5 Game Genres in Need of a Spanking!

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Ruhsey

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Oct 17, 2012
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5 Game Genres in Need of a Spanking!

Because of the popularity of my other post, 5 Game Genres in Need of CPR: http://www.escapistmagazine.com/forums/read/9.832877-5-Game-Genres-in-Need-of-some-CPR-STAT#20357410 , I've opted to do something similar, but different.

Publishers, who heavy handedly control many developers, are so very concerned with making money these days (who isn't) that I feel they often get in the way of making even more money! How weird is that? Well, one of the most insane things they do (with the good intention of making money) is beat video game genres to death! Let's have a look at some my personal worst offenders.

1) Spunkgargleweewee: Otherwise more professionally known as Gun-Wank games. You know 'em, you've probably all played them, you guilty maggots! I'll admit it, I own two (okay three) of them. But I'm not buying 'em anymore: why? Because they have gotten to a point of terminal bloat. I crap you not, the CoD: Ghosts trailer features Megan Fox, for no reason, other than they have money and they can, which has become the mantra of these games as they've maxed out the basic premise years ago. Why not have a dog, with animated dog hair? The programers already lifted all the stuff and guns they needed from the old games, what else are they going to do? These games make mountains of cash, but as far as I can tell are on the way out. They are no longer intelligent (not that they ever where about that), they keep slapping out the same game, with poor pacing, slave-like player mechanics, and poor stories, in which your role as player seems bizarre to useless at best, besides shooting things. So here is me hoping Ghosts flops, to show the industry CEOs this kind of thing can't go on forever unchanged. But some of you've probably already pre-ordered the deluxe super ultra collector's edition*. Ho-hum.

*Comes with directors cut uncut edition of Call of Duty: Ghost, with commentary, Call of Duty pez dispenser, with a CoD flashlight, a Ghosts bar of soap, chocolates, bath bubbles, six pack of Mountain Dew, a bag of Doritos, a Ghosts graphic novel, and a miniature golden AK-47 toothpick! All for only 399.00!

2) 3rd Person, Cover Based: This is the most lame default genre for a game. If a game gets made from a popular movie these days, you can bet after much argument the developers are told to make the game a cover based 3rd person game. Ever since the massive success of the world's most inane soap opera for men, Gears of War, in which you follow a race of aliens (too big and thick to be human) investigate all those fifty shades of gray, publishers have determined that this was the holy grail method to make money on every system. But for me, I see most of them for what they really are: a shooting gallery. Press a button, and your dude goes into cover? Are we that lazy; we can't duck behind a wall ourselves? I really think people bought these for the sweet movie like visuals (Uncharted series), but once this pretty pixels and lights thing wears off the genre will be stripped down to what it really is. In most cases, very very boring.

3) Point & Click Adventure: Now besides some of the Telltale series of games, this genre is kind of getting stagnant (again). And much like the early 90s, also saturated with a bunch of wasteful attempts, half baked at best. It has seen a massive revival on the indie market, and there are droves of good ones you'll point to when defending them, but really for every good one there is over a hundred bad and tedious ones. The problem with this genre is most games lack innovation (on anything) and thus have bad mechanics, i.e. the same silly mechanics that killed them in the 90s. The reason so many were made is because they were easier to make than ginger bread houses once you had the template, because no one ever bothered to update their gameplay. And in many cases their stories also became cookie-cutter garbage, as I am seeing happen today. It boggles my mind the success some of these titles are having. We live in 2013, with a plethora of cool things you can do in gaming; why would you want to click on items all day?

4) Free-to-Play: This one will always be a point of contention for me. Perhaps it isn't even a genre? Either way, they bug me. I remember when they first started rearing their ugly heads a few years ago, and every decent gamer was up-in-arms about them. Now people seem to accept their existence more and more, why? I don't know, because this is the same garbage that killed arcade games. They'll never be as good a game you paid for. They are designed, in every detail, to make money. You can smell capitalism wafting over every in-game mechanic, with the only goal of making the player a slave to the gameplay, not the other way around (as it should be). At least arcade games had more class, only needing a quarter at a time, despite how quickly they were made to take your change. These games will offer in-game packages for over a hundred dollars some of the time. Really? So swanky. Am I the only one who feels that the companies who make these can't be trusted with my credit card info? It just feels dangerous, like applying for a job that makes you buy the things your supposed to be selling. Kind of puts you off. And it gets worse: I've seen companies attempt to revive classic games by remaking them in this genre, as though it is some kind of testing ground to see if the game still has appeal (that's you Panzer General, and Jagged Alliance). That puts me off even more. That's just taunting me with a sick joke. This genre may work some of the time, but they'll never be considered video game art (if we're trying to get there). Imagine the Mona Lisa covered with automated window shades and a coin slot in the frame. Want to see a little lower, pay a bit more.

5) D-Bag Racers: I kind of harped on this one in my pervious post, but perhaps the realistic racers are not the real problem with the racing genre these days. After all, they are fairly straight forward, and unoffensive most of the time. If you like cars you'll usually like the racing sims. But there is this somewhere in-between; right around where the racing games feature re-charging NOS that you can regain from doing jumps or something stupid like that. These games are becoming more and more awful. It is so clear they are being made to exploit teenage boys, who just want to be mean to everyone and frustrated for no-reason in peace. These games represent an awful trend in the game industry?they often are the worst offenders when to comes to sexism, classism, racism, and even abusing inanimate objects. You play as douche characters, with hallow lives, doing racing and taunting others. At least in killing games you don't humiliate people's lives, you just end them in a clean manner (well, maybe not ?clean?). These games play up stereotypes and repetitive game mechanics to the max. I tired to like any of the Need for Speed games after classic older ones, but it was too hard to come to those games with even an ounce of maturity. If this is the whole so-called tuner scene, count me out!

(Edit) As pointed out by some other posts: an honorable mention goes out to MMORPGS. Congrats you pathetic genre! But, as other have stated, the genres needs way more than a spanking...
 

Shoggoth2588

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Ruhsey said:
1) Spunkgargleweewee
We may have to expand the meaning of what Spunk-gargle-weewee is once Ryse comes out considering how it seems to ape certain philosophies of the more notorious SGWW titles; linearity to the point of the game being on rails, heavy reliance on set-pieces that you the player have no way of actually interacting with, style over substance (by the looks of it anyway).

---

Sports Games...I know you can't all use licensed teams because of a certain publisher who has been Extremely Aggravating but that's no reason to give up all together! What happened to Blitz and, the Arcade sports genre that we used to have?!

First Person Shooters...I admit that I did enjoy a bit of realism but, why did you up and abandon arena shooters and games that are basically just hyper-violent mazes?!

Role-Playing Games...WHY AM I ALWAYS A HUMAN?! I LIVE MY LIFE AS A HUMAN BEING!! I WANT TO BE SOMETHING DIFFERENT! Kingdoms of Amalur and, Dragon Age Origins got this right, dammit!

J-RPGs...BRING BACK TURN-BASED COMBAT AND, RANDOM ENCOUNTERS!! If you can't do that than please go all-out and copy Kingdom Heart's combat style.

Nintendo...one title a week isn't nearly enough to support the Virtual Console. I know this isn't a genre but it's still something that irks me...I suppose this could be a Retro gripe...
 

Racecarlock

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I actually wouldn't trim down any genre, due to the fact that it would deny many fans things they want. But if I must do this, there is a game type I have noticed recently.

1: David Cage movie games. If you're going to advertise meaningful choices, make them seem actually meaningful. Not just "Yes" or "Shrug" or "Shy" or something. You had maybe one choice where you could choose between revenge and not revenge, but that was about it.

The worst part of the game, though, had to be aiden. Not because of anything he does or any of his actions, but because it's a waste of the mischievous poltergeist who possesses people concept. I mean, driver san francisco got it right. You can crash as many cars as you want and even sabotage races and the game is all like "I like your use of strategy. Here's some points to buy things with".

But in beyond two souls, you can only use aiden when it's approved. There's a part where jodie is being chased through a train and then on top of a train which was kind of intense but all I was sarcastically thinking was "Boy, if only she had an invisible ghost friend that could posses one of those cops and make them both trip up, giving jodie ample time to get away. WHERE WOULD WE GET ONE OF THOSE?". It's so restrained and restrictive, and that's the very last thing a mischevious ghost should be. There is so much trouble you could cause with one of those and so much fun you could have doing it. As proven by Driver San Francisco, which was better by my standards.

The "Choices" don't feel like they mean anything. Ooh she can either take a teddy bear to CIA junior camp or leave it home. What effect does this have? Nothing, but jodie is crying so that makes it important because EMOTIONS.

You remember how in the stanley parable (HL2 mod and remake) you could completely piss off the narrator? Sure, disobedience was still a linear path marked with linear choices, but that didn't matter. Because you felt like you were going off the beaten path. You feel like you were changing something, like you were making a difference. Like what you did and what you are doing actually matters.

There's ONE scene near the end of beyond where you'll get a bad ending if you fail some QTES and then get to choose between two worlds and then if you pick one you have to pick who you'll live with next but it doesn't matter anyways because it's as engaging as choosing chapters from a DVD menu. In fact, it's just like picking chapters from a DVD menu. It's not even a choice, it's just "Press X to see this ending cutscene".

If you want to make a story with "Meaningful Choices" that's fine, but don't do it in a way that curtails and restrains and holds back gameplay to do it. You're not making a movie, you're making a game. And if you want my money, you're going to have to do that right. The people who are already your fans? Well, if you want to keep pandering, do so. But don't expect me to buy one of your games. I'll just watch a playthrough on youtube instead, like I did with heavy rain and beyond two souls.

I also watched a playthrough of the stanley parable, both the mod and the remake, but the difference there is I still want to buy the stanley parable. Curse budgetary restrictions.
 

WouldYouKindly

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#1. FPS/Shooters in general. If I'm going to do the same thing I've done a million times, give me an interesting(Painkiller, Bulletstorm kinda) or challenging(The higher difficulties of Sniper Elite) way to do it. Also, if you're going to embrace realism, actually fucking embrace it, a la ARMA or Operation Flashpoint. You can do this with a clever mechanic like in one of the Brothers In Arms games. All shots miss you until you build up a certain amount of attention. Then one bullet actually does hit you. Health is kind of like a "luck meter" rather than a "You can eat this many bullets" meter.

#2. Stealth Based games. Please start existing again. I don't mean shit like token stealth elements in a hell of a lot of games, I mean legit games where you can go totally unseen and never have to kill anyone. Harsh and unforgiving will work if that's the only way you can manage it, but the ability to get myself out of a bad situation after I cock up is better.

#3. J-RPGs. Please, I know Japan has an obsession with everything cute, but can we have a definitive protagonist who at least seems to have gotten past puberty. If he's going to be animesque(or just straight up anime) make him less Shinji Ikari, more Mugen or Jin from Samurai Champloo. I would have much rather played Auron as the main character in FFX. Also, release for the PC please... and hire decent voice actors!

#4. "Art" games. I do like that you have an artistic direction less driven by profit motive than by wanting to make something interesting and putting it out there, but walking isn't a gameplay mechanic. Maybe we need to invent a new term for these kinds of things, interactive movie perhaps. My point is that they aren't really games unless there's gameplay. It's more like a visual novel in a way, but the choices are typically less meaningful.

#5. Alright, I'll admit that I don't have a 5th genre to gripe about.
 

RandV80

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As someone who appreciates the classic JRPG format (personally I think they change things too much, always trying to re-invent the wheel) I wonder how adventure gamers feel about this, but I really like what they did with Dreamfall: The Longest Journey. In the first game, The Longest Journey, while it had the great story and voice acting it was still your typical point and click adventure game that relied on pixel hunting and some really obtuse inventory juggling puzzles. Dreamfall gave you standard 3d environment controls and did away with the above frustrating elements, and with the same strong story and character focus plus saner 'puzzles' I really loved that game.
 

IPunchWithMyFists

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5. Indie Side-Scrolling Puzzle Platformers
Braid was awesome. Limbo was awesome.

Lucidity sucked. Deadlight sucked.

If it was just that some were awesome and some sucked, that'd be fine, but there are too dicking many of them that are just average.
Closure, Offspring Fling, Snapshot, 140 (which was actually rad as fuck, sorry), NightSky, The Cave, Trine (and Trine 2), Aquaria, Capsized.

I don't hate the above, a few I like. I'd just like to see indie developers try other genres.

4. iOS games.
Let's face it, Little Inferno and Superbrothers may have simply been the zenith of tablet games.

But the problem is that they still make money. Double Fine had to make one just to bring in a little more revenue while Broken Age is being worked on. I don't blame developers for making them, but that weird feeling when I pick up a new indie game on Steam, realizing with an awkward tinge that it wasn't really made for me, just... I dunno, kinda sucks. That's not everyone's opinion. I get that.

3. Red Faction: Armageddon

Not a game genre, it just makes me angry whenever I think about it. God that game sucked.

2. Assassin's Creed

This one's not a joke, I mean it as a genre. Maybe someone else can give me a suitable example for another game series like this. Games that get yearly updates and never totally evolve or provide a good reason to shell out another 60 bucks per year besides a story that is determined to go absolutely nowhere. It's a shame that it's a strategy that Ubisoft plans to keep up.

1. Zombie Survival (NOT Zombie Games)

I love survival games, but there are so many zombie survival games and I wouldn't mind if just ONE of them was perfect, if someone REALLY found a seamless way to make the zombie apocalypse seem tense, a darwinian trial of wits and necessity, and to make the apocalypse somehow seem beatable. One perfect zombie survival. But there are too many for me to start playing through all of them to find the perfect one. I've tried.
 

SKBPinkie

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Games like Bioshock Infinite, Walking Dead, Last of Us, Gone Home, etc.

Not really a genre, but the common theme between all of these games is - why are they games? They certainly don't do gameplay well. They have great stories (from fantastic to good in the list above), but wouldn't they be better off as movies / TV shows? The gameplay in all of these is just bad or almost offensively mediocre.

Like I've said before on these forums, if the best things that a game can offer are things that we can see on a YouTube playthrough, why am I playing it? Bearing through bland gameplay segments just so I can see the next bit of the story is just not enough for me, despite how great the story might be.

I mean, I don't like Call of Duty (don't like any FPS except Halo), but at least that series pays attention to the gameplay first, and doesn't ignore it in favor of story.
 

Racecarlock

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RT said:
IPunchWithMyFists said:
2. Assassin's Creed

This one's not a joke, I mean it as a genre. Maybe someone else can give me a suitable example for another game series like this. Games that get yearly updates and never totally evolve or provide a good reason to shell out another 60 bucks per year besides a story that is determined to go absolutely nowhere. It's a shame that it's a strategy that Ubisoft plans to keep up.
Ummm, Call of Duty? Isn't COD an example of shamelessly charging a 60 for a yearly update? Aside from EA's sport games?
Luckily I actually heard a term for that during Totalbiscuit's WTF is on arkham origins.

Iterative Sequels. That's the term you're looking for.
 

Burgers2013

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Okay, I'm not being too creative here on my list but, I think the main problem for the first four is the publisher's (particularly large ones) fear to take risks that might maybe exclude some portion of consumers. And apparently that's bad.

1. Spunkgargl--No, that's not my word. I feel wrong using it--FPS. I sometimes forget that I used to play shooters when I was younger. I loved Perfect Dark on the N64 and Counter Strike. Perfect Dark was great because it introduced interesting situations/game mechanics because of your little spy-cam and that one level where you actually had to exercise some stealth. Not to mention that you could wonder around your home base for whatever reason. I even enjoyed the earlier CoD games because of the WWII setting. I just tended to feel my brain go numb and my eyes start to glaze over when I tried current gen CoD and Halo (the first one was okay, but that's it for me). I just get bored with them quickly. Maybe objectives other than "run through this area and murder everything that moves" and additional mechanics other than "press RT to murder" would freshen this genre up a bit. However, that might result in a pace other than break-neck-murder speed. Now, I could be missing some titles that do this since I've largely given up on the genre since CoDWaW. Correct me if I'm wrong.

2. JRPGs. This is another genre I used to play quite of bit of, but these days I'm pretty consistently underwhelmed. I think it's tough for a JRPG to please me though. In order for me to commit the sort of time it takes to get through these games in general, the game has to execute two things successfully: narrative and game play. In other games (say, Last of Us), I can tolerate a weakness/lacking in either one if the other is excellent because I don't need to spend 50 or more hours to beat the game (excluding doing anything extra). In a JRPG, I want a great story, and I need game play that is compelling and evolves over the course of the game to keep it fresh. Ni No Kuni is one of the only current gen JRPGs to keep my interest. Most current gen RPGs fall very short on the narrative aspect. I actually enjoyed the mechanics in FFXIII,but the characters/story were so uninteresting, I never finished it. The narrative aspect seems to have become very uninspired as of late.

3. Survival horror. I love horror games. I probably shouldn't be complaining about this one since the Indie industry has totally saved horror's ass in recent years. But what the hell; it's my favorite. High quality horror was largely missing from this gen (360/PS3/Wii) in the AAA sector, and I think it's because publishers think everyone like bazookas in every game. Last gen consoles had a lot of fantastic horror games (Fatal Frame series, Rule of Rose, RE:Remake, RE: Code Veronica, Clock Tower 3, Haunting Ground, Eternal Darkness, SH: 2-4, Siren, Call of Cthulu--point being you don't have to look very hard to find a bunch). This gen we had...ummm...Dead Space 1 and kind of Bioshock 1. That and a whole lot of action/horror mixing that was attempted for RE, Alone in the Dark, and SH that didn't pan out so well, but was widely adopted by large publishers. The Wii SH was only okay. I really hope big publishers take a lesson from Amnesia (as it seems they may be) for the next generation and take away weapons. Take away athletic abilities. Take away advantages. Make the player struggle to you know, survive. BUT more people might play it if the player has more agency, right? Let's give the SH protagonist melee finishing moves! That's what the franchise needed! Also, I miss the riddles.

4. Nintendo's Platformers/re-releasing the same game. I would say Nintendo's platformers had a slightly different issue this generation. I thought Mario Galaxy and the New Super Mario Bros were great and interesting games. Then basically the exact same games were released with slightly different tags on them. I know Nintendo likes to release a lot of games without much innovation in between, but these seem to be a bit ridiculous. Also, I'm not a fan of all of the HD re-releases. I know a lot of people are into that, but I'd rather see new content/ideas instead of buying the exact same game a second time.

5. Annual Releases (not a genre, but whatever). I think this is a fairly obvious cash grab for publishers. Games like Gears of War, Call of Duty, Assassin's Creed, basically all sports games ever, and probably a lot I'm not thinking about tended to have annual releases after the first game's success. I actually liked the first Gears of War (while drunk anyway) and loved the first Assassin's Creed. I was disappointed by the following releases (even while drunk) with the exception of Assassin's Creed 2 (the only one that seemed to improve on the mechanics of the first game). I think the major drawback of having a release every year is that the programmers probably do not get much time to fix some of the underlying structure of the code (still having bugs in AC3 is silly) nor is it likely that the mechanics will be changed much. Sure, you get some add-ons and some extra content, but that feels more like DLC material to me than a whole new game. This goes especially for sports games. Does the underlying structure of the game change every single year? Probably not. Could you maybe release new stats and what-not as DLC for a couple years after release instead of reselling the whole game annually for $60? Probably yes. I was very disappointed that the AC trilogy took five games to complete, likely due to the publisher's desire to release a game every year rather than the developer's.

That's my two cents I suppose. I can't hate on publishers completely. Their incentives aren't the same as mine, or even a developer's really. But they are pretty vital for our big AAA games. And sometimes those games are great.
 

BQE

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Ruhsey said:
1) Spunkgargleweewee: Otherwise more professionally known as Gun-Wank games. You know 'em, you've probably all played them, you guilty maggots! I'll admit it, I own two (okay three) of them. But I'm not buying 'em anymore: why? Because they have gotten to a point of terminal bloat. I crap you not, the CoD: Ghosts trailer features Megan Fox, for no reason, other than they have money and they can, which has become the mantra of these games as they've maxed out the basic premise years ago. Why not have a dog, with animated dog hair? The programers already lifted all the stuff and guns they needed from the old games, what else are they going to do? These games make mountains of cash, but as far as I can tell are on the way out. They are no longer intelligent (not that they ever where about that), they keep slapping out the same game, with poor pacing, slave-like player mechanics, and poor stories, in which your role as player seems bizarre to useless at best, besides shooting things. So here is me hoping Ghosts flops, to show the industry CEOs this kind of thing can't go on forever unchanged. But some of you've probably already pre-ordered the deluxe super ultra collector's edition*. Ho-hum.
To be perfectly frank, I'm not sure what sort of slavering primitives you take the fans of the game for, but was it really necessary?

It's a simple game, there is absolutely nothing wrong with it. Think about sports games, is it not the same thing game after game? Don't the updates tweak and add features just like Call of Duty and Battlefield?

I find it hard to believe how people can just ape the insincere phrase he came with for what I thought was known as Modern Military Shooters and just pile on venom. I appreciate that you don't like the game, I honestly, really do. That said, it seems like you're judging an apple for being an apple and not an orange.

Let's take this in an itemized fashion:

I'm not sure what this indicates at all? Other than the fact that they have enough money to hire Megan Fox to plug the game? Dante's Inferno had a gigantic multipronged marketing scheme that used dates with models, cakes shaped like body parts and even joke-bribery. I can't quite link how a game is advertised with how a game is, or plays. They are separate departments, with seperate intentions.

Was it a good idea? Perhaps. I'm not sure any celebrity really appeals to a demographic. ActiBlizz even hired Mr. T and Chuck Norris, and a slew of other folks to plug World of Warcraft. They were amusing if nothing else.

This closely relates to my original statements comparing these games to sports franchises. If the product is successful, which you admit it is, would it not be prudent to refine it rather than end the franchise or go in a competely different direction? Either way, it just comes down to our opinions on the tactics being employed.

Forgive me for not quite comprehending what you imply with the phrase "slave-like player mechanics". In regards to the pacing and story, consider the following postulate: If we agree that these games are predominately played for the multiplayer, then how much of a critical impact does the storyline have?

Of course, unless you relate to Mr. Croshaw in the respect of playing what are essentially exclusively multiplayer games for the single player. I know some people play the campaign and are done, that's fine. These people would still fall into a minority when it comes to the game's central demographic.

Other than posturing your bias claims in such a way that attempts to disarm defenders of the game, I'm not sure what other reason this comment serves in regards to the topic at hand.

Essentially, what I'm getting that is this: The fact you don't like the game is no small secret, but why do people clamor so much for change to something they might not be a fan of to begin with? You may not like the way the game is, but other people may. The fact that these people who are content to play through whatever offerings ActiBlizz puts out doesn't minimize their desires. I would even claim that these 'invisible supporters' have enough sway with their wallets to justify (in the Publisher's eyes) the way things are done.

It's incredibly bizarre how some can confidently deride games that they may not play or aren't interested in at all in order to encourage a change for something that doesn't appeal to them. What does it matter that Call of Duty does what it does? If people like the game and are happy to play it, then what exactly is the issue you have?

This ended up being fairly lengthy. However, Ruhsey, I appreciate the dialogue you've put forth and hope we can joyfully debate this in a civilized manner.

*curtsy*

Sincerely,
BQE
 

Soundwave

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1: MOBAs, I don't care about any other genres, I just hate MOBAs. I hate the concept of them, I hate them in practice.

How does a game based on the idea that you need to spend 30-45 minutes depending on strangers to

A: Be Competent
B: Not grief you
C: Be cooperative.
D: Not drop out prematurely

To win a single match. Now, I'll grant you these are issues that apply to almost all multiplayer games, but at least shooter and strategy games allow you to 'get by' on your own wits and skill.
 

gigastar

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When it comes to FPS games, there are too many specific subgenres to just slap the limiter on it as a whole.

But the one subgenre that definitely deserves it is the Modern Military Shooter, known around here as Spunkgargleweewee, which has eaten all the market share its ever going to get, and is now actively damaging the chances of success of other games either by comparison (e.g. 2012s Medal of Honor versus CoD, not that MoH deserved any success) or by simply being released at the same time (this week, the big release is the new(?) Call of Duty. Compare how many games are releasing this week compared to whats releasing next week, and the weeks after that.)
 

Ender910_v1legacy

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5. Dota, LoL, Moba, and tower defense games. There's so many of these now that it's ridiculous. They're like the (American) Football of gaming right now. And to me, they're not even that fun to begin with.

4. Stereotypical RTS games like Starcraft. Following the same general gameplay format since 1995.

3. Call of Duty-esque clones. I actually happen to love shooters, but for godsakes, BE A LITTLE CREATIVE.

2. MMORPG's. And yes, I do mean just about all of them. Even the ones that aren't WoW clones. They're still time sinks, and grindy money farms. I'd prefer if more developers would actually add coop/multiplayer to their singleplayer RPG lines instead of drowning us with "vast worlds" villed with so-called "content".

1. Japanese fighter games. Why are there never any Western styled fighting games? Preferably ones that don't suck?
 

Lead Herring

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BQE said:
While I feel this conversation is going to get dated pretty quickly as Military Shooters seem to be on the way out, I feel I need to weigh in on this issue. The reason why people are so quick to attack the campaigns of this genre is because they are often the only reason to justify a new purchase. If CoD2 and CoD3 were simply the updated multiplayer with no campaign, I highly doubt the series would be as popular as it is today. There is simply no reason to drop another $70 on a new game for a few extra maps and guns, especially when the original game still holds up as well as it does.

As for why anyone cares how much the new CoD sells, it's because they have popularised the "yearly installment" model of game development that affects the franchises we do play. Assassins Creed and Resident Evil have both suffered from mediocre recent installments because they were made for the simple reason of "because". It should go without saying that if you don't make a new installment in a franchise unless you have an idea for one. I do think that a game doesn't need to innovate to be good, but if you can't improve on the previous installment, why are you making a game at all?

Another reason why people care about mediocre entertainment is because if we don't complain, they keep making it. The best part is that ideally CoD players don't lose anything at all from this, as you've pointed out they'll enjoy the new one regardless, but if the developers take the (correct) criticism to heart then the fans get a decent instalment every few years instead of forking out cash for the same game! Yay!

While some (most?) people do complain just because reasons, there are some glaring issues with what Activision are doing with their franchise. I look forward to revisiting this topic again when Call of Duty: Ghosts II comes out.

*backflip*

Regards,
Lead Herring
 

Phoenixmgs_v1legacy

Muse of Fate
Sep 1, 2010
4,691
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Ruhsey said:
1) Spunkgargleweewee

2) 3rd Person, Cover Based
1) I'm not a big fan of FPSs but COD Ghosts is actually looking like it could be a GOOD FPS for once so why the hate? FINALLY, COD gets fucking leaning and sliding, which completely changes the dynamics of gunfights. I'm not even a COD fan at all (I only played COD4) and Ghosts actually seems good. For the most part FPSs are too basic because literally all you have the ability to do as a player is move your character and shoot, it gets so old and makes most FPSs feel so similar. The military shooter craze that spawned this gen is just basically the same as the WWII craze from last gen.

2) There's actually not many TPSs nowadays. Ghost Recon Future Soldier is the best online TPS really by default since there are so few of them. Games like Vanquish, the online of Ghost Recon, and Uncharted 2 (the only good one) prove that cover-based TPSs can be damn fun. The thing cover shooters need to avoid is the "whack-a-mole" syndrome where you are just sitting in cover waiting for enemies to pop up like Max Payne 3 and Uncharted 1. You have to have the ability to not have to constantly be dependent on camping in cover like Vanquish (perhaps the greatest single player shooter ever). The cover swap mechanic from Ghost Recon is a total game changer to the genre and the cover system directly enables it, this is what you can do with the mechanic:



Shoggoth2588 said:
J-RPGs...BRING BACK TURN-BASED COMBAT AND, RANDOM ENCOUNTERS!! If you can't do that than please go all-out and copy Kingdom Heart's combat style.
NO, NO, NO!!!!

I don't mind turn-based combat but JRPGs don't know how to do turn-based combat, look at Final Fantasy where FFXII proved that giving the player a few if-then-else statements (gambits) will let the game play itself. You add gambits to any FF game (except Tactics) and you can make the game play itself. If you do turn-based combat, it's supposed to be fucking strategic like XCOM where you couldn't program it to play itself. A game like Xenosaga II with a pretty decent turn-based battle system comes out and all the fans get mad and want the same boring, non-strategic shit combat systems of yesteryear. Games like Resonance of Fate and Valkyria Chronicles have proper turn-based combat. Lastly, random encounters only ever existed due to hardware limitations at the time, they're an antiquated mechanic that really never should've existed.

SKBPinkie said:
Games like Bioshock Infinite...

Not really a genre, but the common theme between all of these games is - why are they games? They certainly don't do gameplay well. They have great stories (from fantastic to good in the list above), but wouldn't they be better off as movies / TV shows? The gameplay in all of these is just bad or almost offensively mediocre.
Since when is hitting enemies with a murder of crows, chucking a fireball at them to get the crows burning, and having electricity hitting all the enemies (due to your gear) while you go around shotgunning enemies not good gameplay and not fun? Oh, and the enemies that die lay crow traps and other enemies walk into them. When people say Bioshock Infinite has bad gameplay, all I can think to myself is that no FPS will ever make them happy. Bioshock Infinite is kinda like Borderlands to a degree, it's all about combining different things together (powers and gear in Infinite, powers and skills in Borderlands), the shooting in both games are average at best but it's the other stuff that make both games so much fun.

---

I don't think I have 5 genres but here I go:

1) RPGs, both JRPGs and WRPGs. JRPGs; stop with the bad turn-based combat systems, annoying characters, and cliche stories. Thank god, you finally gave up your random battles it seems. WRPGs; stop with your generic Tolkien fantasy settings (a fantasy setting can be ANYTHING, only DnD and LotR have passes to use Tolkien fantasy) and stop with your shitty real-time combat systems. RPGs in general have to stop with all the cliches, why must we always play as the chosen one saving the world? Why can't we have much more intimate stories on a smaller scale along the lines of Firefly where it's all about trying to survive doing whatever job comes your way and the characters grow from job to job? Please focus on the role-playing (especially JRPGs), I shouldn't be fighting so much in a role-playing game, I should be fucking role-playing. If I wanna fight enemies, I'll go play Bayonetta for not only the better combat but better characters, story, and setting. It's sad that Bayonetta has a more original setting than most RPGs and a better story.

2) FPSs. Can we get some evolution? All the genre has done is basically devolve this whole gen. Where's the leaning (a fucking standard mechanic)? Where's the sliding (something that literally doesn't take up a button)? And why is MoH Warfighter the only console FPS with leaning and sliding? It's just so boring only being able to move and shoot. Add new mechanics so every game doesn't feel so same-y. Add sliding, add leaning, remove grenade buttons, remove health regen, add new mechanics, etc.

3) Platformers. Where are you? Mirror's Edge was a total blast. There's very few 3D platformers especially on non-Nintendo systems. And please stop with the auto-platforming like Uncharted and Enslaved. The one thing gamers know how to do is jump, let us fucking jump.
 

Alarien

New member
Feb 9, 2010
441
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From the OP list, I'd have to go with 1,2,3,4, and 5 and David Cage (anything) games need to all just go away. It's time to evolve those into something else. They are played out, out of date, or otherwise crap.

For my list:

1. MMORPGs
2. MMORPGs
3. MMORPGs
4. MMORPGs
5. MMORPGs

Honorable mention: Any game with a Metal Gear-esque "stealth" mechanic (i.e. Dishonored, Batman).

Only one MMO still holds my attention, and that one's just too time consuming for me to be able to play now (EVE). As for the rest, they keep "evolving" into short-term, mass-appeal trash like TOR and Guild Wars 2 that forgot what made communities (forced community, grouping, difficulty, etc). They need to bring back dedicated class roles and require them for grouping, and stop trying to make everything into a giant click/button fest. I'd like to see things "devolve" back to more of the original EQ mold, where the pace of the game was slower, but more precise, and you could spend more time chatting and getting to know the people you were playing with.