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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."

11 of 260 comments (clear)

  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.

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    1. 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.

    2. 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.

    3. 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.... :(

  2. 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!

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

      An eleven-foot long black cuboid.

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

      Hey!

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  3. 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.

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  4. 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.

  5. 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.

  6. 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.

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