Magikarp Ownd
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Tharios said:This is to address the extreme fallacy that to be successful a game must share little to nothing in common with any other game, let alone within its genre.
There are two reasons it's a fallacy. The first is that to begin with there are far more things in common between any two games than most common players realize. The second is that while there may be an astronomical number of potential ideas that will be possible throughout time and space, only the most infinitesimal fraction of them will EVER be viable if one day the circumstances happen to be appropriate.
It's better to have a "new" game that has only some or a few minor differences from its predecessors as long as the majority of such are notable improvements, than to put out a "new" game that has been radically changed from previous incarnations for no other reason than to induce change. Change in response to a specific need is good, change for the sake of change is bad. A massive mistake that nearly all developers make is to rework the game from scratch in principle when new technology allows for new game and graphic engines. Rather than using their new capacity to develop something that utilizes the best of what made the original great with a system that can do even more, they scrap it all and try to cram as much as possible into the capabilities of the new technology just for the sake of using it all whether it's beneficial or not. You can only reinvent the genre or the industry so many times before there will simply never ever be anything different ever again (if you want it to be recognizably viable, anyway), period.
THAT is a primary reason why so many studios and publishers have put out such poor quality games in recent years. Attempts to appeal to an overly broad market are secondary, and simple mismanagement is tertiary, though all three compound one another.
Appealing to an overly broad audience means that fewer and fewer ideas are viable. The bigger the group that has to enjoy it equally, the fewer the options available to work with. This leads to an even deeper sense of repetitive production and "cookie cutter" game development. While it's not a bad thing though to appeal to a broad audience, it simply shouldn't come at the expense of placating a smaller and more sophisticated audience.
An additional problem is IP law. It's a serious obstacle to the growth and improvement of the industry when one can't take the opportunity to use a pre-existing terrible, mediocre, or even great idea and incorporate improvements of their own into a new but similar version. In tabletop RPGs, Wizards of the Coast and White Wolf are most infamous for this with their OGL and GSL and other licenses.
Ultimately though, if a game doesn't feel "new" enough or "unique" enough for you...then it's somewhat more likely that you are the problem, not necessarily the game in most instances. Supreme Commander 2 doesn't quite live up to its predecessors, and it certainly hasn't reset the bar for games period or games of its genre, but it's still a good game. It plays well, looks good, and overall is an enjoyable experience. There are many things I criticize about it, but it's the overall experience that matters most, and I feel that's sufficient for what I spent. Other opinions may vary, and that's fine.
While reading around on some other forums, I found this topic. It is aimed towards Supreme Commander 2 and it's contrast to earlier Supreme Commander titles and the first game made by the developers of SupCom: Total Annihilation, but it also is a very good detailing of gaming today. With all these developers looking to broaden the audience for their games, it seems that these games are becoming less and less special. The developers have to take away from one aspect of the game that some of the original group liked more and maybe add another aspect so it gains a wider audience.
Developers seem to not have the goal to make an awesome game, but to make a game that appeals to a wider audience so that more people like it. If a game is awesome or not is an opinion entitled to any person, so it's rare to see a game that almost everybody likes. What this seems to bring up is a developer trying to make more aspects to a game or improving each aspect equally, instead of focusing on the certain aspect that makes the game special. So this starts to generalize a game. If you spread wealth equally among all the people you are trying to entertain, it only makes it harder to be perceived as a good game. I don't know about you guys, but I hate when game are made dumber than previous titles, or are modified to do something new that is in no way appealing to the original audience of the game, and only is to gain more players.
What is your opinion?
Edit: Please no tl;dr ****.
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