoon · · Score: 1

      The indy game devs are kicking some ass.

      Portal is one example, another is World of Goo.

      Left for Dead isn't exactly cookie cutter either. Sure there have been other survival horror games, but L4D really made it blossom.

      Of course, some of my favorite games (like Mindrover) were never a big hit.. so maybe my opinion isnt exactly representative of the market.

      --
      "His name was James Damore."
    3. Re:Oh yeah, because Portal was a huge flop... by MBCook · · Score: 2, Insightful

      Right. They innovated. They perfected the thing they made. THEN THEY STOPPED.

      Portal was short, and they were fine with that. But if it was most companies, it would have been padded out to 2-3x that length. We'd have had at least one sequel by now that "innovated" in some pointless way (like the one-way green portal and the come-out-upside-down purple portal, and the...).

      Valve did what they needed to. They made a fun game, planned it to be one game, and balanced it well.

      Most companies just plan to make sequels no matter what. I refer you to the 50 Cent games, Mercenaries, etc. They are designed to be trilogies. So even if they had good ideas, they store them up for the other games, making the first seem bland. If big problems are found in the first, they often aren't corrected until the third due to the parallel development.

      Pointless innovation often isn't tested until it works well either. Let's take the friend system from GTA IV. It was interesting, but took WAY TOO MUCH TIME. The people were way too needy. Everyone I know just gave up on that aspect of the game because of it. It was a good/interesting idea, but it wasn't finished when it was put in.

      As a final example of what goes on, let me mention Prince of Persia: Sands of Time. That game was basically perfect. The combat wasn't great, but the rest of the game more than made up for it. The graphics were good, but the platforming was sublime and the story was so well told (especially the ending). It had a good tone.

      The game innovated. It took the rewind-time mechanic we had already seen (unfinished or gimmicky, see Blink: The Time Sweeper) and perfected it. The platforming worked extremely well and the level design complemented it perfectly. The game was done. Unfortunately, it sold well.

      So they made a sequel. And it innovated. It made the prince EMO. There was no reason. Arguably it was completely counter to his character in the first game. But that was the innovation. Otherwise the game wasn't supposed to be much different or that much better. This stupid "innovation" prevented me from playing the game.

      And then they made another sequel. And the prince was still angry and emo. It didn't matter that Ubisoft took so much flack for taking a great game and trying to make it "trendy", taking away much of the great family-friendly mood. In this game they were supposed to have improved the combat quite a bit, but it still wasn't a game I wanted to play.

      There was no need for sequels, the first game was complete. They just tacked on new adventures and "innovated" until their excellent game was a slightly confusing series that didn't have much of a reason to exist.

      Very few games should ever be planned as a trilogy. Shenmue was a great example (I wish it was finished). It was one cohesive story in three parts, because it was so detailed and the story so long. Having it be a trilogy made sense. But when you go design the next generic FPS game and from the start deem it a trilogy so you can sell more units... you're not helping anyone.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    4. Re:Oh yeah, because Portal was a huge flop... by Haeleth · · Score: 1

      Valve did what they needed to. They made a fun game, planned it to be one game, and balanced it well.

      Have you listened to the commentaries? There are plenty of references to plans for further Portal games. Sure, no such thing has appeared yet, but nor has HL2 ep3 ...

    5. Re:Oh yeah, because Portal was a huge flop... by dblackshell · · Score: 1

      emo or not, you got to admit that the FFF (free form fighting) system was quite impressive and innovative at that time. http://www.youtube.com/watch?v=PHgGfsZN-5I

      And it's highly subjective, because I liked more the story line and the level design of Warrior Within. Maybe I liked it because it reminded of the original POP http://en.wikipedia.org/wiki/Prince_of_Persia_(1989_video_game) which I played often as a kid...

      --
      $god = null;
      if($god) echo 'I believe!';
    6. Re:Oh yeah, because Portal was a huge flop... by Draek · · Score: 1

      Thank you. Yes, I can recognize there's a time for developers to sit back and polish what they already have (Halo, for instance), but overall innovation is what developers should be aiming for, and I know I'm not alone when I say I'd rather pay for a game with a failed innovation over a successful me-too.

      More World of Goo, less CoD: World at War please!

      --
      No problem is insoluble in all conceivable circumstances.
    7. Re:Oh yeah, because Portal was a huge flop... by Nick+Ives · · Score: 1

      Let's take the friend system from GTA IV. It was interesting, but took WAY TOO MUCH TIME. The people were way too needy. Everyone I know just gave up on that aspect of the game because of it. It was a good/interesting idea, but it wasn't finished when it was put in.

      You can turn your phone off without consequence. Admittedly they should have made that clearer as lots of people had problems in this regard, but still. Turn your phone off!

      --
      Nick
    8. Re:Oh yeah, because Portal was a huge flop... by Anonymous Coward · · Score: 0

      Portal didn't appeal to me, but I thought it was a cool idea.

      Maybe one man's innovation is another man's game-breaker.

    9. Re:Oh yeah, because Portal was a huge flop... by Anonymous Coward · · Score: 0

      Yes, Portal kicks ass, but not because it was innovative. The actual innovation happened with Narbacular Drop, and the people who made that basically got hired by valve to make a more polished version.

      I do agree that game creators should innovate, but there's nothing wrong with a little refinement as well. The reason Portal is so good (and popular) is not because of the innovation, but rather because of great polish and a great refinement on the original idea.

  19. It's the cool peoples fault by Magreger_V · · Score: 0

    Games were great until the *cool* people started getting into them. Games used to be a niche market for nerds. Now the games are dumbed down for all the jocks. The scene is too blown up and now it's all about money and pleasing everyone.

    1. Re:It's the cool peoples fault by JockTroll · · Score: 0, Insightful

      Loserboy nerd, games have never been a niche market for nerds. The Atari VCS sold 30 million units, hardly "niche" numbers. It was a huge market even in the late '70s-early '80s before the 1983 crash, and after that the NES went on to sell 62 million units. Nobody invests money and effort in something only smelly geeks in their parents' basements would buy. Same with home computers. Same with RPGs. You believe this stuff is made for you because you develop unhealthy attachment to it, while the rest of us just enjoy.

      And, of course, shit on your faces.

      --
      Geeks are so full of shit that "beating the crap out of them" takes a whole new meaning.
  20. Two weeks late by S77IM · · Score: 1

    Shouldn't this have been an April Fool's joke?

    The last thing the gaming industry needs is to be cautious and spurn innovation. Games these days (get off my lawn, etc.) seem like they are mostly retreads and clones of past successes. Do we really want every game to have the exact same game play as last year's, only with better graphics?

    TFA points out several flaws in recent games, but not one of these flaws is novel, or a direct result of innovation. Gaming critique fail.

      -- 77IM

    --
    Student: Is it true that the foundation of the universe is paradox?
    Master: Well, yes and no.
    1. Re:Two weeks late by F34nor · · Score: 1

      Then why don't they just remake old good games with modern engines?

      Marathon on the Halo engine!
      System Shock on the BioShock engine!

    2. Re:Two weeks late by Stormwatch · · Score: 1

      Then why don't they just remake old good games with modern engines?
      Marathon on the Halo engine!

      Well, there is Marathon: Ressurection -- a conversion of Marathon for Unreal Tournament.

  21. Some Examples by IceDiver · · Score: 1

    Might and Magic IX - Went for eye candy over game play.

    The third Krondor game - More eye candy, virtually no game play.

    Thief 3 - "Consolized" the game. Missions were composed of several small linked play areas instead of large rambling areas to explore. This was done to adapt the game to console hardware limitations.

    MOO3 - An example of change for its own sake. Did anyone actually like this game?

    Wing Commander III and IV - Examples of challenge disorder. There were too many missions in these games that were virtually impossible to beat, and the dynamic difficulty setting system made it impossible to adjust the games to your personal skill level.

    SimCity 2 and later - Added too much complexity, ruining the game experience. Remember: KISS!

    Civ3 and 4 - More challenge disorder. Even at the easiest difficulty settings these games are very hard to beat.

    There are more, I am sure, but I'll let other Slashdotters come up with them. And yes, I am aware that many people enjoyed many of these games but, speaking from my own knowledge (from conversations with other gamers), each of the games I have listed lost a large part of their audience, with only the hard core fans of the franchise claiming to like them.

    1. Re:Some Examples by coffeechica · · Score: 1

      Absolutely with you on Thief and Civ 3&4.

      The Caesar series is another one. C2 improved on C1 with new possibilities, C3 took it to perfection, and anything that came after that, along with all the spin-offs, did nothing but "simplify" the bits that were so much fun in C3.

    2. Re:Some Examples by Anonymous Coward · · Score: 0

      There's a third Krondor game? I know there's Betrayal at Krondor, Return to Krondor and Betrayal in Antara, which isn't set in Midkemia at all.

    3. Re:Some Examples by caerwyn · · Score: 1

      I'd disagree strongly regarding SimCity 2 and later, and Civ3/Civ4. For SimCity, the earliest simcity games were far too simple; the mid games in the series brought it to an appropriate level. It's when the went for Sims tie-ins that the series collapsed, at least from my view.

      And as for Civilization- every Civ game has at least a couple low difficulties that should be trivial for anyone who enjoys that sort of game. Challenge disorder is when challenge gets added for no apparent reason, but I can't see any problems with the availability of increased challenges for players who have the skills to play on that level. It's like asking for a chess game that only has "absolute beginner" as an option- the others are just needless challenge, right?

      --
      The ringing of the division bell has begun... -PF
    4. Re:Some Examples by Haeleth · · Score: 1

      I have to disagree with you on the Wing Commander and Civilization fronts; in both series, iterations 3 and 4 were not particularly hard to beat at all, at least on the low difficulty settings. And I say this as a fairly casual gamer.

      Wing Commander 2, now, that was hard to beat. Or the Wing Commander Secret Operations packs. Never got through those without cheating.

      speaking from my own knowledge (from conversations with other gamers), each of the games I have listed lost a large part of their audience, with only the hard core fans of the franchise claiming to like them.

      I think you're partly wrong here, too.

      In the case of Thief 3, at least, it's the hardcore fans who hate it the most; they know what Thief could be like with big levels and rope arrows. Quite a lot of the people who played it first like it.

      Wing Commmander, as well: 3 and 4 sold bucketloads compared to 1 and 2. 5 didn't do so well, I guess.

    5. Re:Some Examples by broeman · · Score: 1

      I agree with you on M&M and Thief, but somewhat disagrees with civilization and sim city. Maybe it is because I was always a fan of those two games, but they didn't always end out to be as good as hoped for.

      I had a weird experience with Civ1 on Amiga in boarding school, but as soon as I found out how to play, I was hooked. Civilization II was the right evolution for Civ and kept me happy for years. I don't know why Civilization III never got to me, but Civilization IV, all the expansions including Colonization gave my many hours of gameplay again and also playing with friends. If you like a thing in between Civ1 and 2, try FreeCiv.

      The same actually happened with Sim City. The first was great for the time being, SC2000 felled right and gave me endless hours of gaming, but SC3000 annoyed me mainly because the skyscrapers made it impossible to view street layouts and that it felled semi-realistic, so I HAD to recreate my home town (which failed on the tools available). Sim City 4 finally made the realistic jump, and it finally feels like a simulator. Since they abandoned it, the modding community have heavily changed the game for the better. Cities XL will probably be the successor, since Maxis has gone to far on the "cuteness factor" with The Sims, Sim City Societies (outsourced and they created a terrible progressive game) and latest Spore. And why shouldn't they? they are making piles of money of these (for me, crap) games.

      --

      (yes this can be compared with sex)
    6. Re:Some Examples by IceDiver · · Score: 1

      every Civ game has at least a couple low difficulties that should be trivial for anyone who enjoys that sort of game.

      I found Civ3 and 4 had no difficulty levels that were easy, let alone trivial. As I said, "Even at the easiest difficulty settings these games are very hard to beat."

    7. Re:Some Examples by IceDiver · · Score: 1

      Wing Commander 2, now, that was hard to beat.

      I found WC2 had only 1 mission that was near impossible. WC3 had several, as did WC4.

      In the case of Thief 3 . . . Quite a lot of the people who played it first like it.

      Actually, I know this to be true. However, several of those people that I know revised their opinion of Thief 3 after going back and playing Thief 1 and 2.

  22. Same thing elsewhere by 4D6963 · · Score: 2, Insightful

    There's a critical problem with popular, mainstream video games that isn't as large with other mediums; they are expensive to make and require a lot of time and effort put in to create something masterful.

    Like.... movies?

    Games that cost hundreds of million dollars to make aren't the best place to experiment. I think big game studios should create R&D departments where they'd make small games to test a new concept and give it to a number of people to test.

    --
    You just got troll'd!
  23. I believed the are different categorie of gamers by godrik · · Score: 1

    Some people just play a game to let the time flow. So they are playing yet another RPGs while other people watch soap opera. These players enjoy the repetitive monster bashing in a JRPG.

    Some other player (like me) do not play often but are no casual gamers. They will take one game and really play it. They are not conscious that some characters could have had a previous life. Or that this game mechanism has been used 20 times.

    There are player that search for the graal of video games (like the author) that are extremely critic over the innovation and fine tuning.

  24. I haven't even seen that much??? by Jettatore · · Score: 1

    I don't know what games Angry Gamer is talking about, because all I see are clones, everywhere. 99.9% of all major releases are clones and re-polished turds. Where he gets the idea that the industry is going to far in the innovative department is beyond me.

  25. Consider Mirror's Edge by Anonymous+Psychopath · · Score: 2, Insightful

    Yes, the game still has its flaws, but the parkour interface is very innovative (and fun) and will likely be copied by other games. Assassin's Creed attempted something similar, but ME shows how it can be done right.

    Also consider Portal. At heart a very simple concept that was quite difficult to figure out how to implement, but in gameplay led to really interesting and innovative puzzles.

    On the other hand, there are failures. For instance, setting the grass on fire and needing to take the prevailing wind into consideration in Far Cry 2 was an interesting novelty that probably took a lot of time and effort to develop, but didn't really add much to the game.

    --

    Eagles may soar, but weasels don't get sucked into jet engines.

    1. Re:Consider Mirror's Edge by Dr.+Hellno · · Score: 1

      but ME shows how it can be done right.

      By counterexample?

    2. Re:Consider Mirror's Edge by Anonymous Coward · · Score: 0

      How can you say that it is a "failure" though? It worked didn't it? I assume that by saying that it didn't add much to the game you mean that it didn't add that much to YOUR experience. I for one enjoyed very much using it to my tactical advantage and occasionally dying a horrible fiery death as a result or to have my ambush plans ruined by a sudden rainstorm. As far as innovation goes who's to say that a developer doesn't see how the fire was implemented here and turn it into a kick ass firefighter game? I for one would play that in a second.

      Of all the "innovative" things to complain about in FC2 the fire would be last on my list, at least there was some fun involved. Can you say the same about the Malaria pills?

  26. FPS - add useless, remove important by dindi · · Score: 1

    I focus on FPS. These are getting dumber, dumber and simpler with every release

    Rainbow six :
    1. team of 10 -> team of 3.
    2. full FPS with lean -> cover system 3rd person

    Battlefield :
    1. drive everything, huge maps, many players -> maps with mostly tanks and cars only
    2. sniping game too - now you cannot even lie down

    Ghost recon :
    1. teams - one team
    2. planning, positioning - run and gun

    As the flight simulators died out almost completely people do not feel the need to have a good team experience and choose the fast paced run and gun gameplay where it is not needed to lean, go prone and plan a mission.....

    Then again, socom, cod4 are still OK, but battlefield and all the clancy games are down the drain bigtime .... for me at least

    1. Re:FPS - add useless, remove important by flnca · · Score: 1

      Have you tried Unreal Tournament 2003, 2004 and 3? UT2004 is quite good and plays on moderate hardware. UT3 is even better, but unfortunately requires much better hardware. I hope they fixed all the bugs in UT3 in the meantime. Would be great if it ran stable all the time. The graphics alone in UT3 (if maxed out) is worth seeing. All the nanoblack technology in UT3 is awesome ...

    2. Re:FPS - add useless, remove important by dindi · · Score: 1

      Hmm ... thanks for the recommendation, but ..... I prefer realistic combat games. I tried Killzone recently that is the new hype, however I do not really like it either. I play Socom, COD, GRAW1/2, RS3, Battlefield. That is pretty much it. I would play AA but that is Xbox only and US only.

      Oh. I play on consoles and switched to Apple for work, so my old Win machine has like 10 minutes of use a month occasionally when I connect some exotic hardware (ACU computer, heart rate monitor, GPS and such).

      Cheers
      Dindi

  27. Blatent rubbish by YourExperiment · · Score: 1
    Innovation in games, pointless or otherwise? Point me at it. Yeah, there's the odd exception like Portal, but generally you have to head for the indie sector to find any innovation at all. God knows what the author was thinking, except maybe: -
    1. Write article which describes exact opposite to reality.
    2. Somehow get posted to front page of /.
    3. ...
    4. Profit.
  28. I hear you on this by jollyreaper · · Score: 1

    I can think of a couple of great examples of this.

    Back in the early days of the RTS, the formula was that you had one resource to harvest. In order to create complexity, games started adding more resource types. This ultimately made the game more cumbersome to play without adding as much material benefit. The counter to this is what newer games like Dawn of War does with adding strategic locations to the map, hold the location and you get request points for more units.

    The original Master of Orion was an excellent 4x game. The sequel sought to add more depth by giving each star planets and you now had to build things on each planet. Instead of adding depth, it just made the game more tedious. This same problem could be seen in typical 4x games like Civ where it was great fun to tweak the cities in the early stages but became increasingly monotonous as empires grew. The problem here was driven home to me when I played an ultra-minimal space game on my Palm. You have one type of planet, one type of ship. You can invest in ship production, factory production, and research. Research will put your ships up to the next tech level. Combat consists of a stack of your ship and a stack of their ships going at it one on one. The tech is weighed between your ship and the enemy's and it does a coin toss. God is on the side with more ships and higher tech. A map on this game that would have taken hours in Master of Orion can be swept in 20 minutes. The core elements of the game are there, just stripped down to the most minimal.

    It's very easy to add more crap to a game and far more difficult to add something useful. And sadly, it can be rather subjective as to what truly adds depth and what's simple tedium.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  29. Confuses "innovation" with "number of features" by TRACK-YOUR-POSITION · · Score: 4, Insightful

    Citing Shadow of the Colossus as an example of why we don't need innovation is confused. SotC doesn't have a huge list of asterisks on the back of the box (you know, *Multiplayer! *Online Player! *User Modications! *Physics simulator!). Nonetheless, SotC stands out from the pack. SotC's innovation was omission--like it's wikipedia entry says, "The game is unusual within the action-adventure genre in that there are no towns or dungeons to explore, no characters with which to interact, and no enemies to defeat other than the colossi." It was unusual because of what wasn't there. Well-designed simplicity is innovation.

    If you just re-worded this rant to be against adding stuff for the sake of adding stuff instead of against innovation, then it would been making a rather insightful point. As it is, it's just flamebait.

    Maybe you didn't like Mirror's Edge, but whatever problems it has are unique problems. Citing it as an example of what's wrong with the industry is deeply obtuse.

    1. Re:Confuses "innovation" with "number of features" by Dr.+Hellno · · Score: 1

      The problem I had with mirror's edge is that it seemed like the developers thought they'd get a free pass because they did something innovative. It worked pretty well sometimes, but innovation by itself wasn't enough to make the game fun, in my opinion.

  30. Limted shared resources. by arthurh3535 · · Score: 1

    Another problem is that in most games they are having to rewrite their engine, create all new artwork and figure out new ways to stand out.

    It's actually really horrible that every single new game has to just about recreate everything. It would be like every new book requiring that the rebuild presses and typefaces to print them. Sadly, copyright infringements 'threats' are being used to make things harder. You can't use an actual car in a game, so they have to make a car that *looks* similar to the real thing.

    Then appy that to basically just about everything. So much needless work being done over and over. So much wastage.

    --
    No! It's a *SIG*. Keep the Special Interest Groups away! (Con joke!)
  31. Easy.. by Composite_Armor · · Score: 1

    Microsoft should finish what they started,

    or at least, try again;

    Allegiance~2

    I believe the original cross-class, fps/sim/rt.strat game could expand to cross platform, massive multiplayer, etc,

    check out Alleg [http://en.wikipedia.org/wiki/Allegiance_(computer_game)]
    and the community [http://www.freeallegiance.org/]

    however, this would ruin the best thing alleg' has going for it; the fact no one knows about it.

    Be Warned; the learning curve in this game is tough. dont expect to even know what's going on, even after a month of daily play.

  32. Why Do We Read Novels? by Anonymous Coward · · Score: 0

    Why do we read novels? How could we play games that only had ascii characters and spend hours upon hours playing them? Fighting the Klingons in Star Trek, Killing the H's in Beast or trekking the dungeons in Rogue, Hack and NetHack.

    The imagination is far more powerful than any graphics on a screen could be. Most people would probably take a well developed plot line over graphics any day. That is why games like LOTR or Harry Potter even make it to the stores. People already know and like the plot line. If they had been books that flopped they would have never been made into games.

    Good game developers put out tools with their games like Blizzard with the Warcraft/Starcraft series because they know that people will imagine ways to do things that they never would have thought of to begin with.

    Lets see better overall story/game development and less focus on the graphical aspects.

  33. innovation is progress by Deanalator · · Score: 4, Interesting

    Maybe because without innovation, any art form dies?

    People who start thinking innovation is pointless are entering what is called the "old man" stage of their life. What they fail to realise is that it is hard to motivate a group of artists to do the same shit they did last year, and artists almost always are the ones driving any successful project. Of course you need to get your fundamentals right, but without innovation, there is no progress. Even if innovation flops, it still progresses the art.

    While we're at it, why not ask why physicists work on pointless theories that won't pan out in the end, or ask why mathematicians design models that no one will ever use? The reason is because every once in a while, something catches fire and changes the way we think about things, and the only way to know if that will happen is to publish.

    1. Re:innovation is progress by brkello · · Score: 1

      It seems to me that the old men are the ones complaining most about lack of innovation. They are the ones that remember all the crazy games that came out when computer/console gaming first came out. It was easy to innovate because nothing had ever been done before. Now the art has matured to the point where the are genres. There is nothing wrong with sticking to a genre and making good games. And it is amazing if you can come up with something that is innovative and create a new genre. But innovation != good games like a lot of people want to believe on here. And that's the basic point, innovation for the sake of innovation can lead to a lot of bad things.

      --
      Support a great indie game: http://www.abaddon360.com
    2. Re:innovation is progress by khallow · · Score: 1

      I agree with what you said. I think the real problem is that not all changes are innovations. For example, I've played Eve Online, a massive multiplayer internet spaceships game. They produce "expansions" every 3-6 months which add substantial new content, UI changes, and boosts and nerfs. They have a serious problem with QA. It is common for new UI changes to be broken in some easy to see way. For example, some time ago they introduced a feature to resize windows. The problem was that the window would sometimes automatically resize itself in an unpredictable way when new windows were opened. In the worst case, with a lot of windows open, I'd see all my windows shuffle and resize themselves when I open a single window. It would undo several minutes of work, getting the windows just right. Even now, new windows will resize themselves from the default for no apparent reason. A couple of QA people could have found this behavior in about 15-30 minutes of work. There's no excuse for it.

      Another example was the way Eve Online handled "missions" (their version of quests in MUDs and related games). Recently a new change resulted in significantly more work and waiting for the user. When it first came out, the change also cluttered the mission journal with extraneous missions and mail with extraneous agents complaining that you weren't doing their missions. Some good QA (quality analysis) would have caught that as well. Now, they've pulled back some of those changes, but the new interface is less useful than the old interface. I have no idea what they thought they were doing here. Note that neither of these changes actually furthers the game play. The users didn't need or want resizing windows, they didn't need a new, clumsier user interface for missions.

      Finally, Eve Online has the cynical habit of overnerfing various technologies and styles of play. Unlike many games, players can switch between styles of play fairly fluidly. There's no rigid class structure forcing players to be or do just one thing. Still there's numerous cases where they've radically changed game balance. I believe this is so that they can feed some action to the industry players in the game. Every time, game play changes, there's a massive shuffling in the industrial base to produce the relevant goods.

      So to summarize, there are changes that could be innovations, if only the Eve Online developers had their act together such as the UI changes I mentioned. But there appears to be little consideration of why to implement these changes nor much in the way of QA. This resulted in a worsening of the game experience and hence would not be an innovation. Second, there are changes that seem rather pointless at first glance, namely the endless and game imbalancing nerfing and boosting, but that actually has a positive effect due to the activity it injects into the game. I'm not sure whether to call those innovations.

      Anyway, this brings me up to my point. Namely, when people oppose "innovation" in games, I think they're really opposing change that harms game play. In other words, not all change is innovation.

  34. Yep, yep, yep. by jonadab · · Score: 2, Interesting

    Jazz Jackrabbit was fun to play. It was zippy, on the hardware of the day. (First time I saw it, my immediate reaction was, "I didn't know a 386 could *do* that." On a 486 it *flew*.) It has interesting music. The characters and artwork were well-drawn. I don't know if it was _innovative_, but it was a good, fun game.

    So then what did they do for the sequel? They decided that they just had to make it *different*. It used DirectX and ran on Windows 95, so it was *not* particularly zippy -- slower on a Pentium II / 233 than the previous game had been on a 386 SX / 16. The artwork and characters, if you compare them side-by-side, look like they probably took more effort to create (more shading, TrueColor, twinkle effects, blah, blah -- higher technical quality), but if you just sit down to play the game, the art in JJ2 doesn't look as cheery and fun (it uses duller colors), isn't in at all the same visual style, and, generally, fails to impress. It's not innovative, it's not particularly interesting, it doesn't bring anything particularly worthwhile to the table, and on the whole it's not as *fun* as the original.

    Descent was a really fun game, addictive even. It was innovative -- the first truly 3D game. Not 3D as in flat sprites in a flat maze seen from an internal perspective, like Wolfenstein and Doom, but *actually* 3D: three-dimensional maps, three-dimensional robot enemies, three-dimensional controls, the works. And it was fun to play. Descent II was more of the same. A few new weapons, a bunch of new robots, some new textures for the mine walls, and now you could shoot out lights and darken a room, but basically it was the same game. And lo, it was a good, fun game.

    Then they sat down to make Descent 3, and they said unto themselves, "We must not make another game like the first two. We must make this one New and Better and Different and Innovative." So they abandoned the efficient level architecture and rendering engine that made the first two games play smoothly on the hardware of the day, and they built an entirely new game engine that required a high-end (for the day) graphics card, with 3D acceleration. They introduced new weapons again, but they also introduced an entirely new look and feel, and it fundamentally no longer felt like the same game. When fans of the series complained about the onerous new system requirements, they were told, "If your hardware doesn't meet these standards, you are not part of the target audience." Apparently the "target audience" consisted of hardcore gamers only. And behold, Descent 3 flopped.

    These are old stories now. Today you can buy hardware that will run Descent 3 smoothly for a beggar's pocket lint, plus shipping, on ebay. I suppose you can probably also get Descent 3 on ebay for $notmuch, but who would want to?

    --
    Cut that out, or I will ship you to Norilsk in a box.
  35. Civ and SimCity by KingAlanI · · Score: 1

    I'd be inclined to agree with you on Civ3 and Civ4...I've kept to Civ2 myself.
    Civ 1 --> Civ 2 is a great example of where *useful* things were added (the fixed combat mechanics, and a few novel new units; my favorite of the new Civ II units was/is the Marine). The AI was still dumb, but not *as* dumb & trickable. (cough diplomacy cough) Hell, "Civ 1 with isometric graphics" would have been a useful upgrade by itself.
    Colony micromanagement I don't recall being any worse in Civ2.

    SimCity 1 to SimCity 2 was just fine to me, for similar reasons, including the graphics-approach change.
    I liked the addition of a few more mass-transit types; I liked some of the city ordinances, but a lot of the ordinances seemed obvious one way or another

    SimCity 3 also added a few useful features, but I can see the series starting to go down there.
    Garbage system, realistic issue for city management, was a good addition
    Local power/water deals seemed stupid, though

    Landmarks weren't necessary, but they were fine as a side activity, which is exactly what they were set up as AFAIK.

    I repeatedly hit a weird bug in SC3 when my city was big & well-managed that caused the city to plummet in pop and such, that's the main reason I put that game back down, not any feature changes

    --
    I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
  36. My personal bugbear by AAWood · · Score: 1

    Slightly offtopic (on Slashdot?!?), but my own choice for worst innovation in modern gaming is regenerative healing in FPS games.

    Its not always bad or wrong... It made sense in Halo to have regenerative shielding due to the setting (and didn't make sense in The Getaway, which I KNOW isn't an FPS but I have to mention it before someone pipes up to mention Halo isn't technically the innovator of the concept), and a lot of Sci-Fi games benefit from it for similar reasons. I also quite liked how FarCry 2 handled it... Tiny wounds get shrugged off with time, if they accumulate you're stuck with them, and magic healing syringes are plentiful to carry, but not easy to find in the field.

    But I'll be damned if I can find a single excuse for current-era or WW2-era FPS games having regenerative healing. What is that? A WW2 soldier takes a rocket to the face, but hey, all he has to do is hide around the corner for a few seconds and, BAM, fit as a fiddle? Really?

    And OK, I know the old stalwort of FPS games, the Health Pack, doesn't make *much* more sense ("It's OK, we'll reconstruct your landmine-kicking leg using bandages! All done!") But at least it feels slightly more sensible thematically.

    "Ooooh, but it aids the flow of the game! It's all about the flow!" Don't give me that. With autosaves and checkpoints being ever denser, it doesn't really matter if I lose 15 seconds from having to replay a small section of level or from hiding in an out-of-the-way corner waiting for my health to come back. Or hey, here's an idea, why not come up with some innovative new approach that doesn't rely on instant healing packs OR regenerative healing?

    Now hey, it's not my job to come up with that new approach... It wouldn't be innovation if you got it from some random Slashdot poster... But I do have a couple of ideas, if you want to hire this gorgeous little brain of mine.

    1. Re:My personal bugbear by FrostDust · · Score: 2, Insightful

      With regenerative healing in FPS games, the player is encouraged to take a preferred attitude towards how aggressive to be in battles.

      In more realistic games where you die after being hit by 3 shots or less, like Rainbow Six, you pay very close attention to tactical implementations to keep your character alive, like cover, recon of enemy positions, and suppressive fire.

      In traditional FPS games, where your health is measured as a number out of 100, and health packs are easily found or can be saved in your inventory, you can circle-strafe groups of enemies with machine guns blazing with little concern if you suffer a decent amount of damage.

      In games with regenerative healing, they enforce upon the user an impression of how aggressive to be by making it known your shield can take so many hits, and it recovers after so long. If you judge you can fight the enemy easily and not take that many hits, you'd most likely jump in to the fray and take them out quickly. With a bunch of accurate, beefy enemies, you'd either handle them with long-range weapons, or use hit and run tactics.

      While such behavior is seen and viable in many other games, shooters like Halo use this to prevent the user from being too cautious, or too aggressive. At least, as defined by the ideas of how the developers want the user to play.

      It's easier to see this by recognizing a character's health as a resource, like in an RTS game. By making resources abundant or scarce, the player will accordingly be more aggressive or cautious in building and using units.

    2. Re:My personal bugbear by AAWood · · Score: 1

      I understand completely the behind-the-scenes mechanics at work here... There's not much to say that you haven't already on why the different choices exist, so I won't try. But that's not really my point.

      The use of regenerative health in settings where it makes no sense may aid in controlling player behavior, but can also kill player immersion. It's also a bit of a double-edged sword... Regenerative health is (I would argue) a more easily-abusable system than either of the others described, because there's no long-term cumulative effect of short-term abuse. (In the health-pack example, full health would let you go toe-to-toe with larger groups of enemies than you should... But if you did that, you start the next encounter low on health, or having used health items you could have saved. There are long-term repercussions to your actions).

      Essentially, what I'm saying is that health regen can be fine if you can justify it within the settings. In the present day though, health regen is in nigh-every FPS being released, and that's frankly ridiculous.

      There are, presumably, other methods of handling player health than the three you mentioned above, or other ways of presenting the existing methods to the player. I don't doubt for a second that many, and perhaps even the majority, haven't even been conceived (or at least used) yet. I guess all I'm saying is; let's mix things up a bit.

  37. Games do need innovation but the right kind by thetoadwarrior · · Score: 2, Interesting

    The problem is that there are too many similar games and sequels of successful series. So everything feels similar which generally isn't that fun after awhile. We're lacking variety which doesn't necessarily need total innovation. Companies do have to innovate and if,on their first try, it's not quite right that is not an excuse to go back to to the same old thing.

    But innovation isn't just about completely changing everything. We don't need completely new control schemes to innovate. Just don't make every damn game feel the same.

    Case in point, the BioShock 2 gameplay footage: http://www.gametrailers.com/player/47807.html?type=mov

    Yes the graphics are nice but that was exceptionally boring to watch. If you give it early 90's graphics it's effectively Wolfenstein 3D. Where is the innovation in fun that really makes it exciting to those that have played most FPS games? There is none and quite frankly it looks like something to pass on. I don't care how many scripted sequences it has, we've had those, done properly, since at least Half life 1 and it's not really that exciting anymore no matter how good the graphics are.

    I think we just need more variety. Look at Street Fighter 4. It's not really that innovative. It's SF but in 3D. But a lot of people think it's great. I personally think that's because you don't really get fighters these days. They've sort of died out. So to get one that's of decent quality is a great thing. So companies just need to quit copying each other and repeating so much crap.

    1. Re:Games do need innovation but the right kind by Datamonstar · · Score: 1

      SF4 is a GREAT example. It not only refreshed and arguably REVIVED a dying genre (2D fighters), but it's also just a great game. It took out the fluff that a lot of people didn't like (Parry system from SF3) but it kept it's roots in the great gameplay that made it a hit in the first place while introducing completely new concepts (Focus attacks & Ultras) and characters.

      I think you missed the point with Bioshock a bit, though. It's not supposed to be the same sort of FPS that you're thinking it is (Wolfenstein). It's more of a story-driven RPG-ish adventure with heavy shooter elements. Try the first one to understand better what I mean. Or try System shock 1 & 2. Those are both predecessors to the Bioshocks and they are definitely not your run of the mill shooter.

      --
      The eternal struggle of good vs. evil begins within one's self.
    2. Re:Games do need innovation but the right kind by thetoadwarrior · · Score: 1

      I do think SF4 is great but if 2D fighters weren't a dying genre, I think people's view of it would be a bit different. That's what I like about Capcom. Not only do they make great games but they make a variety of games, from fighters to racers, shooters, etc. which is good for consumers and shows real talent unlike companies like Epic that only make one type of game with one type of story line, character set, etc.

      I know BioShock has RPG elements but the point was it's not that different from previous games. Wolfenstein was probably was a bad example but that video was showing just very boring gunplay within pretty graphics. Which has been done in the System Shock titles and will probably be done again if there is a BioShock 3.

  38. Useless Developers Pride by eulernet · · Score: 1

    There is also another element: the fact that the good game programmers are so full of themselves that they reinvent the wheel everytime.
    (I know: I have been a game programmer myself).

    All the good programmers that I know always rewrote the code that they have to integrate in their code, and all this work is lost, since they mostly restart from zero in the next game.

    Graphists have also the same behaviour, by redesigning everything from scratch at the start of a project.

    Also, everybody wants to experience something new, by not working with legacy parts (that are presumably of bad quality).

  39. Gameplay vs Content by yoshi_mon · · Score: 1

    As a very very basic example think of Loderunner. It's gameplay elements were pretty simple. And it's content was it's maps.

    In such a game say if the original only came with a few maps, it did not but for the sake of argument, then offering something beyond that original could be as simple as adding new maps. The problem comes in with asking for more of someone's money just for adding some more maps. Simply adding more simple content is rarely enough to justify asking for more money.

    So lets say that they changed the gameplay in addition to adding new maps. Ah ha! Now there is more to talk about. It's much easier to justify asking for money again for even what might be basically the same game. And of course the question becomes is the change to the gameplay's dynamic good or not.

    These days games work with a much bigger scope. Gameplay elements are complex and even the content itself is not trivial to do. So often just adding some more content can be enough to asking for more money.

    However everything after a while get's 'played' which then means changing up the gameplay to keep people interested. However in an industry where it's about getting that sale, because our right ownership of software is so fucked up, so important the idea is about keeping people interested has started to trump making sure that gameplay is actually good.

    --

    Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
  40. The Perils of Over Hyped, Under Developed Games... by Turzyx · · Score: 1

    It's the same old story...

    A tiny (often unheard of) developer attempts to create an instant hit by churning out an [insert genre] game, or worse, they try and create an MMO of a popular (non video game) franchise.

    The marketing execs over-hype the product, demand unreasonable or prohibitive deadlines and after an initial surge of uptake, the game is a clear flop a month after release.

    I realise it's asking the impossible, but perhaps the solution is for games developers to stop trying to make money, and start trying to make good games? Churning out games may have worked in the 80s when 'every' video game idea was a unique one, but relying on the tried, tested and worn out formulas no longer fools the savvy gamer.

  41. MOD PARENT INSIGHTFUL by denzacar · · Score: 1

    But if it was most companies, it would have been padded out to 2-3x that length. We'd have had at least one sequel by now that "innovated" in some pointless way (like the one-way green portal and the come-out-upside-down purple portal, and the...).

    Exactly!

    Plus there would be portal ports to other, more PG-friendly franchises so by now we would have a Mickey' Portal of Mistery, Hannah Montana: The Portal To The Other Side (where you would change between Hannah and Miley depending on the portal color) and perhaps even Port-A-Portal - a tetris-clone for your mobile phone where you drop different colored balls through various portals and then the balls, get ready... THEY CHANGE COLOR! Wouldn't that be AWESOME!!!111eleven!

    And it wouldn't be Portal but PortalTM.

    --
    Mit der Dummheit kämpfen Götter selbst vergebens
  42. Forget innovation, let's talk length by RyoShin · · Score: 1

    Innovation and the damndest graphics mean squat when I'm only getting 7-10 hours out of a game, with maybe an extra five if I try to be a "completionist". I'd much rather have well-designed but standard mechanics with decent graphics and have a 20-40 hour game.

    So much focus is given to presentation now with less and less to content. If this keeps up, I'm just going to stick with older consoles because I'll get tired of playing movies. (Incidentally, movie length keeps getting longer and longer.)

    1. Re:Forget innovation, let's talk length by GodfatherofSoul · · Score: 1

      Are you playing at the most difficult level? I don't even bother with easy or moderate as it makes games go ridiculously quickly.

      --
      I swear to God...I swear to God! That is NOT how you treat your human!
    2. Re:Forget innovation, let's talk length by RyoShin · · Score: 1

      I like to start off at moderate or so in order to spend more time exploring the game and the story and less worrying about dying because my health was in just the right spot. If I enjoyed my run I'll go to difficult to get more of a challenge, but I'm still just playing the same game over.

      Sometimes I'll play on easy if there are a lot of game mechanics I'm unfamiliar with.

      However, I don't think difficulty can make up for a short game. Even if I'm having a ton of enemies thrown at me and am dying left and right, it still wouldn't add more than another hour or two over a normal game.

    3. Re:Forget innovation, let's talk length by Homburg · · Score: 1

      You'ld rather do something dull for 40 hours, than do something interesting for 10 hours? Length is no more a good way to measure the quality of a game, than the number of pages would be to measure the quality of a book. The best example here would probably be Valve: their recent games have all been pretty short, but for almost all the time you're playing them, you're doing something new and interesting.

    4. Re:Forget innovation, let's talk length by RyoShin · · Score: 1

      A lack of innovation does not mean something is dull. If it's entertaining, I'll happily play 40 hours (or at least as much of that as I care to) even if I'd used the same mechanics time and again.

      And you're right about Valve's recent games, but I'm also not paying $50/game for such short playtimes (with single player content).

  43. Dead Space complaints (spoiler alert) by GodfatherofSoul · · Score: 1

    This was a game that I found to be doing this at the same time it ripped ideas off of other games. The entire "shoot off their limbs" strategy really made no sense since the "aliens" were mutated human beings (with all of the normal "skull mounted" sensory organs). The 3rd person view I found to be a neat idea, but it was clumsy in execution. The accuracy of the laser pointers were often wrong. Also, when the 3rd person vantage point hit something like the wall of a closed in space, the view actually made fighting impossible. Third, the upgrade node system (along with available funds) was far too underscaled. I found that the number of available nodes made playing around with different weapons prohibitive. I basically went through the game with 3 weapons since the cost to upgrade or maintain others wasn't worth it (I played at the highest difficulty level).

    --
    I swear to God...I swear to God! That is NOT how you treat your human!
  44. Innovate or Die! by sanman2 · · Score: 1

    Well, I rather like the Wii's motion control system, myself. That's the innovation that's most captivated me. I also like Lightgun games a lot. When the Time Crisis games and Ghost Squad came out, they had me addicted. The latest Lightgun innovation is an arcade game called "2Spicy" which allows branch-path movement. To me, that's pretty cool. If someone could make a massively muliplayer military game based on this idea, that would be my idea of awesome.

  45. +1 Insightful by KingAlanI · · Score: 1

    Sure is a fine line between complexity and tedium, you're right there.
    Interestingly, some players develop a sentimental attachment to the tedium involved in their game of choice, another line-blurrer IMHO.

    Specific comment, though: A multi-ship battle being broken down into one-on-one fights doesn't make sense - seems to simplistic, and underestimates the true force advantage you'd have.

    How many resource types is too much? Starcraft's 2? Age of Empires' 4? More?

    Realism can't override bad gameplay, seemingly one must admit...

    --
    I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
  46. Innovation? What innovation? by Nekomusume · · Score: 1

    99% of the games out there are retreads. If they aren't outright sequels, they are just slight variations on standardized genres.

    The only place you generally see real innovation is the small, quirky independant game studios. The big places can't afford to risk inovation.

  47. You know... by theclaw1 · · Score: 1

    This is precisely the reason why JRPGs aren't doing well now. They continue to shoehorn "innovation" where it isn't needed. These new-fangled battle systems just don't work. The ongoing success of Pokemon and Dragon Quest shows how grand sticking to proven methods can be.

  48. WTF? This clown is full of it. by sirwired · · Score: 1

    "There seems to be this invisible pressure to create something that is highly 'intuitive' and incorporates the highest level of innovation that we have ever seen. The problem is that the newest ideas put into games are either gimmicky, terrible in execution, or blatantly ripping off another title."

    Huh? If they are "incorporating the highest level of innovation we have ever seen", doesn't that kind of exclude "blatantly ripping off another title?"

    or another gem...

    "There's a critical problem with popular, mainstream video games that isn't as large with other mediums; they are expensive to make and require a lot of time and effort put in to create something masterful."

    *sarcasm on* Yeah, big movies take no effort, money, or time to make. *sarcasm off* Did this guy even READ what he wrote before publishing this ranty tripe? And there are LOTS of "masterful" video games (and movies, for that matter) produced on a shoestring budget. World of Goo, a spectacular (and popular) game by almost any measure, was made by a staff of TWO guys.

    What a moron...

    SirWired

  49. Not just games by Iyonesco · · Score: 2, Insightful

    This problem is occurring everywhere from computer software to motor cars, with companies adding innovation where it's not needed and in so doing breaking things unnecessarily.

    My last two company cars have been Vauxhalls; a company that is obsessed with adding innovation that makes the car a nightmare to drive. The old Vectra replaced the mechanical indicators with electrical ones that made it impossible to turn the indicators off. The Insignia, which has replaced the Vectra, has reverted back to mechanical indicators but now they've replaced the mechanical hand break with an electrical handbrake. To disengage the handbrake you have to press the accelerator making a hazard out of precise manoeuvres such as pulling out of a tight roadside parking space. Other aspects of the car are crap such as the automatic lights and automatic climate control which make me feel like I'm not in control of the car. Why can't they just leave things as they are instead of "innovating" and destroy things that work perfectly well.

    Thins are even worse with software and we're seeing a push to replace the entirely functional mouse and keyboard with touch screens that are slow, cumbersome and don't work half the time. User interfaces are even worse and Microsoft are intent on innovating their way to destruction with the likes of the IE7 and Windows 7 interface while KDE seems to be in competition with them to produce the worst interface possible.

    The by replacing a few words in the article summary you can get a perfect description of the current state of user interfaces:

    "There seems to be this invisible pressure to create something that is highly 'intuitive' and incorporates the highest level of innovation that we have ever seen. The problem is that the newest ideas put into user interfaces are either gimmicky, terrible in execution, or blatantly ripping off another system. On the other hand there are operating systems and applications that feel the need to completely revamp an interface that worked perfectly fine before into something completely new that falls flat on its face."

    The word "innovative" has now become synonymous with "junk". The Wii was "innovative" in that the control mechanism doesn't work at all so, while it's sold fantastically, nobody actually plays on it. Touch screen computers are "innovative" in that they make doing simple like viewing your photographs tasks a mammoth task where you're having to make ridiculous gestures to resize them or scroll through them. We're also seeing "innovative" portable media players controlled with facial recognition which I'm sure will work great!!!

    The world has gone mad and it seems and companies seem to be in a race to make things as unusable as possible by replacing concepts that work with ones that don't.

    Screw "innovation", what I want is "improvement".

  50. shafting the bad innovators by soren202 · · Score: 1

    You know, you can say that you don't mind if newer iterations don't innovate, but, really, if a series doesn't innovate, what does it hear from reviewers?

    "Stale," "uninspired," "same old same old," and so on.

    Really, the developer gets shafted either way, so they might as well try the route that sometimes gives them great reviews.

    The symptom will only be cured once the disease is fixed.

  51. Balace of Work and Reward by Anonymous Coward · · Score: 0

    One major problem seems to be the failure to manage the work vs reward equation. The problem is different for each game-type (and its style style as a second determinant.. blood or ponies?); RTS, RPG, shooters, 3rd person adventures, etc..

          A game can be simplified enough that it begins to become trivial for some people. A game can be made difficult enough that it isn't worth the time and frustration for some people. A long, hard think has to be done to decide what type of reward your audience is going for. Story and cutscenes? Immersion (projecting oneself into the characters)? Bragging rights (multiplayer)? Stress/relief cycles? Basic time killing? Accomplishment? Obsessive fulfillment (ASpects of Warcraft, old-style RPGs, brutal puzzle games)? Adrenaline rush or something to do while eating dinner?

          So now, how do you balance the work needed for the reward you plan to give out?

    As an example of a simple problem case: In stat-based RPG's and adventures, I am obsessive about exploring everywhere. By the time I get to the next part of the story, the characters are too powerful and I have to artificially limit strategy to extract any challenge. Answers to this vary and have pros and cons. Scaling opponents to level like in Oblivion is one solution, but it breaks the immersion and accomplishment when your old level-2 pals in dew-drop forest are level 999 with the best equipment.

          1st person shooters can have difficulty level settings, pretty stupid-easy solution there. IMO, the problem here is that the actual gameplay of shooters is repetitive. What is the goal of the game? Adrenaline rush!? Story? I haven't played any shooters in a long time, but I hear Halo and others had good stories and intersting mechanics. I also hear Portal was based around different mechanics. I remember Return to Castle Wolfenstein, a basic shooter. It kept getting cooler and cooler and the game progressed with bigger guns, faster enemies, and a story leading up to undead in the catacombs attacking the Nazis who created them. They had weird strategys; skeltons' shields ricocheted bullets, flame-breath. Then the 2nd chapter began and the whole rest of the game was about killing Nazis over and over again. The robot walkers with the Venom gun were neat, but 90% of the game after that first chapter lost any interesting story and it fell apart. If it was 50% of the length, it would have been a good game through to the end. No reward for my tastes! No fun story for hours! Adrenaline rush only sustains my interest for so long. I was determined to get to the end on Hard to beat my friend (bragging rights!), but hell, the unengaged discipline inspired rants. Now, am I a minority or a majority?

          After deciding on basic premise (Sci-Fi, fantasy, immersion like Sims), I believe that this is THE core question for MMORPGs. What reward is appropriate and satisfying for a player most engaged in a certain gameplay (story, playervsplayer, cooperation, construction, collecting). What rewards will be sufficient for what amount of work while not stepping on the toes of other types of players and their work/reward desires?

          Finally, IMnsHO, I think the consequences of this search for balance are seen in alot of sequels. Gameplay mechanics in ALL games ARE repetitive. Length of games has alot to do with the final taste-left-in-your-mouth. Sequels are too often like just extending the first game. Unless the first game was very short, extending it beyond its tolerable life. The other rewards have to be tapped to a different degree from the first game to gain any satisfaction.. The level of different rewards tapped are why there are always rants about 'too little of the original charm' in tandem with 'too much of the same!' A simplified example: If you like the story and immersion, often you want similar/simpler mechanics but with a grander and more dramatic story. If you like the adrenaline or were in it for bragging rights, you want different mechanics.

    1. Re:Balace of Work and Reward by Anonymous Coward · · Score: 0

      Botched the idea:
      "If you like the story and immersion, often you want similar/simpler mechanics but with a grander and more dramatic story. If you like the adrenaline or were in it for bragging rights, you want different mechanics."

      Should read, "Varying degrees of competing desires in each person: If you like the story, you often want similar mechanics and a grander story. If you liked immersion, you want more complicated versions of the mechanics that engaged you. If you like the adrenaline or were in it for bragging rights, you want different mechanics."

  52. This parallels genetic algorithms.... by EventHorizon_pc · · Score: 1

    Start with things that are good (high fitness = a fun game or an established genre). Change it a little to hopefully get something better. It's true that many (if not most) of the new creations will be poor, but the ones that are better make the whole process worth it. The real goldmine, innovation in this case, comes when the game is nearly as fun but different in an unusual way. This reminds me of the Isaac Asimov quote "The most exciting phrase to hear in science, the one that heralds new discoveries, is not 'Eureka!' (I've found it!), but 'That's funny...'"

    You don't necessarily need to make full games out of each idea (or combination of ideas). Rapid prototyping seems like a good approach, but game makers need to make money somehow. They make games from the ideas they have at the moment (or mostly just rehashes of previous successes with a few minor tweaks), and try to get a better measurement of fitness by releasing a whole game and getting feedback from the community. However, sometimes this measure of fitness fails.... sometimes good things just to unnoticed (e.g., Firefly, Psychonauts, Beyond Good and Evil, and, unfortunately, far too many more).

    Games with (seemingly) minor tweaks are a necessary part of this whole process of innovation. Who knows what will influence the creator of the next big thing (whether it be a game, movie, app, tv show, invention, whole new branch of science, piece of art, better mouse trap, internet meme, lolcat, etc)...

  53. Sometime innovation is done in wrong department by Soban · · Score: 0

    Innovation is necessary for things to evolve. Remember that it was monkey before man. But other times, the innovations are done where they do not matter. Where they are actually needed, you can not find them there. Example: Ghost Recon advance warfare. We have all of this cool physics of running etc. but do I really care to hear my own foot steps or breath. No not really. what i want is to run up that little pile of sand or able to see my crosshair clearly. I want that mule to say "Cannot go there" when I give him command to move though I can hear my other characters telling me 10,000 times of the info that i dont really give a sh|t about including my great job of taking a head shot. Subjectively speaking, when i asked other GR fans about the experience of online play of Ghost Recon 1 vs. GRAW, more than often I hear about how good and simple GR was and new one (GRAW and GRAW 2) are improved but still old one was more fun despite all its flaws. Another thing, a lot of people complained that they dont wanna see the gun on the screen like old GR, and still ubi gave them a game with gun in view. Can they not give a in game option for that? Some people will say that this guy is just crying but let me ask you something. How many player would have been p|ssed if they didnt hear the foot steps, breathing sound or annoying character speaches. Now compare that to how many people did get p|ssed for seeing the gun on the screen(the gun that player holds stays on screen as compare to old GR where you only see the crosshair on screen). Developers seem to forget that people like to have fun playing game that is innovative. They dont play games to have fun by looking at innovations.

  54. So true. by Tolkien · · Score: 1

    The problem is that the newest ideas put into games are either gimmicky, terrible in execution, or blatantly ripping off another title. On the other hand there are series that feel the need to completely revamp a game that played perfectly fine before into something completely new that falls flat on its face.

    Splinter Cell IV: Double Agent was ruined by this mentality. :'(

  55. An excellent example of this is Master of Orion 3 by default+luser · · Score: 1

    When MOO2 was released, it was an excellent extension of the original MOO - they introduced a racial attribute system that allowed them to numerically to balance traits, and also allowed for custom races. The AI was significantly improved, to the point that they didn't all do the exact same thing over and over. the new battle engine made tactics more important than they were before, but you could still auto-battle if you were bored with the complexity. The ability to settle many planets within a system also made the large-scale tactics of a war more complex and interesting, as taking an entire system was harder than taking one planet.

    It wasn't a perfect game, of course. One of the major complaints from players was, as the game progressed, the micro-management in the game became too much to deal with. And since you couldn't create build scripts or hand-over the basic colony maintenance to an AI, the endgame ground to a halt for larger galaxies.

    So, we all got excited when they announced MOO3: perhaps this was the chance to perfect the game, and maybe upgrade to a new game engine. The following is a short-list that would have made any fan salivate:

    * Fix the multi-player.
    * Add a new 3D starmap/graphics engine.
    * Make build lists longer and allow scripting, and possibly add an OPTIONAL AI colony governor you can research.
    * Add more tech and attributes and a new story, just to make the game "fresh."

    Unfortunately, they broke far too many things and created a game that practically played itself. Instead of adding scripting and optional AI to avoid the late-game micromanagement overload, they got rid of it entirely. All of the improvements in the AI system in MOO2 were tossed for a convoluted and cryptic new system that left players uninformed about AI relations, and pissed just interacting with them. It was a horrible piece of gaming 'innovation,' and gamers gave it exactly the respect it deserved.

    --

    Man is the animal that laughs.
    And occasionally whores for Karma.

  56. "Pointless" innovation? by Bones3D_mac · · Score: 2, Insightful

    Whenever you luddites stop shivering, maybe you could actually try to understand that such "pointless" innovation is necessary for the survival of the game industry. Game development is a process of continual trial and error. If developers don't keep pushing the envelope, they risk having the user become bored with their products. And if you remember the video game crash of the 1980s, offering too many similar-looking game to users is typically a bad thing.

    Sure, we've seen some of these "pointless" innovations fail the first time around on numerous occasions. But, when these innovations are picked up elsewhere and reworked, they can eventually lead to titles that go down in history as being revolutionary.

    So yeah... "pointless" innovation might be bad at first, but we f---ing need it!

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    8==8 Bones 8==8