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November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [5]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
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Features
  Gamasutra's Top 20 Trends of 2008
by Christian Nutt
6 comments
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December 17, 2008 Article Start Previous Page 4 of 10 Next
 

7. New Retro Games + Retro Franchise Reboots = $$

New IP is tough to make work. Endless sequels become boring. Look to the past. Capcom has taken this tactic to heart, with three standout titles each taking their own angle on the tactic.


Capcom's Mega Man 9

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Firstly, there's the pure approach of Mega Man 9, which works entirely within the conceptual limitations of the NES-style platform that spawned the first six games in the series. Then, there's Super Street Fighter II HD Remix reimagines the classic fighter as a hand-illustrated, more accessible online dream.

Finally, there's Bionic Commando Rearmed, which uses contemporary technology to remake a die-hard gamer classic that hasn't had a fitting followup in 20 years -- in itself a teaser for a more fully-featured franchise reboot due next year. (Capcom had less interesting examples, too: 1942 and Commando had forgettable installments this year.)

It's not just Capcom which is taking this tactic -- it's just the most significant practitioner, with strong classic IP and robust support of download platforms. With other companies such as Namco Bandai resurrecting Pac-Man and Galaga in enhanced form, and Tecmo Bowl returning on Nintendo DS, existing names that people have nostalgia for, as in many other industries, might be gold.

8. Japan - Insular? Obsolete? Self-Critical!

Japan is widely perceived as struggling this generation. Yes, Nintendo is a world-beater. But core gamers have shifted their tastes to the wares of Western developers.

In fact, very few Japanese-headquartered companies have been able to capitalize on the strong support of Xbox 360 and PlayStation 3 gamers with anything like the reliability that they had in previous generations, or find the success on Nintendo's platforms that they previously had on Sony's.

This problem is significant enough that Yoichi Wada, president of both Square Enix and Japanese industry group CESA said in October that the Japanese games industry has "lost its position" on the world stage.

The problem is multifaceted, taking in technological, cultural, and audience issues that are difficult to untangle -- or solve. A walk around the Tokyo Game Show floor this year showed that the response of many developers has been to concentrate on the platforms that are popular in Japan -- Nintendo's -- with games that cater to niches in the market: RPG and simulation titles which de-emphasize action.

Of course, this tactic keeps the developers from gaining the technological expertise or cultural currency to ship products with global appeal; it's a vicious cycle that Wada wants to see the Japanese industry break out of.

The most positive sign, though, is that Japanese developers recognize their limitations and how to work within them. This war will not be won by ignoring these limitations, but by learning to work within them to create titles, like Grasshopper Manufacturer's No More Heroes, which maintain the unique creative spirit of Japanese development while plumbing themes and gameplay enjoyable by broad audiences.

 
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Comments

Daniel Kaplan
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h, University of Skövde =) Don't forget that you have www.dreamlords.com (MMORPGRTSsomethingsomething) www.puzzlegeddon.com (Pieces Interactive, they also did Fret Nice) and Loot, Steal 'n Destroy www.ludosity.com from there also. Oh yeah. That the Grin staff (the dudes working with Bionic Commando and Terminator) has a lot of former Skövde-students.

Daniel Kaplan
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I also forgot to mention some other people from Skövde:
Erik Svedäng, creator of Blue Berry Garden www.eriksvedang.com

Daniel Remar, creator of Garden Gnome Carnage and Iji www.remar.se/daniel

Björn Hurri, www.bjornhurri.com One of the best concept artists in the world. You can see him posting a lot at conceptart.org And his "sidekick";

Peter Trappe, www.petertrappe.com concept and 3d artist.

Tom Newman
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The trends I am most happy about are the shift in innovation from the east to the west (it's about time -lol), and the re-emergence of not just retro games, but the general return to 2D as being a viable way to make great games. More HiDef 2D games in 2009!!!

Guy Woodwood
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In terms of Hollywood and games it's a shame Casebook (casebookthegame.com) wasn't mentioned in point 11 as it's the closest the games industry has come to Hollywood and it happened this year

Brian Bartram
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re: Hollywood and Games...

anybody remember John Woo's Stranglehold? There's an epic tale of attempting to fuse Hollywood and games. Released in late 2007, literally a sequel to "Hard Boiled", both Woo and Chow Yun Fat were involved, many many millions spent on development (can't dig up the actual figure at the moment, but it's staggering), lukewarm reception (7s and 8s on a 10 pt scale).


julian farquar
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re: Stranglehold and casebook

Yeah, i remember Stranglehold (it was only a year ago), and I remember how weakly it compared to something like Max Payne 2, even after the patch. It deserved a 7, though the storyline deserved a 2. As for casebook, I had a look at that, too, and ... well, it's obviously designed for the casual game market, but it's a real step up from Wing Commander 4, or C&C, in terms of how the story grafts onto the gameplay. It really does blur the line between game and TV (which, in my humble opinion, has been pretty clear cut despite various hypes).


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