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For
our debut 'Question Of The Week' we asked what, in the opinion of
Gamasutra's readers, the most creative game of 2004 was, and, of
course, why. We received a massive amount of feedback, with over
60 responses, some of them hundreds of words long, and have compiled
the best and most interesting comments here. Although hardly canonical,
the results show exactly what the professional gaming community
thinks of the state of creativity in the industry last year, and
how some titles are bucking the alleged trend of gameplay conservatism
tied to the increase in game budgets.
Katamari
Damacy - 2004's Watchword For Innovation?
Although
it was, perhaps, obvious, the overwhelming choice of most of the
respondents was Namco's 'object aggregation simulator' Katamari
Damacy. An astounding 75 percent of commenters mentioned the
PlayStation 2 title at least once, and it's obvious that the completely
unconventional gameplay, in which the lead character rolls a ball
around, sticking objects in the game world to it, as the ball increases
in size and more objects can be accumulated. Here are a selection
of the many responses praising the innovation of the title:
Katamari
Damacy, hands down. Unique concept. Unique gameplay. Solid
execution. And most important of all, it was _fun_.
- Vince Dickinson, EA Tiburon
I
don't think you can use the words "creative," "games,"
and "2004" without saying "Katamari Damacy."
This is simply a wonderful, original game that players of all
ages can understand and, most importantly, enjoy. I was shocked
with how simple yet engaging the game is. The premise is, as far
as I know, completely new, and certainly the execution of the
game is unique. I consider one of Katamari Damacy's biggest
accomplishments to be its reinvigoration of an arcade-style gameplay
mechanic by utilizing simple controls to realize progress in the
game. It's all about the controls!
- Eric Ellenberg, Georgie Institute of Technology
Katamari
Damacy, of course! :) A drunken king? Recreating the stars
out of balls of trash? Who could ask for anything more?
- Mark DeLoura
Katamari
Damacy - you take a simple mechanic such as rolling a ball,
and somehow pick up this multilayered dynamic as you abstractly
roll over it. Each layer increases your range of challenges. Plus,
each layer rewards you in the simplest of ways: "Oh! I caught
a cow!" "Oh! I caught a bikini girl!" "Oh,
now I can get that Giant Squid that was bullying me before!"
"Oh!!! I caught a rainbow!"
- Nat Loh, Mechanical Butterfly Studios LLC
Katamari
Damacy. I've never been so addicted to complete stupidity at
any other point in my life. :)
- Anonymous
Katamari
Damacy was easily the most creative game of 2004. The gameplay
was simple but addictive. Just being able to market a game where
the object is to roll EVERYTHING up into a giant ball is amazing.
- Chris Allen, Volition
The
one game that immediately springs to mind is Katamari Damacy
for the Playstation 2. The graphics were simple, the gameplay
was simple, but the concept was extremely unique. Sure, there
was the jazzy music and the incredible sense of scale one got
in the later levels (you could eventually pick up towering scyscrapers
and even land-masses with your ball, though you would start relatively
small each time), but just the idea of rolling around, picking
things up, and making your ball grow was entertaining and extremely
unique.
- Matthew Thomas, University Of Montana
Katamari
Damacy, because it didn't limit itself by obsessing over the
guns, the photorealism or the IP of others. Think about it - what
do any of those have to do with creativity?
- Anonymous
Indie
Notables - Alien Hominid, Gish, Outpost Kaloki
There's
often opportunity to innovate in the independent gaming scene, where
much lower budgets mean gameplay experimentation is a somewhat easier
(although many indie titles are not necessarily innovative in any
way.) Nonetheless, titles singled out by commenters include The
Behemoth's Flash-originating 2D console actioner Alien Hominid,
as well as Chronic Logic's PC physics-based platformer Gish,
and intriguing indie strategy game Outpost Kaloki. In addition,
one respondent argued that micro-indie titles are the only places
where creators are completely unfettered.
Of
the few games I did have a chance to sample, Alien Hominid
was probably the most creative game that I had an opportunity
to play. The title had a hilarious and cohesive cartoon style
to it- lots of great animated squash and stretch on the 2D sprites.
The action was completely retro 2D side scroller shooter with
additional combat abilities, like jumping on agents and biting
their heads off. You can customize your character with hilarious
unlockable hats. Vehicles range from tanks and spaceships to a
Siberian Yeti. There is nothing as fun as eating cartoon Soviet
solders via a Yeti. I couldn't stop laughing the first I played
that level. Additional retro action in the form of mini-games
like the atari-esque "Super Soviet Missle Master" add
to the replayability of this game. I really have a hard time putting
this game down.
- Camden Bayer, UDCom
Alien
Hominid - when considered as a whole. The art direction is
slick, and the lead character breaks the mold for side-scroller
heroes. Where this game really shines creatively is the extras
- PDA Games and Super Soviet Missile Master make Alien Hominid
a creative delight!
- Anonymous
The
2D 'side-scroller' platform game was tired (and largely retired)
years ago, but Gish makes it fresh again with the addition
of really unusual characters, unique abilities, and a solid use
of physics as an integral part of gameplay.
- Jay Barnson, Perimeter Data
Gish
- gaming's first hydrodynamic hero perhaps? A fun variation
of the venerable platformer, for the PC no less.
- Anonymous
Gish,
a shareware game. Physics and playability at the service of fun,
not the other way around.
- Anonymous
Outpost
Kaloki is a completely different take on the "Tycoon"
game genre, giving it personality, humor, story, and a completely
accessible interface. It really took Tycoon games to the most
interesting new places the genre has been since Tropico
and Roller Coaster Tycoon.
- Anonymous
In
the end, I will venture to guess that the most creative games
were probably made using Mark Overmars' Game Maker tool, and nobody
outside of that community will ever hear about them (with rare
exceptions like Jumper and Seiklus). Not because
the games aren't good - there's some really great stuff being
done there - but because it's all being made by kids, and it's
not polished or presented to the world in the way that the AAAs
or even the indies are. And it's more creative because they're
all just toying around there; besides obvious the clone projects(which
are popular and yet at the same time frowned upon) there's no
real "manufacturing" going on, no profit/loss worry,
no marketing or distribution other than a forum post and a Geocities
page. They can think up a crazy idea and they have a good enough
tool to do something with it other than plead to people: "write
my game, guyz!" I haven't followed that scene lately, but
it is most definitely one to watch for amateur talent.
- Anonymous
The
FPS Kings - Half-Life 2, Doom 3, Others
Although
riffing on the central FPS gameplay theme, it's clear that some
of the biggest titles of this year from Valve, id and Bungie had
chunks of innovation in them that can't be ignored. A number of
those who replied picked up on this, pointing out facets of these
titles, as well as other which really help take game immersiveness
or community interaction to the next level.
Half-Life
2's effortless ability to immerse you in its world began
before you'd even hit "New Game". In one menu vignette
the birds are a-singing, frogs a-croaking and the waves a-lapping
until an oppressive helicopter invades the scene, ruining the
tranquillity. You're eye is then drawn to the litter floating
in the river, which begins to bob up and down in reaction to the
helicopter’s down-draft. Why has this area become so dirtied
by trash and sound pollution? The helicopter passes in to the
distance - but it will be back. That is, unless you do something
about it...
- Kenneth Young, SCEE
Half
Life 2 - I have to give Valve credit for a number of reasons
- the company, despite the numerous delays, breaches in security,
and legal battles with their publisher, has managed to once again
lay the foundation for the community to thrive upon, an incredibly
creative move. This is still the only PC game engine that I know
of who has a built-in voice client. It's been 6 years and counting...when
will the rest of the PC gaming sector catch up with this advent?
- Anonymous
Regarding
Half Life 2 - technically, it is the greatest advance in gaming.
I have had some of my greatest gaming moments ever playing this
title. The stress of guarding places in Nova Prospekt, followed
by the euphoria of finally getting through it is one of them.
Another that comes to mind happened while playing Half-life
2 deathmatch - I was fragged by a friend armed with a melon-equipped
gravity gun! I laughed so hard, I was killed twice more before
I could recover. The graphics, physics, story, voice acting -
it's the most complete package that a game has ever been.
- Todd Howard
Half
Life 2, because it was so much fun to play and to just look
around inside because of the exceptional graphics. Valve also
brought new life to their other Half Life games by using
Steam, and also porting them to the Source engine. You get all
of this for the price of one game. Not a bad deal at all. It extends
the life of the game and the value of the game was worth the price.
- John Nelson, Atomic Design Laboratory
I
think Doom 3's use of music as an integral part of the
soundscape was an excellent idea and beautifully executed. As
the player moves around the environment they are unwittingly acting
as a DJ, organically mixing between whispering voices and the
choirs of the damned.
- Kenneth Young, SCEE
Doom
3 - The editing tools that are built into the engine of Doom
3 are a blessing for modmakers and mappers. These are creative
tools for creative people, and I look forward to the next crop
of games to take advantage of this technology. This game, however,
looks simply wicked.
- Anonymous
I
know I'll take some flak for this, but I really enjoyed the creative
implementation of Halo 2's new gameplay features. To fans
of the game, it felt intuitive and familiar, but it also gave
the player a lot of new toys to play with (dual wielding, new
vehicle options, etc.). It was also accessible for folks playing
the game for the first time, which you have to respect as well.
No, its not the next Sims or Katamari Damacy, but
I think its very creative and original for a big-budget sequel.
- Coray Seifert, Large Animal Games
Other
Stand-Outs, Pointed Responses?
Although
there were a core of particularly honored titles, there were a multitude
of worthy games mentioned only once or twice, and we're happy to
present the highlights here. It's good to see a range of games honored,
showing that, although lack of originality and creativity is often
bemoaned, there are plenty of games out there twisting the normal
formula around. To end, there's a particularly dead-on response
which wonders if the question of originality is even fair. Perhaps
it's not, entirely, but at least it's provided some interesting
feedback here. Thanks to everyone who replied.
City
of Heroes - This game turned the "Massively Multiplayer
RPG" concept on its ear in a number of ways, defying convention
and proving that it could still work. It caters to casual players;
partly does away with the concept of 'collecting unique loot';
allows an incredible freedom of movement through the gameworld;
prohibits almost all means of griefing; de-emphasizing penalties;
and provides an excellent mechanic for allowing characters of
extreme level variations to play together. It also maintains an
outstanding loyalty to its source material, presenting most game
mechanics in terms and forms that appear a natural part of the
superhero comic-book world.
- Jay Barnson, Perimeter Data
The
Legend of Zelda: The Four Sword Adventures - because it, beyond
any other game in 2004, showcased a compatibility between the
two distinctive gaming platforms (the GameCube & Game Boy
Advance) from Nintendo and created another industry standard.
- Martin Gosserand, MCK
City
of Heroes, for providing a streamlined, addictive, and high
intensity take on the old MMORPG genre.
- Anonymous
Singstar
is also another groundbreaking creative breakthrough. The idea
of combining karaoke with actual gameplay (being rated on your
performance) is simply brilliant, and deserves to go down in gaming
history.
- Soeren Lund, Deadline Games
Paper
Mario 2: The Thousand Year Door. PM2 has an original graphical
style, which is blended intuitively and creatively with its gameplay.
For example, as a piece of paper, Mario can turn sideways and
fit through small gaps, roll up into a tube, or turn into a paper
plane at various parts of the game. The battle system is also
unique, with a small test of co-ordination required to complete
each attack. Thid may sound like a small factor, but it is effective
in player's attention during battles - something that many RPGs
struggle to do. Battles take place in front of an audience in
a theater, and if a player consistently pleases the audience,
the size of it will increase. Lastly, and also most importantly,
the game has a crazy sense of humour and light-heartedness, which
fits well with its theme.
- Anonymous
Another
great game is Warhammer 40,000: Dawn of War. Quite simply,
it is the best RTS for skirmishes (single or multiplayer) that
I have played since the original Red Alert. Four unique
races, each with vastly different strategies should be a balancing
nightmare - and yet it excels, where all others have failed. With
on-field reinforcements, deep upgrade levels, and unit types that
shine amidst the wonderful graphics engine that allows close viewing
of the action on the field, the game has been an addiction for
me even with the release of Half-Life 2.
- Todd Howard
The
new release of In Memoriam (called Missing: Since January
in America) is one of the most creative titles of the year.
The revolutionary view of gameplay, along with execellent video
and audio makes it an extremely creative game. If the actual game
design had been a little better, it would have been a smash-hit.
- Daniel Sundstrom, Behind The Kurtain
Grand
Theft Auto: San Andreas for being the next installment in a
series that continues to change the gaming industry.
- Anonymous
Ratchet
& Clank 3: Up Your Arsenal is one of the most creative
games I've played this year. I thought that series was always
enjoyable because of the unique weapons you gain as you progress
throughout the game, but this latest version is the most creative
still. One of my favorite weapons in this newest version is the
Rift Ripper - I thought it was really smart that someone considered
having a weapon based around a black hole.
- Josh Slaymaker
Karaoke
Revolution - unique gameplay accessible to gamers and non-gamers
alike. Fun to play and fun to watch, proves that playing games
can be a sociable activity.
- Anonymous
Fable,
because of its Grand Theft Auto type of freedom in an
RPG universe.
- Anonymous
Legend
of Zelda: Four Swords Adventures because of the innovative
mechanics; having four "main characters" in a console
RPG led to some interesting and challenging puzzles and levels.
- Chris Herborth, Texar Corporation
EverQuest
2 attempted to advance a weak MMP game market adding a plethora
of new features, especially voice acting and facial expressions.
Prior to this MMP games were static, boring leveling grinds. The
core grouping dynamics were challenged, even though they could
have quite easily just left the power-gamer essence that made
the first EverQuest successful. I applaud this title for
their efforts to advance what I feel is a genre that deserves
more design emphasis, better sense of place, and plot. The degree
of creativity in the project was done with one thing in mind -
the player, not the market.
- T. Elliot Cannon, Crytek
Rome:
Total War - I believe that Rome: Total War is the greatest
and most original titles of the real-time strategy and turn-based
strategy genres out there. Consider the fact that you can play
each of the games styles or both, its epic battles and complexity
of gameplay makes it a favourite of mine.
- Dean Zisman
EyeToy
is equally another game/gadget that open up new avenues of interaction
with games. Unfortunately, no-one has come up with the perfect
game to exploit the device, but I'm sure it will come.
- Soeren Lund, Deadline Games
Part
of my own problem in finding creative games is that there are
so many games being made now, and so many games are built on top
of previous ones in genre or specific elements, that it's really
a very silly question to ask. People don't ask this question of
movies or songs - why is interactive entertainment any different?
- Anonymous
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[Article illustration by Arjan Westerdiep @ drububu.com]
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