Innovation

Posted by AKSuperNewb on March 29, 2011, 2:33 a.m.

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.

So, why isn't there more innovation in the indie games scene? Answer: there is, but not enough. Many of the games on Kongregate or Armor, even some of the ones on Yoyo, are highly original. But very very few actually experiment with something radically new. I challenge this community to do that. The next Shigeru Miyamoto is out there somewhere. This is addressed to him:

Do it. Don't be afraid to step out of line and make something that's unlike anything that's been done before. Those who do eventually will become the top people in their arenas, as long as they do it well.

We need a revolution in game design.

You may comment on the blog post, but I would like to especially encourage discussion of the topic, and new ideas for radically new games.

Thank you for reading.

-AKSuperNewb

Comments

DesertFox 14 years, 10 months ago

I'd beg to differ about there not being any new genres of books.

Science-fiction is a young genre - at only ~100 yrs old its still nothing compared to the multi-millenia span other genres have enjoyed.

Cesque 14 years, 10 months ago

I'm not saying Nintendo 3DS isn't innovative, but how is it a different genre in any way?

Praying Mantis 14 years, 10 months ago

I beg to differ that the kind of stuff nintendo is doing is "innovative", yes it's a new mechanic, but that's a mechanic - an input - yet the gameplay itself isn't entirely different. Not to mention I'm quite dissapointed to find that no-one's done anything with these mechanics that I can truly say "wow" to, which I should be doing.

Also, several people have mentioned that they are realising that movies and literature have the same problem, I totally agree. One medium is the same as the other, there will always be those who create unsatisfactory products simply because they have to make money, because those products will be consumed by the masses.

All this gaming philosophy makes me want to write a book on it :)

Praying Mantis 14 years, 10 months ago

I actually totally agree with that. That's the way I feel about music genres, they are just a way of putting something in a box, yet most good music cannot be specifically labelled in such a way. This is why I have such a hard time explaining what an artist sounds like to a friend. You have to experience it to know what it's like.

I guess I forgot to translate that view of musical genres to the way I think of gaming genres.

Cesque 14 years, 10 months ago

Quote:
Let's explain this analogy: none of those games have anything in common besides facial hair. Having a beard feature in a game is analogous to having a statistics system or playing from a first-person perspective - They are genre-defining characteristics. Some games use it a lot, some games have it but don't use it often, some games have it as an optional extra, some games use something close but not definable in any other genre.

I'd say not all gameplay elements are equal - some are genre-defining, some aren't. Beards are hardly genre-defining, unless you develop a game where growing a beard is the primary gameplay mechanic. Random generation may be genre-defining (Diablo clones, roguelikes, Minecraft), but in most cases it is not (random encounters and drops in RPGs). Likewise, physics are a defining feature for World of Goo or Angry Birds, but not a defining feature for StarCraft 2. Customisation is a defining feature of Sims, but just a random gimmick in many other games.

A distinction between "first person shooter" and "strategy game" is a gameplay-based distinction. On the contrary, beards have little gameplay impact and (because they're a purely visual element) cannot be used as a core for a genre.

And while I'm at genres - video games are probably the medium of widest internal variety. I mean, compare Fifa and Dead Space. Both are considered "video games", but one is a virtual sports game, the other is pretty much an interactive film. I'm not sure what I'm drawing towards here, but I guess I'm trying to say that variety among video games may just as well be extended to a fluid transition between films and video games and sports.

Quote:
I am a man but I am also British, I like Marmite but I dislike bananas. No one of those things defines me but together they start to build a picture of what I am.

Yes, but if somebody asks "What country are you from?" (or "What's the gameplay like?"), they're not expecting you to answer "I like bananas" (or "It has beards").

Quote:
You can't measure anything with an absolutist viewpoint. That is post-modernism. It also implies that there's no such thing as true, completely unique innovation because everything is subjectively linked to everything else. In order to break out of the loop of endless repetition that we find ourselves in, we need to look outside of genres. You can do "new" things in art or fiction in three ways:

1) Evolve incrementally from previous experiments (intra-genre)

2) Steal ideas from other places within the world of fiction (inter-genre)

3) Re-contextualise ideas from outside art and fiction (extra-genre)

I'm sorry, but that definition crucially relies on the absolutely defined concept of genres. If genres didn't exist, there would be no "three ways", they would be just one.

Quote:
Here's a shocker - Half-Life 2 wasn't innovative. What made the game great? The physics? The puzzles? The post-apocalyptic story? The vehicle sections? The guns? The first-person perspective? These are all things that have been done in other games and, in some cases, done better in other games. Valve simply brought them together and did them universally well. That's not innovation, that's setting the bar higher. And we love it.

Half-Life 2 was innovative because it introduced physics as a gameplay element in the FPS genre. So in a way, one could say it did create a new "genre". That's what I understand "genre" as, in video games, something which defines the interaction between the player and the environment. On the other hand, whether a particular case is post-apocalyptic or fantasy doesn't really matter. StarCraft and WarCraft are the same genre, because the world (or the presence of the beards) are just visual elements.

Praying Mantis 14 years, 10 months ago

I've just had a tremendous thought as to how awesome a game about growing beards would be.

I also agree with Cesque's post. Both posts have valid points.

Quote:
And while I'm at genres - video games are probably the medium of widest internal variety. I mean, compare Fifa and Dead Space. Both are considered "video games", but one is a virtual sports game, the other is pretty much an interactive film. I'm not sure what I'm drawing towards here, but I guess I'm trying to say that variety among video games may just as well be extended to a fluid transition between films and video games and sports.
This is why I think of video games as the super medium.

AKSuperNewb 14 years, 10 months ago

Jus tto clarify, I don't think repetition is bad per se. I just think it's slightly disturbing when all there is is repetition. I also don't mean to say that these genres can't be reinterpreted in a meaningful and fresh way. What I mean is that there hasn't been a really new style of gameplay since the 1990s. The Wii, Kinect, and Eye started to bring in bodily motion, albeit mostly as a way to enhance existing genres. Between that and 3d, AR is the natural way to go. I'm not saying that that is a new genre, I'm saying that it makes new ones possible that weren't before. You couldn't build a game based on you physically running to avoid zombies in the 80's, the 90s, or even the 00s.

And yes, a game about growing beards would be amazing. But you could still fall into the trap of just copying an existing gameplay and adding a gimmick. I don't argue that we shouldn't build on the past,, on the contrary, building on the past is the only thing we can do unless we want to return t o8-bit land. Nobody wants to do that in its entirety. We aren't building on the past, though. We are not striving to innovate. I may not have made this as clear as I meant to, but one of my large points is that innovation can't be reached through osmosis. Most of the new stuff that's happened over the past decade has happened accidentally, and thus it hasn't been particularly stunning or original, and the growth of the industry is stunted because of it.

Nintendo stuck its neck out with the Wii, and it outsold both MS and Sony.

I guess my point is really that we need to actively pursue doing something new, rather than just being satisfied with incremental developments. They're not bad, and it's good to do them, but someone should be trying out the leaps of faith, too.

Alert Games 14 years, 10 months ago

Yes, the wii sold more because it was cheaper and appealed to a wider audience and worked.

But people trying new graphics techniques are taking risks. Microsoft's Kinect may not seem very new, but could have potential for new gaming. Perhaps seeing your friends on the screen while playing, and combining controller with motion technology.

Other than that, it would be very difficult to come up with fresh ideas that would appeal to the mass market.

But what I do agree with is that they should make less movie-based games and shooters, and focus more on the gameplay and fun factor.

More adventure games would be nice. Maybe have multiplayer enabled also on an adventure game (like halo, but not a shooter).

but notice in any of these ideas are incremental, because they are all based on previous ideas. Unless someone decides to make a full virtual reality system right away, everything is incremental.

Cesar 14 years, 9 months ago

I'm sorry, but have any of you actually even TRIED Kinect? It's actually a blast to play and really quite enjoyable. I don't understand the hate for the product consdering the massive amounts of applications a 3D camera can have, as most people who have gotten their hands on have proven. From creating a 3D model representation of the room the camera is in to allowing a drastic improvement in webcams, the Kinect has quite literally enormous potential which Microsoft or any third party developer could tap into if they wanted to.

As for the genre issue, I don't really care enough to see it as an issue. I really don't, since the entire idea of genres is to be as broad as possible in order to be a catch-all for games. If a game doesn't fall into a specific genre, make a new one so that future games can fall into this basket. It's supposed to catch as many games as it can in order to allow easy categorization for the consumer to not have a difficult time determining what a game is most like.

Plus I really don't see the huge fuss about originality. Has absolutely everything been done? Of course not. RTS hybrids are the ones I want to see the most of, since Brutal Legend is one of my favorite games to this day. One I'd really like to see is a Rhythm/RTS game. But every gameplay element has been done at least once before by this point.

There really are endless possibilities. You just need to learn that original is not the same as entertaining or fresh. All the Pokemon games Generation III and onwards use the same formula. This doesn't mean that new games are stale or boring, they're actually quite fun to play and still feel fresh every single time a new one comes out. Yes, this includes the Generation I and II remakes. Likewise, there are several games that have been remade with graphical improvements yet retain the same general gameplay concept (Nintendo makes these the most) but are still a fresh experience and quite fun to play.

PY 14 years, 9 months ago

I think the main problem with kinect is that it's new in a way very little of the traditional audience for videogames wants to see. The controller (or keyboard, mouse, joystick, whatever) isn't perfect, but it's a necessary abstraction. You want to walk forward? Push W, forward on your stick, so on. You want to reload your weapon? Hit the button. You want to open a door? Hit the button. You want to punch a guy in the face? Hit the button.

The problem is, kinect removes a lot of that abstraction. You want to hit somebody in the face, you hit them in the bloody face, and while that works for some actions, any proper game made using it is going to have to either use a controller, or be highly limited. You can't accurately track pulling a trigger, for example, and swinging a sword with skill is the sort of thing people need years of training to pull off. Kinect is very good at emulating mundane activities, but the abstraction layer between us and the game is quite neccesary, because many games feature actions we can't reasonably perform, with reaction times we don't have. And, of course, it can't do walking in a way that doesn't seem stupid. It's trying to be a holodeck long before we have the technology to actually create a holodeck, and as such its applications ingame are far too limited for the varied actions we're used to.

However, while the kinect itself is nothing new, a depth sensing and motion tracking camera being mass produced, and thus sold quite cheaply, is - I'm far more interested in the academic applications of kinect than I am the entertainment ones.

Originality is nice, yes - but a refined idea is also very, very good. The use of the pokemon games is actually a very good example, at a glance they're almost exactly the same game, but have undergone not insignificant changes. Much as I hate the phrase "evolutionary, not revolutionary", it's apt.