Tuesday 1 September 2009

Creativity is not dead. It's just hard to sell



Regardless of what anybody says, if you have something good, people will not naturally come to it. You will always get a select educated few that stand behind a product, however sometimes, people don't even understand what is good, and simply think that what they already have is adequate, and anything else couldn't possibly be better or worth thinking of. Look at people who will only buy sports titles and even then their only purchases will be the annual marginal update.

One of the main problems facing the industry is that publishers won't publish that which they don't believe will make money, so developers aren’t encouraged to create titles that may be perceived as risky and niche. Gamers won't be inclined to spend money unless they know they are going to enjoy, or believe they will enjoy their purchase. The problem is in the money.

This idea is supported when you think of some of the many titles released on downloadable services such as Wii Ware and Steam. Often you will see more creativity in these budget price titles from independent or small studio's than many mainstream developers with staff in the hundreds. However when you think of the risk associated with multimillion pound projects, this reluctance to innovate seems rational.

Remember how successful arcades were? People are willing to spend more money in smaller increments. Think about any of your favourite games. What hooked you? I bet it was within the first 5 hours of play. If you find no enjoyment by then chances are you wont continue and regret your purchase. So that's all that needs to be created and sold first and If the consumers don't take an interest, then you move on and cut your loses, which will be much less than that of a blockbuster-sized title.

Another problem is that the same types of games keep getting made largely due to the fact that's all the core audience is interested in. This is a cycle that the medium currently finds itself in and the issue is located in us, the consumers. We as a mass continually buy the same cookie-cutter titles and avoid games with new interesting concepts. What does that tell the studios? That we have little interest in taking risks with our purchases.


So of course they aren't going to deviate far from the norm. Developers have very little say in the shape of the industry. We, on the other hand, shape it every time we buy a new game.
How many times has an innovative title come out, only to be largely ignored until long after it's dropped into the bargain bin? Then, after we realize what we missed out on, we bitch because they never give us a sequel only to complain that we were waiting for the price to drop. However this is not full proof solution.

No matter how much the core wants to believe, it is the expanded audience that will really determine the success of a title. Even if the all of the gamers who comment on a website with news on the release of a new title end up purchasing it, it will still only end up being a relatively small number in comparison to the potential number of casual players who will only become aware of the title through mainstream advertisements and word of mouth.

So at this point, creativity isn't dead and everything is not lost, but it will only come in short bursts. As long as the current style of video games remains as popular as they are we will never see innovations as significant as those seen in the past. But this is true for any art or entertainment medium, as long as the purpose of the medium is to profit, you will never see as much uniqueness and originality in them as you would like.

Or you could just wait quietly in the corner for Scribblenauts.

5 comments:

  1. This comment has been removed by a blog administrator.

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  2. To be honest, I think a real part of the lack of creativity in the gaming industry comes from its audience. A majority of the gaming populace are in their teens or 20's, and are often people who would much rather go see a summer action film over an artistically constructed one. So what it really comes down to is this: you can be creative in gaming as you want...just see how long it lasts until you run out of cash.

    Now, the solution to this problem? I don't really know, myself. It's hard to convince legions of teens and young adults to change their preferences

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  3. While the article is good and do realize the lack of originality in a lot of games there are a number of thoughts that come to mind on this subject.

    1) All art/entertainment mediums go through this. It may not be good or an excuse for it, but this is the way it is. For those who want gaming to be considered art, there are going to be movements where subjects are of a similar theme or a similar visual style. Like Cel Shading, the Grey/Black/Brown theme, etc...

    2) We have to understand everyone has different tastes in art, television, and writing. We just have to accept that not everyone will be into every type of game. Does that mean that every CoD, Gears, Halo, and Killzone player is immature and only wanting the male power fantasy or that they're stupid? No and to suggest this is quite arrogant really.

    3)Many gamers seem to complain about violence, but only seems to focus on the FPS genre. However when you get down too it there aren't too many games that aren't violence centered. I mean even Mario is basically mass slaughter of Bowser's minions by stomping, fire balling, etc.. I mean sure there are novels without violence and that are more about character interaction, but it would be pretty boring for a game to have it only based on character interactions. I would find it hard to have a video game equivalent to something like 1984 or Gone with the Wind, maybe concepts from the books are there for games, but I don't think that games could work as mediums the same way novels can in this area.

    4) This article seems to have the slant that similarity = bad. I don't think this is a correct assumption. People like certain types of games, novels, or tv. I would be very sad to see "crazy fantasy" settings or other well trod settings disappear from my games (except maybe WWII). With that said there are too many people who don't like to broaden their horizons, I realize this, but that doesn't make CoD 10 a bad thing. It is only a bad thing if nobody is doing anything new, and I don't see that this is the case really.

    5) Many commenters seemed to point the blame to the consumer and the gamers rather than the business. This is unfair in my opinion. We have to understand that games are not only expensive to make, but fairly expensive to buy as well. If you had a choice between the newest entry in your favorite TV series, book series, etc or a new TV series or a new book that has gotten good praise which would you choose if you only could get one? I know I would go with the newest entry of a book, TV series that I know I enjoy. I would imagine that this is what the majority of gamers have to face as well. If anything those with a wider taste in games need to expose people to the rare gems of the video game world. Just like the friend who recommends movies that we may not have heard of otherwise. We can't make people like them though, and we have to understand that.

    So yeah these are just a few thoughts I had on this topic. Hopefully I was able to articulate them well enough



    [EDIT] Sorry for double post, lots of error's.

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  4. 1. I agree; every media form that becomes an art undergoes a branching period. The fact that we have finally arrived at this place shows that games are truly maturing. Ironically, the infighting this causes ("Casual games suck!" "No YOU suck!" Etc.) makes the user-base look rather childish.

    2. It would be foolish to assume that everybody who enjoys male-fantasy games are meatheads, but I don't think that is the implication here. Rather, its that male fantasies provide the foundational formula for most popular gaming franchises.

    3. This is where I disagree. I believe character conflict can be done in a compelling manner but very little effort has been invested in making game out of it. All we have are dialogue trees (and text adventure games). The reason why games dovetail so well with violence is that traditionally both have the same binary outcome: Win vs. Lose. Conversation games would need a mutli-faceted outcome. In a negotiation game you would have to include Win, Lose, Concession Based Compromise and Alternative Arrangement Based Compromise as possible outcomes. There is interesting stuff to be had here; we just need to work at it.

    4. Joe is not suggesting that similarity is bad, he is stating that derivative game-design is hurting games as a media, and I agree. It's a distinction that gamers should pay more attention to and a line developers need to draw for themselves. At what point does this sequel evolve the gameplay of our franchise? Many times, that line is determined by new levels and a smattering of new items or armaments. I believe we can do better, and I believe we should.

    5. Naturally, buyers are more inclined to go after titles they know they will like, but we as consumers should ask ourselves "Is there something this game gives me that I can't get from the previous installment?" If the answer is "No" I'd urge gamers to replay the last game in the series and spend their dough on a new title. You'll still get the experience you like and you can try a new one as well.

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  5. I concur with everything said here Joe, although i believe that the seeming reluctance of gamers to reach out into new and innovative games is more to do with an urge to follow the norm.

    I play a lot of 360, most of which consists of FPS games and the occassional round of Geometry wars, but i still enjoy indie titles which are cheap but offer something different. My current love for example is Plants VS Zombies, which although relies on well known Mechanics, takes a pretty drastic turn aesthetically.

    Most gamers are afraid of the criticism they will face if their peers learn that they enjoy playing JRPG's or any type of game which doesn't involve gunning people down like a badass. I know exactly what the average response would be on Xbox live if i told my friends i enjoyed Okami, and it wouldn't be pretty.

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