I have been thinking about the subject of innovation recently, and I realized something. It's not particularly profound, and it may seem obvious, but it seems like very few in the game development industry, both pro and indie, realize it: innovation doesn't just come. It has to be consciously worked towards.
When was the last time a really new genre came out? Not a technology, a genre. The first person shooter, the role playing game, the platformer, the sim, the sports game, the puzzle game, the adventure game, the space combat game, the real time strategy game, the turn based strategy game: all these originated before 2000, some LONG before. The newest genre is probably the "time-management game", games such as Diner Dash and other casual games based around doing a specific set of actions faster and faster. This is not so much a major genre as a gimmick, albeit one large enough to base a small arcade game around. The casual game market is especially prone to "me-too!" attitudes: one can see this simply by looking at the number of carbon copy match-3 and I-Spy style games on the market. Even new sub-genres are rare. How many truly original role playing games have come out recently? We can probably name a few: Red Dead Redemption, Fable, and Fallout 3 were all fairly original (so I have read - if I'm wrong, please tell me). But the vast majority of role playing games are fairly non-original. Many of them add one or two new facets onto the model they are following, but by and large they stay very close to the pattern they are following. Other major genres, the FPS for instance, are even worse (I guess Fallout 3 was an FPS too, though…). Following a pattern isn't bad. Don't get me wrong on that. But where is the next Shigeru Miyamoto, the man directly responsible at the very least in part for the platformer (Donkey Kong), the RPG/adventure game (Zelda), and the 3d scrolling shooter (Star Fox)? We haven't seen a truly new major genre in over a decade. The reason for this is clear: too little major game publishers are willing to take risks on new games. They should look at the examples of Google or Microsoft, both of which regularly take employee suggestions and go through them, looking for viable ideas. I argue that we should take this even further: we should encourage people like squidi. He should have a think tank, and be paid to just think of stuff that is original.Innovation
Posted by AKSuperNewb on March 29, 2011, 2:33 a.m.
I suggest you post this on the frontpage and the activity feed. Otherwise people wont notice it without going to your profile. Great first blog, and welcome to 64D!
Thank you Zarniwoop. I accidentally changed that when I was fixing a typo…
The problem with making new genres is that new games have to be described - and you have to describe that with what people know. So whatever your game *is*, it'll be described in terms of what genres it slots into.
But yes, the mainstream gaming industry is depressingly creatively stagnant.Welcome to 64d, very nice first post, very well written and phrased.
I don't entirely agree with this post. Yes, there are many slack devlopers these days, but even back in the "good ol' days" things weren't highly original either.I do not find any creative merit in most mainstream console games; hence why I don't play them, and I think you're making a generalisation of more the mainstream scene, whilst only briefly mentioning indie games.I wouldn't say no new genres have arrived, there have been plenty of new genres and subgenres. Some examples:The platform exploration genre, which is a fairly new genre, only surfacing in the past few years, with games such as Seiklus and Shadow of the Colossus, which IMO started it all.The sandbox genre, a genre which has been refined and perfected only recently, sporting games like Garry's Mod, Minecraft, and many more.The art game or "not game" genre, more like interactive poems.The randomly generated. Now, I don't think this is something that is essentially a genre, but could very well find itself in the world of games as a popular mechanic. I have recently found many games to utilise randomly generated enviroments, or infinitely generated enviroments. Some obvious examples are; Minecraft and Spelunky.Casual games. We all hate them, as being hardcore gamers, but the casual genre is a genre none-the-less, and should not be shunned, it has great potential to influence non-gamers.Multiplayer. A huge aspect of gaming, an entirely different dimension of gaming. So much so it can be called a genre of its own, spawning new and intuitive ways of competing. Some examples are: SpyParty, 0Space, and Everybody Edits.Also, that developer you posted seems to have some very interesting concepts. Thanks!Excuse the length of this repy ' 3 'They say the game industry is like academia in that it changes one grave at a time. As long as they're making money, they're going to keep doing what already works.
I disagree with the idea of innovation of game design. However i will say that if point cloud data turns out to be a reality (unlimited detail) then that would be nice and would be the great innovation.
But from there what we really need is an innovation of creativity, because like many things it eventually comes down to what makes money with the least cost. This is where inde games kinda come into picture with different styles and gameplay, and actually come into the market of ways such as steam. Personally i am working on a free multiplayer gaming site, so new stuff is being developed. Another example is the arcades on the game consoles where inde games can also be played. Overall, games are entertainment, and are used when ur not at work or doing something else. The closest thing I know about is the development of unlimited detail, which can make it easier to make more interesting and creative environments, but I dont know.Personally, I think postmodernism kind of defeated itself by starting out in the bronze age, hence proving itself wrong in the future, as the world nowadays has seen a fair share of new ideas since the bronze age.
What is an "old idea", anyway? Since postmodernism assumes it's something you can't come up with, the only definition I can find is that it's some archetype inherent to the human mind. Which makes Juju's summary equivalent to "You can only use your mind in a new way, not change your mind in itself."In terms of video games - usually an idea that considers a game "innovative" has been around for a long time, it was just never seen as genre-defining. Minecraft is original not in being a sandbox game, but in making sandboxism into a core mechanic. Oh, and I think Rogue is hardly a "sandbox" game. But that's mainly because being a "sandbox" game is so poorly defined.I'm not being very coherent today.
Having said that, there *are* a few genres (possibly subgenres) that are fairly new. For instance, Tower Defense games are relatively recent - less than 5 years old - as well as physics toys (World of Goo and the like, though they are older than ) because of hardware, easily available physics kits, and the growing indie scene.I think that the last point is very important because large studios aren't too willing to risk money/time developing something new that may not succeed, and would rather rehash the same old game or series to make proven money with sequels. Back when games were made by teams of just a few people, there was innovation - because innovation was needed to break into the market. Now it is left to the indie developers to try and make new things, because have more in common (in spirit) with game developers of the 80's and 90's.Interestingly, movies are the exact same way -rehashing things and just producing sequels or remakes instead of trying something new.As other people have said though - it is not necessarily about creating a new genre - its about taking something relatively innocuous, and bringing it out as a foreground element and using it to its fullest potential.In a similar vein, one could say the same thing about literature - there really are only a few stories, and all others are just simply variations of them.Short comment, but I don't really feel like posting something long. Ironic because this actually is one of my favorite topics/things to think about when it comes to game design.I wrote more than I thought I would.