Portal itself was an innovation; Portal 2 innovated by taking that same dynamic and crafting a uniquely fun and rewarding cooperative puzzle-solving experience. No, they didn't re-invent the wheel, but innovation is not necessarily defined as "brand new."Matthew94 said:How did Portal 2 innovate?
It took the gameplay of Portal 1 and essentially added a sprint and jump power up, a few more obstacles like lasers and nothing more.
Of which, they are made by the same people. One was made for a class assignment, and one was made for commercial release. The same people made it. It's innovative. It's like if Notch made Minecraft as we know it free to play, then made a game called "Utopia" where he uses C++ and recreates and expands on Minecraft with the story. You can't take that innovation away from the same creator.Matthew94 said:Portal itself wasn't an innovation, it just expanded the concept of Narbacular Drop with a Valve plot.Xprimentyl said:Portal itself was an innovation; Portal 2 innovated by taking that same dynamic and crafting a uniquely fun and rewarding cooperative puzzle-solving experience. No, they didn't re-invent the wheel, but innovation is not necessarily defined as "brand new."Matthew94 said:How did Portal 2 innovate?
It took the gameplay of Portal 1 and essentially added a sprint and jump power up, a few more obstacles like lasers and nothing more.
Well I for one have certainly never played a game where running across a certain substance speeds up my movement, or had to manipulate various substances and their bouncy gravity physics in order to proceed.Matthew94 said:How did Portal 2 innovate?
It took the gameplay of Portal 1 and essentially added a sprint and jump power up, a few more obstacles like lasers and nothing more.
Heck, I'd say they peaked during the 16-Bit era.Iori Branford said:AAA retail games industry peaked a long time ago.
Portal impacted the industry more than Narbacular Drop did. Narbacular Drop was a game made for an assignment. Then those same people reconfigured their game into something much better. It is essentially the same game but one was a commercial release having a far greater impact on the industry proving the idea was so good people would pay money and one was a "Hey we made this game, if you wanna check it out you can for free". They essentially, revamped their own game bringing in a gun for the portals and remixing the story.Matthew94 said:It doesn't take the innovation away from the creator, don't put words in my mouth.Savagezion said:Of which, they are made by the same people. One was made for a class assignment, and one was made for commercial release. The same people made it. It's innovative. It's like if Notch made Minecraft as we know it free to play, then made a game called "Utopia" where he uses C++ and recreates and expands on Minecraft with the story. You can't take that innovation away from the same creator.Matthew94 said:Portal itself wasn't an innovation, it just expanded the concept of Narbacular Drop with a Valve plot.
It takes the innovation away from the sequel if it turns out it just refined an older formula, like Portal did.
Matthew94 said:Savagezion said:We haven't peaked by a long shot. There is still plenty of innovation this generation, people just like to *****. Mirror's Edge, L.A. Noire, Alpha Protocol, Red Dead Redemption, Heavy Rain, Wii Fit, Mass Effect, Little Big Planet, Portal, Super Mario Galaxy, Batman Arkham Asylum, Brink, etc. There is plenty of innovation out there this generation.
Many of these flopped despite being good games that had some problems. The consumer market only truly supports innovation if it is executed flawlessly on the first try. Which takes just as much luck as it does skill.Yeah, I forgot about Indigo Prophecy, I haven't played it. It's still in this generation though. However, considering both are made from the same devs and both explore different venues for that type of basic gameplay model there is innovation in there. They don't play exactly the same.How the hell is Heavy Rain innovative, it just uses the same basic gameplay as Indigo Prophecy.
RDR? It's just a sequel of Revolver, what did it do that was innovative that GTA4 or Red Dead Revolver didn't do?
As for RDR, it is one of many small innovations that lead to a large result. Sum is greater than the whole of its parts kind of thing. I have yet to play a game that lets me ride a horse that conrols half as good and immersively as RDR. As well, the weather and sky system in use is pretty fresh. Above all though, its sad to say that RDR proved a western title can sell extremely well with good effort put into the story and gunplay isn't the only important aspect. Many people expected RDR to fail solely because it was an old west game and those typically suck. Plus, something should at least be said about the random encounters in the wild with bandits, escaped prisoners, etc. It single handedly set a new standard to the quality of western themed games.
Innovation doesn't merely mean "a new type of game", it means pushing the industry into new and unfamiliar territory. All of the games I listed did that. Innovation comes in many ways and the more you innovate, the more you risk losing your ass financially by alienating your audiences understanding of your game's presentation. People will cry out for innovation but when it hits, no one wants to be the one paying money to support it in fear it might suck. So sometimes small innovations are not only the smart play, but also the most rewarding for the industry.
The gaming community preaches otherwise, but with games like Mirror's Edge, Indigo Prophecy, Alpha Protocol, and Brink's under performing sales, the gaming community's consumers have spoken; and they say they are scared of heavy innovation. If you want innovation, you have to pay for it and sometimes that will mean paying for a game with a few problems. It is hard to implement innovation perfectly on the first try.