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Opinion: Be Wary Of The Innovation Bandwagon
by Kris Graft [PC, Console/PC, Exclusive]
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April 26, 2010
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[The game industry tends to be so obsessed with latching onto the next big innovation that it fails to flesh out -- or improve -- existing game concepts and ideas that are still viable, says Gamasutra's Kris Graft in this new editorial.]
I remember a review back in 2007 that said something to the effect that Call of Duty 4: Modern Warfare was the best take yet on archaic gameplay.
It was a backhanded compliment that basically said "Yeah, this is a great game, but it's so linear, so minus one point." Grand Theft Auto taught us that open world is good, so if open world means good, linearity means bad, right?
When Modern Warfare came out, I think people were kind of confused -- "Why do I love this game so much? It's so linear!" Linear was supposed to be old hat, but look, someone did something amazing in a heavily scripted game.
What Modern Warfare did was avoid a pervasive tendency in the games industry to jump onto the next innovation bandwagon, a habit that sees game makers skimping on fleshing out existing concepts, ideas or gameplay styles that still have plenty of life left in them.
It wasn't too long ago when game companies seemed to believe that in order to make an older franchise relevant, they had to make the next installment an open world game.
A lot of these open world games just ended up with a lot of empty space for you to drive, skate or run around in between doing things that were actually fun. So it annoyed me slightly when Tony Hawk and Burnout, for example, got all sandbox on me instead of really focusing on expanding and improving the fun core gameplay. Thanks a lot, GTA.
But this tendency goes beyond linearity. Look at 2D, for instance. New 3D console technology came about and for a while it seemed like the format was on its deathbed. Now, thanks in part to digital distribution, we can see that 2D will probably never die, but continue to evolve.
Dragon Age, StarCraft II, Braid, VVVVVV, Demon's Souls, Gears of War and even Forza 3 are specific examples of games where the designers didn't shy away from established conventions, but actually embraced those conventions and improved or expanded upon them meaningfully.
I'm not suggesting that game makers should slap some new paint on old crap and let me be nostalgic. I'm saying look at what you've got available to you, whether it's a gameplay mechanic, a story premise, a piece of hardware, etc., and ask yourself honestly if the work is done there.
Most great games aren't based on brand new, ground-breaking ideas. More typically, great games come from someone who has skillfully identified where existing ideas need improvement or further attention, and can execute on those observations.
In a blog post from a few years ago, Warren Spector said there are some innovators who are the "clean slate" guys who come up with these borderline crazy yet ingenious new game concepts that nobody has ever heard of before. Not only can they come up with the ideas, but they're also able execute on those ideas by creating a game that’s truly compelling.
But Spector said that he considers himself more of a "reactive" guy -- he plays existing games, gets annoyed with their shortcomings, and comes up with his own game that fixes the problems that he identifies. (Deus Ex, he said, was a response to Thief.) I'd argue that a really good "reactive" guy is at least as important as a really good "clean slate" guy.
I see support for the music genre declining, for instance, and I hope somebody as "reactive" as Spector gets annoyed about that and does something. Right now, people equate the "music genre" with dots that move across the screen.
Fewer people like playing games that have dots moving across the screen, so hey, I guess people don’t want music games anymore, right? That seems to be the logic going around. But someone out there will be able to take the current ideas in music games and make them appealing again.
Game creators should still absolutely take risks and pursue innovation. After all, without someone taking that initial risk in technology or game design, we wouldn't have the very conventions that I'm saying creators should continue to explore.
One can innovate in measured doses, though, and expand and improve upon existing ideas and concepts -- stand on the shoulders of giants (there, I said it). It's not simply about appealing to gamers' nostalgic tendencies or slapping a coat of new paint onto a tired idea.
There are just so many great ideas that have come before, it'd be a shame if the talented game makers of today didn't look at those conventions and take them to the next level.
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In regards to the music industry, it won't be until people find another way to be interactive will you see some form of change. Move and Project Natal might offer some chance of that actually happening. Although the technology is available for the Wii but they just have done it yet.
Being able to iterate on these games is only possible due to the upgrades in graphics fidelity - otherwise nothing has changed and the really hard game design problems of player agency or freedom, breadth of content and emergence don't have to be dealt with. We might be world champions at building a 20-hour crack pipe but what kind of interactions are you really creating or making possible? Do we even care?
We're using the same game design tropes from 20+ years ago and worse still these game designs are being copied over and over again without regard for the audience that has grown up and become literate to how gating and incentives work. I think the real interesting work is going to come from where people have run up [ or over ] the confines of simple game mechanics vs. narrative as discussed by J-Blow and others. In my opinion we make too many assumptions about players, and don't give them enough credit for being human and approaching game design with more interesting angles regards psychology, socialisation and motivation.
-- Chuan
"Innovation is good, and Total Innovation is good. But not all Innovation must be total, and not all good must be Innovation."
Thats, what good post are for, we all know it, but sometimes we forget and ignore, and they're here to remind us and make us think further on them.
I think a game such as Halo is successful because they continue to innovate from title to title, such as from Halo 3 to Halo: Reach.
For his editorial to be anti-innovation it would have to assert that innovation is a negative thing for the industry, which it never claims. What he very clearly writes is that game developers shouldn't be so keen on abandoning older paradigms for the sake of embracing a new fad or innovation in the hopes of riding on the coattails of other successful endeavors, which, when you really consider it, wouldn't actually qualify as innovation at all.
What he's specifically referring to is how certain genres and mechanics are often left for dead when other genres become popular, which is why the current market is flooded with FPS while a genre like the beat em' up is virtually non-existent. There is a bandwagon mentality in this industry, which is why in the 90's, after the success of Street Fighter 2, you literally had hundreds of fighting game clones pop up.
The crux of his argument is that just because a paradigm is old doesn't mean it is archaic and meritless and what he's trying to remind developers of is that not every game need employ a "me too" philosophy of design. Evolving established conventions can also facilitate innovation while simultaneously battling the stagnancy of an industry where everybody is trying to do the same thing.
Personally, I think it’s a damn fine point.
The board game aspect is a pretty recent addition to D&D, Gygax was clearly inspired by the work of Tolkien.
On the other hand I loved the Ninja Gaiden games in both their 2D and 3D forms, so it's certainly possible to make the leap from 2D to 3D and do it well.
I'm not sure I entirely agree. It appears less risky to iterate on existing conventions, but is that really healthy over the long term? Does that -- embraced by the industry as a whole -- really generate enough novelty to retain existing gamers and attract new players? Aren't bursts of creative possibilities, like a Cambrian explosion of gameplay diversity, healthy for gaming?
One has to remember that Darwinism has no sympathy for unsuccessful branches, and owing towards the rapid change in commercial climate, some branches may just fail and this is true for both evolving a continued design or creating a new one from scratch.
In essence, what keeps the gaming industry creative is that no one dies if we get something wrong. Design a faulty breaking device, a system that can de-conflict incoming aircraft, etc.
So creating a game that isn't fun or creative? That's a matter of opinion which is why so many gravitate towards revenue generated and units sold. It's tangible and direct, the only creative part of that is generating the report and making the assessment.
Braid is conventional? Tony Hawk is too sandbox? And how are copies of innovative games examples of innovation? Even VVVVVV can be considered innovative, though not in any revolutionary sense.
If anything, you should be criticizing the overvaluing of cutting edge technology in an industry still dependent on sales of games that were published 20 years ago. Or how the industry views the purpose of indie games to be innovation so if an indie game produces something artistically compelling, but not particularly innovative, it's success is dismissed as niche.
And you ought to be citing the Final Fantasy, Street Fighter or even the GTA franchises for producing excellent games that are all nearly identical to each other, especially back in the 2D days. Each one of these changed a lot moving from 2D to 3D, but the concepts remained the same, and even so there was little change after each franchise went 3D. These are franchises that pump out more or less the same thing again and again, but they hold on to a fan-base by doing so.
Overvaluing innovation is an unfortunate side-effect of games being such a technological industry.
Quite right, Ken... which sounds to me like an argument in favor of some revolutionary development, since there's significant risk either way.
I would agree that sequels to popular games should probably only iterate in a careful way on the features that worked in the original game. Original games should not be constrained to copy the conventions of the most popular games in this or that genre, however -- for every WoW that grabs the second-mover advantage, there are a dozen or more games that fail because they're perceived as lazy, "me-too" designs.
That's why I'd like to see more money people understand that playing it safe is no guarantor of success. Absolutely there's a place for risk reduction and cost containment -- but that place is in the *process* of game development, not the core design concepts, where trying out new forms insures that the industry always has ways to adapt to changes in the environment of the marketplace.