Poll: Gaming Society

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buick37

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Nov 22, 2010
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I was having a discussion with my friend about new releases, and i began to notice all the sequels and that fresh innovation in games was getting harder and harder to come by. Do you think as a gaming society we've peaked?
 

Culinus

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May 16, 2011
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Why do people always claim consistently that all forms of art have completely lost it's innovation? Do you remember that decade when everyone was making just about nothing but 2D platformers? That's stagnation! For gods sake we had titles such as Magicka, Bastion and Frozen Synapse released this year, and lots of other games which might not have completely revolutionized gaming but stil quite successful innovative titles.
 

MiracleOfSound

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Jan 3, 2009
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Nah. Been gaming since the early 80s and this gen is my favorite.

Portal 2, Bulletstorm, LA Noire and I'm sure many others all had lots of innovation this year.

The only bits I'm not a fan of are multiplayer being squashed into everything, annual franchise releases, motion controls and certain DLC and DRM policies.
 

TehCookie

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Sep 16, 2008
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It depends on the perspective. Games now are more popular than ever and are making more money, but that also means taking less risks and if people are willing to buy the same repackaged shit why would you change it?

The past isn't better either. Sure they are a lot more creative games but some old graphics are hard to look at unless you grew up with them. Not to mention we spend the last 10-20 years ironing out kinks in game play to make it smoother, but also decided to iron out too much and some things are missed such as health bars in certain games.

Gaming seems to be more of a waves. There isn't a set peak but some eras of games are better than others. I would say we are on the downslope where we put technology in front of the gaming and fun aspects but that just means the next peak will be even better.
 

Xprimentyl

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The important thing is to acknowledge the very nature of "innovation." The stagnation any one of us might feel is to be the very catalyst for the change and "innovation" we seek. It's counterintuitive to believe the lack of current drastic change is evidence that change is not on the horizon when, in fact, it is evidence to the exact opposite.

I remember a stagnation years ago on the Sega Genesis. Those hearty black plastic game boxes and colorful game booklets gave way to flimsy, cardboard boxes and sleeves; the booklets became blah black and white affairs; most importantly, the games themselves were become retreads of tired ideas and ceased to be fun or exciting anymore. I was a teenager and recall thinking, gaming has finally crested; it's over and the stagnation in titles, decline in quality, meant either I was outgrowing the hobby or gaming as an entertainment was dying... then I walked into a Toys 'R Us and saw a kiosk with what I never dreamed possible: Mario running around in 3 fucking D. The Nintendo 64 was an amazing, innovative machine and it whisked away any idea I had that gaming was dying. If anything, I thought it might have catapaulted out of MY reach; surely a home console capable to allowing me to control characters in 3 dimensions costed THOUSANDS of dollars!! Even the controller seemed alien, more like a plastic weapon than a viable means of controlling a character on-screen; my GAWD, what IS that joystick doing in the middle?!?

Point is, every industry, including gaming, is always on the prowl for the NEXT step of its natural evolution; the need for change and the change itself are two sides of the same coin; one cannot exist without the other.

However, I would worry that the bar has been set fairly high as gaming has attempted to be too mnay things for too many people all at the same time. Had you told me back in 2005 that my $400, 20GB Xbox would eventually let me stream movies and music, store entire, full-retail releases on its soon-to-be ten times bigger harddrive and that I could control all of this with a literal wave of my hand, I would have laughed it off as science fiction. But we're there now as this generation of consoles is basically coming to an end and stirrings of the NEXT generation are ruffling the feathers of the internet. The REAL question is what innovation is going to be good enough for gamers? Where can it possible go that will sate our desire for "more" and "better?" I don't question gaming; I question us.
 

Xprimentyl

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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.
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."
 

Savagezion

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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.
 

Savagezion

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Matthew94 said:
Xprimentyl said:
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.
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."
Portal itself wasn't an innovation, it just expanded the concept of Narbacular Drop with a Valve plot.
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.
 

MiracleOfSound

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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.

I have also never played a game where me and my buddy had to time our jumps in order to send eachother flying through portals in walls and smack into eachother halfway through the second jump in order to proceed...

There were loads of great little innovative ideas in Portal 2.
 

JamesCoote

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There are more new, non-sequel games being made than ever before. As for innovation;

AAA titles are as samey as they have been for many years. This is simply an effect of big business. You might as well bemoan the lack of original hollywood films and the endless comic-book-based sequel films, because it would be an identical debate. The difference with games is that AAA titles are now given AAA marketing budgets, with all the same glitz and glam as hollywood, which is why you percieve that these are the only games getting made, even though the opposite is true

Mobile and Facebook have created the 'casual' gaming experience, which is a fancy way of saying people who never bothered to buy lemmings or worms or donkey kong and/or didn't have a games console back in the day can now play those things for free in their lunch break/on the train home, on the facebook page / mobile phone they happen to have anyway. This has brought many new gamers onto the market, but in the rush to capture this vast market that has appeared practically over night and out of no-where, game makers have not taken risks but instead tried to just endlessly copy farmville and angry birds. Or they didn't have any marketing budget and sank with out a trace in the various app stores. As these platforms mature, games will have to innovate to catch people's attention in the already crowded space (and also as people get bored of angry birds and cut-the-rope clones). But you may have to wait a year or two for anything really significant (in size and meaning) to come along

Steam is where games that are a bit too big to be indie but have no million dollar marketing budgets end up. There is pleanty of innovation going on in this space where indie games that have grown to be a bit bigger than 2 guys in their basements live

Finally, there are loads of places where you can get information on the vast range of indie games out there, most of which are made more for the passion than the money and often have very innovative mechanics or techniques or fiction. I'm sure if you threw up a thread in certain games-review site forums you'd quickly get a long list of interesting indie games to play or places to find them and even talk direct to the devs

TLDR: There's pleanty of innovation, esp. in indie games, you just suck at looking for it
 

Savagezion

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Matthew94 said:
Savagezion said:
Matthew94 said:
Portal itself wasn't an innovation, it just expanded the concept of Narbacular Drop with a Valve plot.
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.
It doesn't take the innovation away from the creator, don't put words in my mouth.

It takes the innovation away from the sequel if it turns out it just refined an older formula, like Portal did.
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.

As well, it would be stupid to claim that innovation is robbed from a sequel if it refined its predecessors formula. That is what sequels do. Narbacular Drop is in line with the Portal franchise. The innovation gets credited to the same place. They were released 2 years apart and Narbacular Drop and Portal's reception are worlds apart. There are many people who were introduced to that gameplay model through Portal and not NDrop. Thus, it is a perfectly valid claim to make that Portal was innovative as it IS NDrop. You ave this version or that version and most people prefer the version under the name Portal.

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.
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?
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.

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.