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The Decline of Fiction In Video Games

Speaking to Eurogamer, art maestro (and visual design director of upcoming stealth/action game Dishonored) Victor Antonov put into words what many gamers have been feeling about the gaming industry of late: "It's been a poor, poor five years for fiction in the video game industry. There have been too many sequels, and too many established IPs that have been ruling the market. And a lot of them are war games. And they're great projects and great entertainment, but there's a lack of variety today. So, when you step out of this established genre, people cannot grasp it, or the press tries to find a match. ... We were always waiting for the next generation of great worlds or great graphics. Well, great graphics came; the worlds that came with these graphics are not up to the level of the graphics. ... Games should sort of split up and specialize and assume that there's such a thing as genre, and they shouldn't try to please everybody at the same time and try to make easy, diluted projects. Let's go for intensity and quality."

2 of 197 comments (clear)

  1. Looks like someone... by xavdeman · · Score: 5, Interesting

    hasn't played enough games outside of the best-sellers. There's lot's of games with well written stories and intriguing worlds that were all new IPs. From the top of my head:
    -Bioshock
    -Bastion
    -Portal
    -Braid
    -Alan Wake
    -The Secret World (just released!)
    And that's just the big, well-known titles. I'm sure if you start reading a quality gaming blog like Rock Paper Shotgun you'll be up-to-date on some great indie titles as well in no time at all, sir. (also take a look at things like the Humble Indie Bundle, sometimes these bundles contain really well written adventure games (and they always contain games with Linux support)

    We've also seen the resurrection of franchises like Fallout, and Deus Ex, while not having extremely well written dialogue (with the possible exception of Fallout: New Vegas, which was made by Obsidian instead of Bethesda), they are still worth playing for the world and the story the players themselves can write through their actions.

  2. Is it any wonder? by bearded_yak · · Score: 5, Interesting

    I'm not surprised by the state of the industry. The decline began a few years ago when a new generation of players chose war/battle/FPS games over First Person Action games (What's FPA? Think Myst, kids. If you don't know what that is, you know where to look).

    In my opinion, war-like gaming appeals to a base survival and agression instinct and can indeed be involving, but eventually becomes numbing and the player is unsatisfied until another game provides a stronger instinctual reaction, which becomes more and more difficult to achieve. As this happens, interest falls off. I've seen it happen to people time and time again.

    Storyline-based gaming based primarily on a world and interactions within that world activates more of the creative portion of the mind, digging out the player's imagination from under the clutter that schooling and obsessive parenting buried it under. The abilities of the imagination are endless and a properly planned First Person Action game uses as much of the player's imagination as it does game mechanics, ensuring that the user is partially responsible for creating their own experience.

    For the most part, I think the folks at Frictional Games might understand how to use the best of both better than anybody. While their games may not appeal to today's most vehement FPS gamers, once those same people reach an insurmountable numbness with their own genre, those who try the kind of product Frictional puts out could find some comfort, as Frictional builds on a mix of both survival instinct and imagination.