Creativity in games on the decline?
by Dark Tengu · in General Discussion · 04/15/2006 (10:17 pm) · 8 replies
I have spent the last hour or so on IGN.com looking at all of the different games coming out. I must say that it was quite discouraging. All of the games seem to be 1 of 3 or 4 types. In some ways I think that this a great thing for Indie developers. Let me explain:
1) I see many Indie developers trying to do the EXACT same thing as the big boys. IMHO, this is a HUGE mistake. I really don't see how an Indie developer is going to make a hit MMORPG. Many people people try, but very very few succeed. I think Josh Ritter is a perfect example of what to do. He made a great product that isn't your everyday MMORPG. It offers something that the other MMOs don't, free online play (yes yes I know about Guild Wars) and single or multi player. My point is Indies can afford to be risky with a design, the big boys cannot. That is our leverage.
2) I think that people will eventually notice that commercial developers follow a template and get bored. To me it seems a lot like MADLIBS, A long time ago, a hero named X saved princess Y. The creativity has just gone. Because the creativity is gone (not entirely), games today are just full of sex and violence. Don't get me wrong, sex appeal and action/violence in a game has its place, it just has to be more than that. My point is most commercial games do not have very much depth.
3) The budgets for commercial games are getting so big that it will be harder and harder to make a profit. Look at the movie industry, many indie movies/documentaries have turned out to be extremely successful (Blair Witch, Napolean Dynamite). The game industry would be smart to NOT follow in the foot steps of Hollywood.
I think that it is a great time to be an indie and there are definately new ideas waiting to be done by us. I really enjoy looking at all of the different things people are doing in the Torque community. The future looks very bright for Torquers. Especially looking forward to Air Ace.
1) I see many Indie developers trying to do the EXACT same thing as the big boys. IMHO, this is a HUGE mistake. I really don't see how an Indie developer is going to make a hit MMORPG. Many people people try, but very very few succeed. I think Josh Ritter is a perfect example of what to do. He made a great product that isn't your everyday MMORPG. It offers something that the other MMOs don't, free online play (yes yes I know about Guild Wars) and single or multi player. My point is Indies can afford to be risky with a design, the big boys cannot. That is our leverage.
2) I think that people will eventually notice that commercial developers follow a template and get bored. To me it seems a lot like MADLIBS, A long time ago, a hero named X saved princess Y. The creativity has just gone. Because the creativity is gone (not entirely), games today are just full of sex and violence. Don't get me wrong, sex appeal and action/violence in a game has its place, it just has to be more than that. My point is most commercial games do not have very much depth.
3) The budgets for commercial games are getting so big that it will be harder and harder to make a profit. Look at the movie industry, many indie movies/documentaries have turned out to be extremely successful (Blair Witch, Napolean Dynamite). The game industry would be smart to NOT follow in the foot steps of Hollywood.
I think that it is a great time to be an indie and there are definately new ideas waiting to be done by us. I really enjoy looking at all of the different things people are doing in the Torque community. The future looks very bright for Torquers. Especially looking forward to Air Ace.
#2
04/16/2006 (10:21 am)
Since the return of the industry in the mid-80's, I've heard this same debate yearly as people look at the shelves, are unhappy, and set out to make their own in whatever "small market" there is, whether it be the shareware industry or the new indie industry. And, strangely, the games within the small markets have often emulated not only popular games to gain a customer base but by the games they enjoyed themselves. Often these games, either the ones for others or for the self, are modeled after exising titles but scaled accordingly. At least the ones that get finished are scaled accordingly.
#3
Trying to convince the General Population to buy a product they don't want, and it usually doesn't sell...
I don't think being in a particular 'niche' of business level['Indy' or otherwise] is necessarilly a contributing factor towards the mission plan's success.
It's the product, fan-bois notwithstanding...I mean, kudos to "Air Aces", but I'd rather be piloting an A-10 SIM myself...and would buy that type of product, not settle for an 'Indy' title, because it's an 'Indy' title.
04/16/2006 (12:14 pm)
IMHO, video 'games' are simply a 'product' like any other manufactured item and are, more or less, under the same market dynamics as any other 'product'. Produce something your 'market' wants, at a reasonable delivery point, fulfill the 'expectations' of the consumer who purchased it, and things sell. You can be big, you can be small.Trying to convince the General Population to buy a product they don't want, and it usually doesn't sell...
I don't think being in a particular 'niche' of business level['Indy' or otherwise] is necessarilly a contributing factor towards the mission plan's success.
It's the product, fan-bois notwithstanding...I mean, kudos to "Air Aces", but I'd rather be piloting an A-10 SIM myself...and would buy that type of product, not settle for an 'Indy' title, because it's an 'Indy' title.
#4
And the majority of people don't actualy like all games. I'm partial to RPG's followed by exceptional RTS and FPS about equal. I also like space combat trading games, but just don't have time for them. Racing Sims would be 4th, but I don't care for unrealistic arcade racers.
I've actualy found that I like more than most gamers, I typicaly do not like casual games, but do play them on occasion on recommendation, this includes the majority of indie games. Most indie games tend to have low production values and rely on a gimmick, which allthough novel are rarely taken far enough to sustain my interest for a long enough period time that I would want to buy it.
04/16/2006 (1:07 pm)
I don't think much has changes, except there are more games than ever before. Plenty of cool new things being done. But everything is market driven. And the majority of people don't actualy like all games. I'm partial to RPG's followed by exceptional RTS and FPS about equal. I also like space combat trading games, but just don't have time for them. Racing Sims would be 4th, but I don't care for unrealistic arcade racers.
I've actualy found that I like more than most gamers, I typicaly do not like casual games, but do play them on occasion on recommendation, this includes the majority of indie games. Most indie games tend to have low production values and rely on a gimmick, which allthough novel are rarely taken far enough to sustain my interest for a long enough period time that I would want to buy it.
#5
There are few developers/publishers out there who take the risk to introduce innovative titles to the market, for fear that it won't hit off well. So they don't take any chances, they stick with what works. Right now, making the same crap over and over is what works.
You also have other things to blame. If you want to make an innovative title, you better put 5 good years and a crap load of money towards it. Oblivion, Operation Flashpoint 2, Half-Life 2, all of these games are/will be absolutely AMAZING games because they take literally 4 years or more to complete.
This industry will never be perfect. But it's on a huge incline, so things will change for better and for worse.
If you think these games are repetitive, and they are, tell the world to stop buying them, and then they'll stop making them.
04/16/2006 (2:05 pm)
Some game developers/publishers are in it for the money, that's all. They make games that will make the most sales because of the majority of people who buy those particular games. It's a simple and obvious thing to understand about the industry. There are few developers/publishers out there who take the risk to introduce innovative titles to the market, for fear that it won't hit off well. So they don't take any chances, they stick with what works. Right now, making the same crap over and over is what works.
You also have other things to blame. If you want to make an innovative title, you better put 5 good years and a crap load of money towards it. Oblivion, Operation Flashpoint 2, Half-Life 2, all of these games are/will be absolutely AMAZING games because they take literally 4 years or more to complete.
This industry will never be perfect. But it's on a huge incline, so things will change for better and for worse.
If you think these games are repetitive, and they are, tell the world to stop buying them, and then they'll stop making them.
#6
I agree on operation flashpoint and Oblivion though :)
04/16/2006 (2:53 pm)
I thought HL2 was boring and repetitive, the nicest thing being the graphics, otherwise it was the same old thing stick in front of camera etc. Riddick was pretty innovative as an FPS and made a much bigger impact on me than any action oriented FPS since FarCry. I agree on operation flashpoint and Oblivion though :)
#7
That's what's wrong with a lot of commercial game developers today. Everything they make is based on making it "better" than some other game that just came out. It's like, all content, no context, oorrrrr, all context and no content. Nothing to actually keep everything in the game together.
Let's take Red Faction 2 for example. Good graphics, smooth framerate, really good weapons, and not to mention, the Geo-Mod engine. Unfortunately, however, there was nothing to tie the single-player missions together except one small FMV. I mean, one mission I'm in a graveyard, and the next thing I know, I'm driving a sub. Plus, the maps were all one-way. No room for the player to explore, take alternate paths in the game, or win a game using a different method than before. You play the game once, and there's no reason to play it again. The multiplayer maps were ok, but no real creativity there either. For the most part, it seems like that game was actually built around the Geo-Mod engine.
It's not just about making a better game than others. A game doesn't have to be the best game out there to be something a lot of people would enjoy. A lot of people are following one path here and that's it... sharper graphics, bigger guns, cooler particle effects, and some smart little engine that no one has ever thought of before to bring it all together. Sooner or later, our ambitions are going to exceed our technology. If we just focus on making our game something "new and improved," we're headed toward a dead end.
Of course, there's no real perfect game out there, and Red Faction wasn't bad. But, if there would have been more emphasis on gameplay, it could have been a lot more fun. And that's really what a game is about, fun.
I'm no commercial game developer though. That's just my take on all of it.
04/17/2006 (12:57 pm)
Talk to the players. Get their opinion, ask them what they want in a particular type of game, and compare their opinions to others. When asking these questions, work down a path. Don't just ask people general questions. That's just like asking what current game they like. You have to satisfy the expectations of others while keeping your vision of the game together.That's what's wrong with a lot of commercial game developers today. Everything they make is based on making it "better" than some other game that just came out. It's like, all content, no context, oorrrrr, all context and no content. Nothing to actually keep everything in the game together.
Let's take Red Faction 2 for example. Good graphics, smooth framerate, really good weapons, and not to mention, the Geo-Mod engine. Unfortunately, however, there was nothing to tie the single-player missions together except one small FMV. I mean, one mission I'm in a graveyard, and the next thing I know, I'm driving a sub. Plus, the maps were all one-way. No room for the player to explore, take alternate paths in the game, or win a game using a different method than before. You play the game once, and there's no reason to play it again. The multiplayer maps were ok, but no real creativity there either. For the most part, it seems like that game was actually built around the Geo-Mod engine.
It's not just about making a better game than others. A game doesn't have to be the best game out there to be something a lot of people would enjoy. A lot of people are following one path here and that's it... sharper graphics, bigger guns, cooler particle effects, and some smart little engine that no one has ever thought of before to bring it all together. Sooner or later, our ambitions are going to exceed our technology. If we just focus on making our game something "new and improved," we're headed toward a dead end.
Of course, there's no real perfect game out there, and Red Faction wasn't bad. But, if there would have been more emphasis on gameplay, it could have been a lot more fun. And that's really what a game is about, fun.
I'm no commercial game developer though. That's just my take on all of it.
#8
04/17/2006 (1:10 pm)
This recent article by an indie developer would seem to argue the opposite of this thread.
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