Boy am I glad he's making a game without guns and the shooting of people.
But SpyParty isn't a game about guns and the shooting of people. ; )
Boy am I glad he's making a game without guns and the shooting of people.
I would rather see gamers say something like "I'm looking forward to what's next from From Software, Patrice Désilets, or Frictional Games."
I always measure my excitement for any given project by Studio and/or Director/Producer
But at the same time if I keep hearing a team I'm unfamiliar with has made a great game, I'm not going to ignore that.
thats not a problem with games, thats a problem with HUMANS
we want to have the familiar. who are you trying to market your games to? Humans or Aliens? Humans like things that are the same as other things they have seen. Things that are different instinctively scares us and makes us question whether or not the game will be good or whatever.
thats why we have something called genres. if humans actually wanted true variety all the time, there wouldnt be something like that.
People generally find familiarity to be comforting...
I'm fine with everything else in that rant to the point that I want to give it a standing ovation, but what a shortsighted example that was. Asking people who aren't game designers what their dream project would be is going to result in a pined-for sequel nine times out of ten.
I like how "sameness" means games that aren't fun. Not to say he doesn't bring up valid points but it always seems that this argument seems to allude to that point.
He seems to not be considering that computer games are iterative, or at least they have been to this point. In part this is driven by technology. The technology of computer gaming is not mature and has continued to evolve rapidly for 30 years. There's a big draw in constantly improving the same basic game concepts.
From the perspective a creator, sameness may often be bad. From the perspective of the audience and/or customer, it may often be good.
However, I think his point can be understood better by moving laterally and observing that the games industry ruthlessly attempts to exploit what is popular even when that's NOT a productive enterprise. People buy each new Call of Duty because they're investing in the platform, to experience the next iteration of the ongoing game they want to play. That's fine. But the rest of the industry stumbles over itself desperately trying to say "LOOK! WE HAVE COD TOO! PLEASE BUY OUR GAME!"
And most of those CODalikes fail because the audience is already being served. It'd be like trying to start a mainstream sport called "Baseball II" which was just like baseball except with a few minor cosmetic and rulesheet differences. It wouldn't go anywhere. Baseball already has its audience.
In this sense, I think it is still the industry's fault for wasting so much time, talent, and money chasing blue birds that it is never going to catch. How many fresh games could have been funded these last five years, to see if another big thing might catch on, if millions hadn't gone to failed COD clones?
I'm not sure the food analogy is solid there at the end. Entertainment is a bit more subjective than the hard science of what someone needs in a survival sense.
However, his best point is about the gaming press. The press does a terrible job of emphasizing the things that it should be emphasizing. However, man alive, have I heard laments from a few writers in the gaming press. It is often the people at the top, editors and publishers, who dictate the state of gaming journalism. That "tough investigative reporting" people often ask for wouldn't be published even if it was performed and the writers know it. Publishers aren't going to encourage writers to draw attention to an innovative game because they just want to make sure their organization is doing a great job hyping Mass Effect 3.
Another word for innovative is unrelatable. If you create an entirely new experience, how do you sell that to players who won't understand it easily? (See: any Akitoshi Kawazu game). Everybody wants innovative games, but they don't want to put in the effort to learn them.
I think you can see a bit of this in the way that people tend to like one or two games from a particular genre, but never grow to love the genre as a whole because their base understanding of the genre has such a small sample size.
World of Warcraft, for example, didn't translate into more MMO players because for a majority of the players, WoW was the first and only MMO they played - and they had trouble relating to other MMOs because they though WoW was the definition of the genre rather than a particularly polished outlier. Other examples include Final Fantasy Tactics fans disliking every other tactical game or people who won't hate JRPGs (but love Chrono Trigger or Final Fantasy VII).
I think amid the mainstream gaming crowd, a preference for sequels is a genuine problem, but amid the hardcore crowd, it has more to do with developer pedigree.
We tend to find interest in games that are from people we can trust to make good games, as opposed to going after the unknown.
Tri-ace fans had a strong interest in Resonance of Fate, thatgamecompany fans had a strong interest in Journey, Team ICO fans are longing for the Last Guardian, and Naught Dog fans can't wait for the Last of Us. Same for Bungie's new IP or any new ideas Miyamoto decides to bust out.
Hecker mentions Double Fine's kickstarter, but those people merely want a new ADV from a source they know and trust. It could be an ADV that makes use of numerous modern tricks of the trade, and possibly innovates in many ways, but because it's an ADV it gets lumped in with barely evolutionary sequels?
A lot of good points have been made already, but my biggest gripe is the idea that this is somehow exclusive to the game industry. Books, movies, music, hell, our entire cultural experience could largely be dismissed as endlessly recycling the same old things over and over. That's not some secret revelation he's uncovered about the games industry, it's a fundamental truth of the human experience.
Yeah, we eat a variety of foods because we would get bored eating the same thing every day. But when you decide to order Chinese food because you're in the mood, do you order from a new restaurant every time or do you order from the place you like the best? To keep the analogy going, the people buying COD every year are not eating the same thing every day, they're just ordering from the same restaurant when they're in the mood for a certain kind of dish.
I understand his larger point, but that really bothered me. I'll agree that the games industry has more room for true innovation than any other medium, but if we look at how the other mediums of culture have developed, they've also stagnated. Once you've created a base set of methods, ideas, structures, genres, etc, you just continue to reiterate on those.
Ultimately much of our culture, and its mediums, is based around entertainment like it or not. If the same old thing is still fun, or tasty, or whatever, it's considered successful. You might argue that true art isn't about having fun, but I'd retort that true art is never mainstream.
Developers are scared to make drastic changes and lack creativity.
It's up to the developers to be brave and stick up for their best ideas.
I quit my job in social games because it was such a sad place drained of all creativity, now I'm trying to get involved with indie games because I believe that is where the most inventive and original games are coming from right now.
The reason I quit the company I was at was because they cloned a game that I loved. It really broke my heart to see them rip off something for dubious reasons.
I suspect it is more that publishers won't let them.
http://kotaku.com/5892030/spy-party...s-and-developers-for-lack-of-variety-in-games
Man I wish this was recorded. I do love how this man talks. He makes good points that aren't really unknown to the people... but I do agree that reviews tend to be balls and quite often presentation/immersion/ god rays tends to weight in heavier than gameplay/polish/fun/etc.
How many reviews out there noted that ME3 missions are much worse than ME2 in level and situation design? Do people really want to hold off waves of waves of stuff for an arbitrary amount of time in 2012 in single player? How many reviews docked points that 'their shepard' from ME1 can't get their face right?
And that kickstarter thingie... wasn't there a thread on gaf with similar responses?
Japanese games suck.
Western games suck.
bah.
*goes back to play more ME3*