So there's always talk of "innovation" in gaming, particularly how there isn't enough of it. It's a hard line to walk: successfully delivering on what consumers have come to enjoy/expect while finding new and different ways to do things.
I've gone back-and-forth on the issue between the two extremes of "You have to please your fans/followers/customers or you'll flounder!" and "You have to innovate or you'll stagnate!" for a long time. But, at long last, I've finally reached an understanding of the issue that makes sense to me.
Innovation in gaming, for me, is best understood through carnal metaphor.
My wife and I have been married for almost 8 years, and in that time we have enjoyed an active and fulfilling love life. For a lot of, if not most, people, when you're with someone long-term, you inevitably want to try new things; to innovate, as it were. Here's the thing: while there are exceptions brought about by specific circumstances, every encounter, as a general rule and expectation, includes penetrative stimulation up to mutual satisfaction. What if I said, "Hey, about tonight. What if we just left that part out? Not because we have to, but because we need to innovate."
Yeah, I don't see that going over well.
To turn this back to gaming: innovation is a good thing, and should be pursued, but if innovation comes at the cost of the core satisfying engagement that you expect from the game/series, it ceases to be what, in your mind, it should be. Some would say that it's not "innovating the series" because if that core engagement is removed, the game is effectively no longer a game in the series; in this case, it could be considered more of a "reinvention" as opposed to "innovation."
Case in point for me would be Final Fantasy XIII. I've recently seen people defend the game on the grounds that it was innovative. For me, that "innovation" included removing the core engagement of the series: exploring an interesting world through a story that I can follow with a battle system that poses a reasonable level of strategic challenge.
Final Fantasy XIII innovated the world by making it as linear as possible. And in doing so, they removed my ability to be interested because the scenery was so repetitive and there was next to nothing to interact with outside of battle. Even Final Fantasy X, for all its linearity, felt like a world that I was exploring. I was never confused about where I was or why I was there; there were people to talk to, mini-games to play, side-areas to explore, and I never felt like any area overstayed its welcome.
Final Fantasy XIII innovated the storytelling by dumping us into things without establishing much-needed exposition. Rather, they relegated exposition to the Datalog, making FFXIII the first game in the series in which I couldn't follow the story unless I read the side-content text-logs (which I never did because that, to me, is boring and I believe I shouldn't have to).
Final Fantasy XIII innovated the combat by extremely streamlining (exstreamlining?) it. When the system opens up with the consistent three-character party and you can choose who to use and how to level them, there were actually some really interesting and challenging fights, especially in some of the boss battles, but most of the game leading up to that felt like an overlong, glorified tutorial.
The core engagement was removed in the innovation process, so, for me, it was not a Final Fantasy game as I had come to understand what a Final Fantasy game was supposed to be.
TL;DR: Innovation jumps the shark when the innovation process removes whatever the core engagement of the game/franchise/series was.
Feel free to agree, disagree with any or every thing I've posted. And/or share your own thoughts about when innovation is good/bad.
I've gone back-and-forth on the issue between the two extremes of "You have to please your fans/followers/customers or you'll flounder!" and "You have to innovate or you'll stagnate!" for a long time. But, at long last, I've finally reached an understanding of the issue that makes sense to me.
Innovation in gaming, for me, is best understood through carnal metaphor.
My wife and I have been married for almost 8 years, and in that time we have enjoyed an active and fulfilling love life. For a lot of, if not most, people, when you're with someone long-term, you inevitably want to try new things; to innovate, as it were. Here's the thing: while there are exceptions brought about by specific circumstances, every encounter, as a general rule and expectation, includes penetrative stimulation up to mutual satisfaction. What if I said, "Hey, about tonight. What if we just left that part out? Not because we have to, but because we need to innovate."
Yeah, I don't see that going over well.
To turn this back to gaming: innovation is a good thing, and should be pursued, but if innovation comes at the cost of the core satisfying engagement that you expect from the game/series, it ceases to be what, in your mind, it should be. Some would say that it's not "innovating the series" because if that core engagement is removed, the game is effectively no longer a game in the series; in this case, it could be considered more of a "reinvention" as opposed to "innovation."
Case in point for me would be Final Fantasy XIII. I've recently seen people defend the game on the grounds that it was innovative. For me, that "innovation" included removing the core engagement of the series: exploring an interesting world through a story that I can follow with a battle system that poses a reasonable level of strategic challenge.
Final Fantasy XIII innovated the world by making it as linear as possible. And in doing so, they removed my ability to be interested because the scenery was so repetitive and there was next to nothing to interact with outside of battle. Even Final Fantasy X, for all its linearity, felt like a world that I was exploring. I was never confused about where I was or why I was there; there were people to talk to, mini-games to play, side-areas to explore, and I never felt like any area overstayed its welcome.
Final Fantasy XIII innovated the storytelling by dumping us into things without establishing much-needed exposition. Rather, they relegated exposition to the Datalog, making FFXIII the first game in the series in which I couldn't follow the story unless I read the side-content text-logs (which I never did because that, to me, is boring and I believe I shouldn't have to).
Final Fantasy XIII innovated the combat by extremely streamlining (exstreamlining?) it. When the system opens up with the consistent three-character party and you can choose who to use and how to level them, there were actually some really interesting and challenging fights, especially in some of the boss battles, but most of the game leading up to that felt like an overlong, glorified tutorial.
The core engagement was removed in the innovation process, so, for me, it was not a Final Fantasy game as I had come to understand what a Final Fantasy game was supposed to be.
TL;DR: Innovation jumps the shark when the innovation process removes whatever the core engagement of the game/franchise/series was.
Feel free to agree, disagree with any or every thing I've posted. And/or share your own thoughts about when innovation is good/bad.