Creative Tension
Are publishers impeding the creativity of the medium?
"It was probably all a terrible mistake..."
In 2009, Sean Murray and the rest of the Hello Games team flew to the US to pitch their first title, Joe Danger, to a publisher. It didn't go smoothly.
"Everything had been going great," Murray recalls. "We gave probably the best pitch and demo of Joe Danger we've ever done. The whole room seemed to be loving it, and afterwards we kept talking enthusiastically with the game running on this big screen behind us."
Then an unexpected visitor made an appearance. Murray didn't know, but the previous weekend one of his colleagues had put a snail character into the level. "He's purple, with green spots and crazy eyes and an actual two-storey house on his shell. He's about twice the size of Joe. What you'd normally call surreal."
"So this crazy purple snail suddenly shuffles past on the huge projector behind us, about four-foot tall, his eyes just staring out of the screen. Everyone stops, and you can feel it coming.
"Someone says, 'Is Joe really small or is that snail really big?' Then, 'Actually, how big is Joe Danger, anyway?'"
The Hello Games team hadn't given it much thought. "It's a game, you know?" says Murray. "We've got a talking mole too, and Joe goes around collecting giant floating coins, for f**k's sake." So that's what he told the publishers.
"That was a mistake," he reflects. The meeting then descended into a long debate about the snail:
"I don't think people want to play as a character that's smaller than a coin..."
Joe goes around collecting giant floating coins, for f**k's sake,' says Hello Games. Not exactly realistic.
"If Joe is normal size, then that would be a giant snail, so that could resonate..."
"Giant spinning coins don't seem realistic, though. The snail can stay, but the coins need to go..."
"Maybe he could fight it?"
It didn't end there. The argument dragged on and on, with calls and emails going back and forth for over a month. "I honestly believe this publisher thought we were trying to make a realistic game," says Murray, "and that we were just confused about what size real things are." Eventually, Hello Games decided to go it alone, choosing to release Joe Danger independently. "We did it for that surreal little snail and everything he stood for," says Murray.
Every developer has a story like this. Whether it's over a seemingly innocuous detail like the size of your tubby cartoon protagonist or a more fundamental issue about the direction of the game, developers can often find themselves on the receiving end of some puzzling creative input.
Atomic Games is still struggling to find a publisher for Six Days in Fallujah.
It all comes down to money. Publishers are terrified of alienating even a tiny chunk of their prospective user base. They're conservative businessmen who don't want innovation, experimentation or artistic merit, just cash and a safe return on their investment. And if you can't even put a giant purple snail in your cartoon racing game, what hope do developers have of pushing truly innovative ideas?
That's the argument, anyway. But does it actually stand up? It's undeniable that the industry is awash with sequels and clones, but are the publishers really to blame? Are they impeding the creativity of the medium? And are developers really struggling to find support for new ideas?
The creative relationship between developers and publishers is a subject that Atomic Games president Peter Tamte is eminently qualified to discuss. In April 2009, the FPS he was working on was ditched by Konami after the game's lofty creative ambitions stirred up controversy.
Eschewing the gung-ho nature of its brasher cousins, Six Days in Fallujah was intended as a faithful recreation of one of the Iraq war's bloodiest urban skirmishes. Yet as soon as word of the game hit the mainstream press, many reacted with outcry, damning the title for "trivialising" a battle that had cost so much human life.
Rather than support the game on its artistic merits, Konami chose to downplay Six Days in Fallujah's aspirations. "We're not trying to make a social commentary," Konami told the Wall Street Journal as the controversy erupted. "We're not pro-war. We're not trying to make people feel uncomfortable. We just want to bring a compelling entertainment experience. At the end of the day, it's just a game."
Less than a week later Konami dumped the shooter entirely, leaving Atomic without a publisher. Tamte still bristles at the game's treatment. "For us, Six Days in Fallujah has always been much, much more than just a game," he says, "I am surprised by the large number of people in senior product positions in our industry who truly believe we sell nothing more than fancy toys."
This lack of understanding, coupled with financial and creative conservatism, is to the detriment of the industry. "Generally, I think the best decisions come from smart people arguing about tough stuff," says Tamte, "so a lot of the creative tension between publishers and developers is helpful. But the culture of most publishers is built on repeating what has already been successful. By definition, this eventually fails because new franchises are always created by offering something new."
It's not a situation that Tamte sees changing soon, either. "Unfortunately, publishers are getting even more cautious as games have become ridiculously expensive to build," he says.
So exactly how hard is it to get new, innovative games made in this environment? Nina Kristensen and Alex Evans, co-founders of Ninja Theory and Media Molecule respectively, are well placed to answer, their studios having earned a reputation for creating unique titles with strong support from publishers.
Sony 'just got' LittleBigPlanet from the start.
Kristensen believes that the right publishers are out there, and for an enterprising developer it's just a case of finding them. Ninja Theory secured funding for Enslaved unusually late in the development process for exactly this reason. After a long search for someone willing to offer the financial support and creative freedom they felt the game deserved, the developer ended up pairing with Namco Bandai. "If you're working on an original IP, a publisher is only going to sign up your game if they believe in its vision," says Kristensen.
Evans agrees. "For us, I think the success of our LittleBigPlanet pitch came down to the amount we had to show, and our experience, but above all, [then Executive Vice President of Sony Computer Entertainment Europe] Phil Harrison's receptiveness to our vision," he says, "He really got it straight away. We had the odd disagreement, as any passionate bunch will, but we couldn't have done it without his support."
Those disagreements Evans mentions are part and parcel of a fruitful creative relationship. "As long as it's a discussion, with both sides listening, it doesn't matter who wins in each particular battle," Evans says, "The relationship, and potential for antagonism, goes both ways. It's hard making games, and we have undoubtedly caused plenty of ball-ache for each other. But in the end, it's worth it," he adds.
For Kristensen, the problems only begin if the lines of communication are not established properly. It's then that devs are pushed into creating more formulaic experiences.
"It has to fit into their portfolio," says Kristensen, "if your game isn't an exact match you can get into the realm of being pressured to tick boxes. These things aren't terribly surprising but it does mean that you need to think carefully when picking your partners."
Ultimately, Kristensen puts the onus of producing new, original games squarely at the feet of developers. "If we can't make a proper argument for why a publisher should pick up the game," she says, "we've either not explained it well enough or the idea isn't good enough."
So what do the publishers themselves have to say about the matter? Despite Kristensen and Evans' belief that new, original experiences can find backing from the right publishers, the fact remains that the videogame industry is rife with sequels and copycats. Are publishers truly committed to innovation and new IP?
Sony Worldwide Studios Europe VP Michael Denny believes so. "Gamers and consumers generally crave new things," he says, "so if we want to stay relevant in an increasingly competitive environment, we must continue to find compelling new experiences to keep our platforms exciting."
Yet despite this, new experiences must be created with an eye on how they can be turned into a franchise, says Denny. Sequels are not just inevitable – they're expected.
"The massive creative and financial investment involved in bringing a new IP to market means that planning a franchisable game from the outset is important," he says, "I think that's natural and something expected from both a consumer and commercial perspective."
For Denny, sequels don't preclude further innovation. "The important thing is to try to define some key innovations to sequels in the early stages of pre-production," he says, "to ensure the experience remains compelling and exciting for the consumers."
Lee Kirton, marketing director at Namco Bandai Partners, goes even further. Proud of his own company's dedication to new experiences, he nevertheless rejects the notion that sequels are inherently bad.
"Technology and gameplay often improve and the experience changes and grows over the years," says Kirton, "I think that consumers have confidence in big franchises and sequels, so many publishers play it safe by focusing on established audiences and brands rather than new IP. Marketing pounds go a lot further when you already have a strong brand identity. The buzz that surrounds a game like Call of Duty within the playground or in the pub is incredible. It creates an instant sale."
4. Despite critical praise, Enslaved failed to make much of an impact.
What Kirton addresses here is something that the other industry representatives we spoke to only hinted at. Broadly speaking, consumers are wary of unique experiences.
He should know. Enslaved, Ninja Theory's Namco Bandai-published action game, failed to capture the public imagination. Despite being a new IP garnering positive reviews for pushing boundaries in story telling and motion capture, it has sold just 730,000 copies - well below the million they were aiming for.
It's not the only one, either. The list of well-received, yet poorly performing new IPs makes for dispiriting reading: Mirror's Edge, Mad World, Vanquish and Blur. And that's just in the last few years.
Ultimately, it's a publisher's job to second-guess consumers in order to provide them with what they want. So if sequels and military shooters continue to sell in huge numbers, for example, then publishers will continue to fund them and developers will continue to make them.
Yet, as we've seen, there is room for innovation. Publishers in the search of the next big thing will support the right project. Even if the intention is to iterate on it with sequels further down the road. They get it wrong sometimes of course, as Hello Games, Atomic Games and many other developers will attest. But original, unique, innovative mainstream games will still be made. It's just up to us to buy them.
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Comments (65) Latest comment 11 months ago
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Developments like XBLA and PSN are a route for devs to publish direct, but as long as costs are so high (and so is the RRP of games) then the industry and consumers will go for the safe bets.
Which is ironic, as so often it's the games that don't make a massive splash at retail that so many gamers love - Katamari, Ico, Beyond Good and Evil, etc etc.
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OK, sorry, but I don't believe this for a second. A lot of the time people are compelled to buy established titles like Mario and Call of Duty. There are exceptions like LittleBigPlanet, but a lot of the time, newness doesn't come into it.
My first reaction to this article was "anything profit-driven will always be stifled creatively". But the fact that we're seeing unusual games such as El Shaddai, Journey and Bioshock Infinite on the way indicates that new ideas are being given a chance, even if they've sometimes got an established name behind them. That said, these games are definitely the exception rather than the rule, and a lot of the time it's going to be series like CoD and Uncharted that rule the roost in terms of popularity and sales: Uncharted is undeniably popular and acclaimed, but really, from what I've played it's not a revolutionary experience by any stretch. Just like Resistance: good game, but not original.
Ultimately, it comes down to sales. People's purchases dictate what we say on store shelves and if we want to change the gaming landscape we have to vote with our wallets. I know a lot of this stuff is pretty obvious but still.
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In Mirror's Edge's case, I think its problem was that not enough people want to play a game where people shoot at you, but your best strategy is to run away really fast. I thought it was a great game, but it's harder to sell a teenager (a male teenager for maximum market potential) on it as a power fantasy. Also, it's depressing, but if your main character was a wisecracking guy rather than a laconic Asian girl, it may have actually sold better.
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Last year all the top selling games were sequels, this year it will be the same, so WHY would a publisher do anything that isn't a sequel?
It's not that publishers don't want to try new things, but the simple truth of the matter is all the metrics from the industry indicate that consumers don't want anything new, they are happy buying sequels.
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Yeah, I think this can definitely happen. Thankfully, these qualities aren't mutually exclusive as games like Portal 2 demonstrates.
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I personally know seven people that were really excited about the game, only to play the demo and immediately rule out a purchase. Only one of them has gone on to purchase the game due to the reviews it has received, but waited until it hit the bargain bins instead of making it a day one purchase. I believe he has loaned it to two of the others. So where the developer would have got at least three-four week one sales out of those original seven people, only one has gone on to purchase it.
With any new IP I think it's incredibly important to not only release a demo, but release a compelling demo. Perhaps even a demo custom made (i.e. showing the game but an exclusive level, or a level of the game but interrupted with FMV, something to make it more compelling), but at least a level that, while still relatively early in the game so as not to spoil things, is a good representation of the game overall.
If you're releasing a new IP and on top of that backing it up with a poor/dull demo (or perhaps even worse still, no demo at all), and you don't get the sales you think your title deserves, you can also point the finger of blame at yourself.
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In the market people want familiarity but new and shiny, if creativity is taking a hit it's because these are not the game experiences people want to play, this is after all an entertainment medium.
If it was up to most gamers we would be playing upgraded remakes every gen, they'd rather play something they already know they will like than spend cash on something they might not like. If you want the medium to be more creative you have to bring a variety of experiences to gamers and let them try them, maybe make the first game an arcade title or psn title with less risk for everyone.
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I was vaguely interested, but the demo killed it for me.
To be honest, I was already a bit turned off by the take-old-mythology-and-retell-it-in-the-future premise, similarly to Too Human. I just don't think that's a particularly good or original idea.
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Look around yourself, talk with the people you study or work with, ask them not just about what they are playing, but what they are reading and watching. It's naive to think all of them can and will play (and pay for) a game that offers innovative mechanics or complex story or even a weird visual style.
It's not especially bad - it's always been the case with human culture. One must embrace it or go watch the likes of toothless Transformers X with non-existent plot, completely interchangeable cast and lack of anything new whatsoever.
AAA games are too expensive to develop nowadays to allow for anything but the biggest possible target audience (of millions of people or more), so those of us who like something even slightly different should look at not so AAA titles, which can be found in XBLA, PSN, Steam and even moddb. And if something super-cool of that kind comes out in retail we should fucking buy it and not wait while it gets discounted, because if we don't buy it at full price, then who will?
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Lofty creative ambitions? I thought it was its cynical, insensitive headline-jumping marketing strategy. The same thing that almost shot down EA's Medal of Honour with their Taliban in multiplayer.
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A publisher and game developer should make a game for the target audience that is willing to pay for the game they're trying to make, which can be a smaller group than the average military shooter. With so much money involved, it's not about 'I'm creative and I create whatever I want, if someone buys it or not, I don't care'. It's about creating products. Products need a target audience: the product offers a set of 'Unique Selling Points' (USPs) and the target audience seeks for these USPs. This is greatly simplified, but in general this is how you plan and develop products which have a 'chance' of survival.
It's not tic-tac-toe though, products can still fail, even if they meet every target audience's demand. perhaps the target audience rather spends its money on beer, or another game or waits for a game which comes out within a month. Or the product sucks more than expected. Most products fail, as most products don't even make it out the door: they're get canned on the drawing board or during development. We consumers only see around us the success-stories of the products which actually made it out the door. However, just being on a store shelve doesn't mean it will sell enough to break even. Competing products and a whole range of other reasons can make a product fail. And flunky crappy shit products succeed. If it was easy to predict what to do to get rich, everyone would be rich
Personally, I think the game industry is still following the punk kid with the purple hair who pitches his silly game idea. It's not the punk kid's fault, however the path from silly idea to solid game is too long, too much stuff the punk kid didn't think about have to be filled in, discussed to death before it's implemented.
While at the same time, it might be better to look at what games really want. For example I just want to wander alone through a world which only exists in a game, trying to survive. Others might just want to shoot people in the head. IMHO those things should be leading: the purple hair kid should be brought in when these things are settled, to fill in how the world looks like.
Oh, and get better writers. Video game stories in general are so incredibly stupid and lame, that even a low-quality thriller writer like James Patterson wouldn't even think about using these stories as a base for his books.
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I bought AC Brotherhood and enjoyed it but was it really that different to AC2? So am i not partly to blame for yet another Enzio story coming our way?
I was determined not to buy COD but after the majority of my friends did i folded and bought it so isnt it partly my fault that they now feel they can continue to churn out the same old shit on a yearly basis...
I did buy into Enslaved though but while the story and cut scenes where great the game itself was fairly average.
But thats my point - Innovation on its own is not enough you still have to make a good game and with the initial investment involved why not make a couple of sequels as long as they are fun just dont take the piss - AC & COD i'm looking at you
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Also, it is a known issue that publishers can be responsible for rushing a title out, thus impeding its quality, you can find articles where both developers and publishers acknowledge this too. I under stand that it's an investment and they want return on it, but what sort of return are you gonna get if the quality fails to meet the very demanding standards of gamers these days?
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Enslaved - a bit iffy controls but a good story and good characters. Could have done with more exploring of the lush environments more puzzles and less combat. Unfortunately the demo showed none of the games strong points.
Mirror's Edge - Been a while since I played it but I think it would have done better as a pure stealth runner jumper puzzle game without resorting to violence.
Mad World - OK game, oh so wrong platform.
Vanquish - A bit of enslaved in this, lovely environments that you cant explore paired with OK gameplay but by far and away the worst story and most bland characters I've seen in years.
Blur - Racing gone horribly wrong, don't ever go there again.
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So those people don't by the games that 'review well' any more, they just buy games that they know they will like, or that have good marketing campaigns. They've been let down too many times by reviewers thinking as industry people, not as paying consumers.
Jon
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I'm not saying it is always a solution, but as a self-publishing bod myself, it is ideal for small/medium projects, and that can lead to AAA projects down the line.
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But besides that, producers and the like are idiots. They would change Batman into a pink mammoth if thoughht it made them more money. Sad thing is, by "thinking" they know what the audience want they actually fuck it up every time.
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I understand the sense behind this, but it makes me sad all the way through. The whimsy and fun of playing games and being an enthusiast has really petered out, at least for me.
I know this is the way of the world; once things get popular, once significant monies start being generated, this kind of 'cost-optimal' climate is inevitable, along with the unapologeticly monolithic and terrifying language of which the above is such a strong example.
It makes me sad that so many game concepts will be dismissed out of hand because a group of business people can't extrapolate a franchise path for them, the same business people who probably wouldn't have given games the time of day ten years ago.
But that's the real world.
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/reads
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Beyond that though, I think there is a further story here to do with the recent apparent trend for talented developers to either bail out of, or be chucked out of, deals with publishers, and go indy. There was an EG vid not so long ago about the fate of various Bizarre developers, and it seems to be all the rage to fire up an indy house of late, and there are, pleasingly, a bunch of talented guys and girls that seem to have gone back to realising their ideas outside the business-minded zone of control of the big publishing houses.
For me personally though:
1. Developers should not spend the proceeds of their successful games on ferraris, jacuzzi sessions with models and so on. Some of this money might be better spent investing in publishing your own future titles.
2. I'm not listening to anything Lee Kirton has to say, especially about sequels, until somebody has had a grown up discussion with him and his partners from Atari and Eden about what on earth went on with the release and failure of TDU2.
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Vanquish should've sold a lot more though, it's a damn shame.
Even the most successful franchises were new IPs at some point, sometimes it's hard to predict what will sell and taking riks in the current economy can end up in disaster for a publisher.
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I think the indie sector (under which I throw, XBLA, Minis, Mobile, Social and indie PC) will play a much larger role in the development of new ideas, mechanics and IP in the future. It provides a way to develop an innovative game, make some money, and develop a brand identity without risking the enormous losses of incurred by unsuccessful console developments.
I wouldn’t be surprised to see console sequels to successful indie games becoming the norm within the next few years, especially if the next generation of consoles and PCs further increase development costs.
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Enslaved and Mass Effect 2 were my favourite games of last year (alongside VVVVVV, of course). If it weren't for a random demo download over Xbox Live I'd never have heard or known about Enslaved, and I keep fairly up to date with gaming news. If people don't know about something, they're not going to buy it no matter how good it is.
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the cheaper more experimental ideas get iterated through mobile where the costs are low
XBLA/PSN releases are the sweet spot, where prices aren't too high so innovation can breathe, but it has to be respectful of the cost being created.
Full releases, are basically designed to extract as much money out of the consumer that they can, they offer the least innovation, only tinkering very basically with the formulas they have. They then borrow or steal the more innovative ideas from the cheaper releases once another company has tried and tested them first, reducing risk.
I dont have a problem with this tiered system, everyone gets what they want to some degree.
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And this is why I get annoyed when people here selfishly cry out for the next gen to begin with "TEH SUP3R HD GRAF1X" AND want brand new IP and experiences.
You can't bloody have both ways you numbskulls, something has to give.
The issue is risk. Currently, risk is too high, it needs to be reduced.
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If you have a truely fab original game idea then you can publish with very little capital, if you pick your platform.
Don't go for consoles - they are the big-capital publishing route, the established Hollywood big machine. You can only publish on consoles if you have BIG money behind you, and you'll only get that with an established track record of success.
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Publishers are only risk averse because they know that the average consumer is. As critics we applaud bold new directions but rarely invest in them as consumers. The business, sadly, reflects this.
If the overheads weren't so large, there'd be a thriving indie community in AAA games, much the same as in the film industry where you can make a very professional looking film for a relatively small budget. It's the immense overheads that put publishers off. This is something that needs to be adressed if we are to preserve even a degree of true creativity in the medium over the next generation. At the moment, budgets in boxed AAA games is a runaway train that's slowly killing creativity as opposed to fostering it.
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(unless you include buying an external studio once they have a product)
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Indie games, independent films and music- whatever the genre that's where the real innovation happens- you see people decrying the lack of innovation in all these media and sure, if you just restrict yourself to big budget blockbuster stuff in any medium you're not going to see a lot of innovation- but you're just looking in the wrong place.
Luckily we're living in an age where there are more innovative gameplay concepts coming out (mainly from indie devs) than anyone could possibly hope to play- maybe we shold just be happy with that.
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I do think it's interesting how there's sort of a reverse Hollywood starting to appear, where all the large (and perhaps cookiecutter) blockbusters are released in the summer period, and the other more creative films at other moments in the year. Here it seems like the summer lull is a good time to sell creative games.
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Tech improves but gameplay mostly stays the same.
"just 730,000 copies" - Just? Ok, that was short of its target but that's still quite a lot.
"Ultimately, it's a publisher's job to second-guess consumers in order to provide them with what they want."
Or they could just ask us what we want. You know, do some market research?
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Until businessmen and shareholders decide the fate of a game or at least they have more power than the people who make these games and try to sell it to as many people as they can for obvious reasons, people should not expect a high degree of creativity.
Simply put if you go the route of saying that games are an artform (why not) then as you can see art isn't made on conveyor belts as the publishers would like to have it, games under minimal time and sell to as many people as you can quality doesn't matter as long as the fools buy it.
Here comes in to the picture the (I hate the word) consumer, who is gulliable and doesn't care much for what he/she is buying.
The few people who want creativity doesn't matter we are the minority.
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A good read, but I take personal issue with some of the examples.
Six Days in Fallujah: since we can't play the game we don't know if it's "creative" at all, we only know it's controversial, and controversy isn't "innovative". Are they making a game that's truly 'unpleasant' akin to Kane & Lynch 2 or something? Because if it's just a standard FPS based on a recent historical incident with a tacked on flavor of gritty realism then that's not any sort of creative risk at all. At best it'd be a cynical cash in and at worst more like propaganda, and deserves to rot.
Mirror's Edge and Enslaved: Both strike me as object lessons in creative compromise.
The wonderful potential in ME's idea and system is suffocated by the strict linearity and narrative intrusions. It's EAness is showing something fierce, way too much canned 'attitude' and blunt force entertainment value. By nature it should have played by the principles of a platformer, Mario Galaxy shows people still crave that sort of experience; GTA was not the first "sandbox", but it seems to have convinced the industry that "open world" = "extreme violence" and nothing else need aspire. I wanted a playground, not a shitty Hotwheels track.
Enslaved is similarly suffocated, not by linearity as such, but still the excessive automation. I've been grinding this axe a lot lately, but this trend of what I think of as 'vacuum' games is defining a new mainstream vs old-school divide I think. What defines a AAA game anymore is production first - and a restrictive conception of it - with any other concerns far removed. And along with that focus and reliance on linear, scripted narrative reinforcements comes the increasing pressure not to risk impeding the players progress too much. The mandate is to clearly label the win button. at all times, so the player can just move on to the next page of the script. Uncharted 2 is the gold standard for that now, and Enslaved doesn't measure up on any level, but I have to wonder... even all else being equal, without that best in class production and visual level, would UC2 have stood out at all?
So I dunno, maybe I'm just a relic now, and most people really do just want to get sucked through every game anymore. Or at least the principles of solid and fun gameplay for it's own sake seem to be relegated to multiplayer now. But again as examples, the themes of Mirror's Edge and Enslaved were never mainstream gristle in the first place... so I think they just ended up as neither here nor there by watering down the fundamental gameplay so pitifully. So IMO they may stand as icons of exactly how this creative vs demographic tug-of-war can directly undermine the end product.
Bit of a tangent there, but still, it gets to the only real issue. Things are out of balance right now, partly because - even still - a lot of the suits making these ultimate decisions aren't capable of, or even have any interest in, assessing the product on it's own merits. The most quantifiable advantage of successful new IP's is the support of a publisher / producer who actually believes in the identity of the game, believes in it's chance to make an impact for what it is, rather than what it's supposed to be. Which is something no random top-of-his-class MBA who "sure I'm a gamer, I must have played hours of Doom in college" will never, ever be able to do.
But in the end it is down to the consumers. If we mostly accept being force fed whatever the biggest marketing budgets sell us, then we get exactly what we deserve.
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Ico can wait until it hits the bargain bin.
Or it gets an HD remake, or the HD remake hits the bargain bin.
Sad, but true.
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Is that the early stages of pre-production of the sequel or of the entire franchise? It wouldn't surprise me if it were sometimes the latter; thus allowing some room for improvement on subsequent sequels. Cynical perhaps, but its just how gaming has made me over this past generation.
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HAH! Yeah but we're talking about EA here, and they promoted that game pretty big. I think it's actually a subtle backlash against the game itself, a lot of people know that a lot of people were disappointed, and I think it sold off that marketing and publicity for a couple weeks and then went completely silent because of so much disappointment. The accepted notion for a long time was that it would not justify a sequel. But if I hear of simply more of the same, no matter how "improved" it might be, I know I won't be suckered twice.
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As someone has said, original and innovative are not enough to warrant purchases, even from people who crave variety and creativity in games, and I worry that the creativity argument is being used as an excuse to mask the failure of certain games. After all there countless original and innovative ways to make something phenomenally shit.
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Unfortunately for Enslaved, those two highlighted areas is where the effort showed. The gameplay and response seemed to indicate that those areas did not receive the same love and attention that story-telling and motion capture received.
FWIW, I loved Enslaved though, problems and all.
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The article good but granted you can float the line that "its our own fault for buying the wrong games" making us out to be the reason why the game industry sucks right now and completely miss the fact that publishers are the ones and not just them Microsoft and Sony are the ones that kill games that they dont like. Do you realize how many games get killed which have been in production and just when they about to go gold they get killed over the years???
But also if a game is good it sells thats the final slab in the pavement.
Yes ninja theory is one of the only game developers in the UK that is kinda interesting but they certainly aint perfect and shudnt be made out to be pooooor victims because enslaved didnt sell on the fact that yer some morons may never touched it, but a lot of people played it and didnt think it was that important of a game, that it wasnt a must play game.
Not to me, maybe someone else who thought it was something special thats their right dont mean they then can have a go at me because they arrogantly think they right or more sophisticated because they liked it.
You seem to forgot that some people like COD others dont, some people like uncharted others dont.
People aint carbon copies of one another and we all aint gonna have the same likes or dislikes thus just because a magazine staff think a certain game was good doesnt mean others will, and neither ones perspectives is the super rock solid truth.
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Okay, I'm sorry, but what? If you're talking about the general consuming public then the LAST thing they want is something new. You only have to look at the top-selling games to confirm this. Halo? Call of Duty? In fact, 99% of FPSs, which appear to be the dominant genre right now?
Traditionally published games grow less and less interesting by the year. Indie gaming is the future, at least for those of us who are a tiny bit bored with looking through gunsights at terrorists or aliens.
With that said there ARE publishers who value creativity--Valve and Bioware are obvious examples--but most of them are in this game for the money and nothing else.
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I wanted to add to this point: "If we can't make a proper argument for why a publisher should pick up the game," she says, "we've either not explained it well enough or the idea isn't good enough."
Absolutely spot on right there from Kristensen. There are more than a handful of publishers who are willing to back a risky game, it's simply a matter of pitching it properly so that publishers believe the risk is worth it based either on artistic merit (a large publisher will generally put out a game for acclaim prior or shortly after a game released for commerical success, the original Assassins Creed for instance) or that the game will resonate with gamers and earn more money in reality than it appears on paper, like say, Demon's Souls, which everyone had pegged as some "only for the Japanese" game until the imports rolled in, then the previously unheard of Atlus Games swooped in and grabbed US publishing rights that nobody else wanted.
Some of the best games of this generation are games we owe to publishers taking a chance. The key issue between publishers and developers isn't that publishers are blocking innovation but that publishers are pressuring developers into making games "accessible" and this is generally being done removing any semblance of challenge from the game, something which again lies at the feet of developers, but if you're being told to make the game mouth-breathingly simple or it doesn't get released what can a developer do?
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Long live the independent PC game, I say.
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Enslaved always seems to come up in these sorts of discussions but I really struggle to see it as a shining example of originality in game design. Yes, the motion capture and voice acting was first class - probably only really bettered by LA Noire - but the story itself was pure video game fodder and the actual gameplay - the combat, the platforming and puzzle solving - were firmly average.
And I say that as someone who actually really liked Heavenly Sword and kept the faith to stick with my "Talent Edition" pre-order even after the lacklustre demo. Sorry, but I really wanted to love it, but it just wasn't that good a game.
On the other hand, Vanquish was fucking superb. Someone slap "Dave" and his mates and force them to buy a million copies of that.
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