Developers are so worried about making money, yet they leave droves of gamers hungry for genres that they claim are dead... are they really though?
Game Genres that Need CPR:
1) City Builder: The first game genre in a critical state, has attempted to wake from the deary comma many times, but not without any major headaches in the last ten years. That is to say the city builder. Honestly, one series carries the torch right now, and that is Tropico 4. It has survived the DRM coughing of EA's SimCity, the sometimes wakefully but usually babbling Anno, and the more sophisticated in-roads from the likes of extreme Indie titles such as Dwarf Fortress (excellent game, if you have nothing but time to spare). And yet, I think we can all admit, that while Tropico 4 is polished, clean, and deserving, it is still plagued by lack of innovation. In fact, Tropico 3 was almost the same game. Where is the innovation, the Theme Hospitals, the Strongholds, or the blending with other genres? This is a genre desperate for competition. Indie or AAA developers, take note. Because this genre also has a strong fan-base, curiously (after-all, SimCity drew quite a crowd before it became a shit-storm).
2) Comic/Action Racer: I remember games like Mario Kart, Carmageddon, Lego Racer, and Star Wars: Pod Racer offering a fair bit of enjoyment during my post-diaper years, and mind you that still includes today. Last year, I played the best racing game I've played in the last ten years. It wasn't the GT series, it wasn't Dirt, it wasn't WRC, it wasn't Forza, it wasn't a realistic racer at all. It was Driver: San Francisco, yep! Because of this game, I remembered what racing games have lost, something Driver had in spades, it knew how to have fun. Why so serious modern racers? Does a game built around competition not know how to lighten up? Besides, these so-called modern racing games are usually awfully full of themselves, following the worst characters imaginable (here's looking at you Need For Speed games), with unbalanced mechanics, and attracting only a smallish douchey market sector. Rather more immature, then their loony counterparts, oddly. So why not get a little more whacky? Unleash some anarchy into the system.
3) Arena FPS: AKA what happened to Unreal Tournament? Was it really that bad Epic Games? Do you really like making Gears of War, in astronomically boring shades of gray, following a strange race of refrigerator sized steroid popping humanoids? Yeah so maybe the whole E-sports thing we tried didn't really work out as well as you thought, but does that mean you have to abandon your glorious PC gaming flagship? Unreal Tournament 3 wasn't a flop because people stopped playing area shooters, it was a flop because you made it way less arena-ish and way less awesome than UT: 2004. Imagine the hype you'd cause if you could release a UT:4 with today's technology! No story, just guns! And to any other developer, people need a new Arena go-to; something to match the epicness of UT in a more modern climate.
4) RTS: While modern no-resource imaginings of this genre have a place, and can be quite good (think: Wargame: Airland Battle, and Company of Heroes), players still have a thirst for classic base-building RTS games of 90s and early 2000s. Blizzard still taps into this vein with StarCraft II, and they are laughing their way to the bank. Their only competition has just cleaned out too: so long Command & Conquer. Are you really going to let the Act-Blizzard juggernaut eat all the money in this genre? StarCraft II isn't even that innovative, it barely scratches the surface of player's desires from the genre. Where is the modern equivalent of Homeworld, Total Annihilation, or Warcraft III RPG blends? A gold mine untapped, as I see it.
5) Giant Robot Sim Games: You want to know why everyone is creaming their pants over some silly casual game like Titian Fall (just kidding you pre-Titan Fall fanboys), because Giant Mechs you pilot are freaking awesome and we haven't seen this in gaming for a long long time. MechWarrior Online is becoming a pile of garbage, and the battlefield is pretty bare here. I miss the days of MechWarrior II, and EarthSiege, and I'm far from the only one. Their is a massive underground fan-base, so many in fact they build their own Mech mods out of various different game engines. Is this not giving developers a clue? Someone made a mistake a long time ago and assumed the Giant Robot Sim Games where dead, because they had a few bad releases. It has since been one of the largest pieces of false gaming industry wisdom.
Edit: After reading some of the posts, I've come to conclude that the genre listed as number 5, should include fighting sim games in general. This includes Space Sim, Flight Sim, and the like. Games like Mechwarrior 2, Interstate 76, Star Wars: Tie Fighter, and Wing Commander, struck a precise and popular balance between letting the player customize and tinker, (which altered how they played) but at the same time did not bog the player down in a mess of details. Allowing for an experience which felt "sim" like, but in a more fantastic and action packed way. Perhaps this touches on a greater symptom of the games industry these days: publishers are usually unable to find or put-out this blissful balance of good gameplay, meaningful feedback, and intriguing customization options, without making it feel forced or unnecessarily tiered/progressive like CoD games (with a few notable exceptions, of course).
Game Genres that Need CPR:
1) City Builder: The first game genre in a critical state, has attempted to wake from the deary comma many times, but not without any major headaches in the last ten years. That is to say the city builder. Honestly, one series carries the torch right now, and that is Tropico 4. It has survived the DRM coughing of EA's SimCity, the sometimes wakefully but usually babbling Anno, and the more sophisticated in-roads from the likes of extreme Indie titles such as Dwarf Fortress (excellent game, if you have nothing but time to spare). And yet, I think we can all admit, that while Tropico 4 is polished, clean, and deserving, it is still plagued by lack of innovation. In fact, Tropico 3 was almost the same game. Where is the innovation, the Theme Hospitals, the Strongholds, or the blending with other genres? This is a genre desperate for competition. Indie or AAA developers, take note. Because this genre also has a strong fan-base, curiously (after-all, SimCity drew quite a crowd before it became a shit-storm).
2) Comic/Action Racer: I remember games like Mario Kart, Carmageddon, Lego Racer, and Star Wars: Pod Racer offering a fair bit of enjoyment during my post-diaper years, and mind you that still includes today. Last year, I played the best racing game I've played in the last ten years. It wasn't the GT series, it wasn't Dirt, it wasn't WRC, it wasn't Forza, it wasn't a realistic racer at all. It was Driver: San Francisco, yep! Because of this game, I remembered what racing games have lost, something Driver had in spades, it knew how to have fun. Why so serious modern racers? Does a game built around competition not know how to lighten up? Besides, these so-called modern racing games are usually awfully full of themselves, following the worst characters imaginable (here's looking at you Need For Speed games), with unbalanced mechanics, and attracting only a smallish douchey market sector. Rather more immature, then their loony counterparts, oddly. So why not get a little more whacky? Unleash some anarchy into the system.
3) Arena FPS: AKA what happened to Unreal Tournament? Was it really that bad Epic Games? Do you really like making Gears of War, in astronomically boring shades of gray, following a strange race of refrigerator sized steroid popping humanoids? Yeah so maybe the whole E-sports thing we tried didn't really work out as well as you thought, but does that mean you have to abandon your glorious PC gaming flagship? Unreal Tournament 3 wasn't a flop because people stopped playing area shooters, it was a flop because you made it way less arena-ish and way less awesome than UT: 2004. Imagine the hype you'd cause if you could release a UT:4 with today's technology! No story, just guns! And to any other developer, people need a new Arena go-to; something to match the epicness of UT in a more modern climate.
4) RTS: While modern no-resource imaginings of this genre have a place, and can be quite good (think: Wargame: Airland Battle, and Company of Heroes), players still have a thirst for classic base-building RTS games of 90s and early 2000s. Blizzard still taps into this vein with StarCraft II, and they are laughing their way to the bank. Their only competition has just cleaned out too: so long Command & Conquer. Are you really going to let the Act-Blizzard juggernaut eat all the money in this genre? StarCraft II isn't even that innovative, it barely scratches the surface of player's desires from the genre. Where is the modern equivalent of Homeworld, Total Annihilation, or Warcraft III RPG blends? A gold mine untapped, as I see it.
5) Giant Robot Sim Games: You want to know why everyone is creaming their pants over some silly casual game like Titian Fall (just kidding you pre-Titan Fall fanboys), because Giant Mechs you pilot are freaking awesome and we haven't seen this in gaming for a long long time. MechWarrior Online is becoming a pile of garbage, and the battlefield is pretty bare here. I miss the days of MechWarrior II, and EarthSiege, and I'm far from the only one. Their is a massive underground fan-base, so many in fact they build their own Mech mods out of various different game engines. Is this not giving developers a clue? Someone made a mistake a long time ago and assumed the Giant Robot Sim Games where dead, because they had a few bad releases. It has since been one of the largest pieces of false gaming industry wisdom.
Edit: After reading some of the posts, I've come to conclude that the genre listed as number 5, should include fighting sim games in general. This includes Space Sim, Flight Sim, and the like. Games like Mechwarrior 2, Interstate 76, Star Wars: Tie Fighter, and Wing Commander, struck a precise and popular balance between letting the player customize and tinker, (which altered how they played) but at the same time did not bog the player down in a mess of details. Allowing for an experience which felt "sim" like, but in a more fantastic and action packed way. Perhaps this touches on a greater symptom of the games industry these days: publishers are usually unable to find or put-out this blissful balance of good gameplay, meaningful feedback, and intriguing customization options, without making it feel forced or unnecessarily tiered/progressive like CoD games (with a few notable exceptions, of course).