Re: Is BlackOps Really That Bad To People?
lol ban but you might end up seeing this anyway. I think we're more or less on the same page here though.
On games being more linear, that's mostly an FPS issue, and one most obvious in CoD games and CoD clones. There really weren't a whole lot of FPS's running around until just recently, either, so there's not a huge amount of comparisons to make. Linearity is also a word that has different meanings in different contexts within gaming, but I think I know which one you're talking about. Older FPS's (Doom and even Half-Life) were definitely less linear and more open-ended as a general rule. Other genres I'm less inclined to believe are less linear today.
I'd agree that profit-seeking has a pronounced negative effect on creative games like Mirror's Edge, where EA didn't feel comfortable spending a large amount of money on such a different idea and was therefore unable to make it the game everyone wishes it was. Large superdevs and publishers (EA, Activision, Ubisoft) are very hesitant to spend money on unproven ideas. Portal I'd hesitate to identify as a game where this happened. It's a pretty polished game that obviously had a lot of Valve's trademark care put into it. It's actually a Valve remake of an indie DigiPen game called Narbacular Drop, whose devs ended up being hired by Valve to make Portal and now Portal 2. Narbacular Drop was a prime example of what you mentioned, indie games with a cool concept or gameplay mechanic but shitty execution and little/no polish. A novelty, really, which is distinct from a creative idea only in how well it's executed.
Which probably comes around more now because anyone and their 9-year old kid can make modern games. Ideas are a dime a dozen, but being able to execute them well is the real difficulty involved in making a creative game. Oh, okay, you can shoot two portals you use to solve puzzles. Great, now put that idea in a game that doesn't suck. Harder than it sounds.
I'd really like to see stories like Portal happen more. Having devs scouting indie games and snatching up the ones with promise, hiring their team, and then cranking out Shitty Indie Game 2: Now 90% More Content. I think that's where a lot of really good games are going to come from, and Valve has done this at least several times that I can think of off the top of my head. Portal of course, DotA is on the way, Counterstrike is based off a mod, Alien Swarm.
As for a higher ratio of creative/uncreative games way back when, I guess I'd somewhat agree upon a bit of thought. I'm not really sure though. I think it's important to note that shitty or uncreative old games don't get played anymore, so most people tend to forget they exist or forget there were a ton of them, which I think might be happening here to a degree. However, as games become easier and more profitable to make, I don't think it's too much of a stretch to say that shovelware and clones get made more often, especially as franchise tie-ins. Similarly, I think creative games are also being produced in larger volume.
tl;dr I think I'd conclude that there probably is a lower ratio of creative/uncreative games today, but not as much as you think. I've recently realized that there are probably more creative and worthwhile games than I could ever play in my lifetime. Or at least, there will be by the end of my lifetime.
edit: hey cool look what i found literally minutes after posting this
lol ban but you might end up seeing this anyway. I think we're more or less on the same page here though.
On games being more linear, that's mostly an FPS issue, and one most obvious in CoD games and CoD clones. There really weren't a whole lot of FPS's running around until just recently, either, so there's not a huge amount of comparisons to make. Linearity is also a word that has different meanings in different contexts within gaming, but I think I know which one you're talking about. Older FPS's (Doom and even Half-Life) were definitely less linear and more open-ended as a general rule. Other genres I'm less inclined to believe are less linear today.
I'd agree that profit-seeking has a pronounced negative effect on creative games like Mirror's Edge, where EA didn't feel comfortable spending a large amount of money on such a different idea and was therefore unable to make it the game everyone wishes it was. Large superdevs and publishers (EA, Activision, Ubisoft) are very hesitant to spend money on unproven ideas. Portal I'd hesitate to identify as a game where this happened. It's a pretty polished game that obviously had a lot of Valve's trademark care put into it. It's actually a Valve remake of an indie DigiPen game called Narbacular Drop, whose devs ended up being hired by Valve to make Portal and now Portal 2. Narbacular Drop was a prime example of what you mentioned, indie games with a cool concept or gameplay mechanic but shitty execution and little/no polish. A novelty, really, which is distinct from a creative idea only in how well it's executed.
Which probably comes around more now because anyone and their 9-year old kid can make modern games. Ideas are a dime a dozen, but being able to execute them well is the real difficulty involved in making a creative game. Oh, okay, you can shoot two portals you use to solve puzzles. Great, now put that idea in a game that doesn't suck. Harder than it sounds.
I'd really like to see stories like Portal happen more. Having devs scouting indie games and snatching up the ones with promise, hiring their team, and then cranking out Shitty Indie Game 2: Now 90% More Content. I think that's where a lot of really good games are going to come from, and Valve has done this at least several times that I can think of off the top of my head. Portal of course, DotA is on the way, Counterstrike is based off a mod, Alien Swarm.
As for a higher ratio of creative/uncreative games way back when, I guess I'd somewhat agree upon a bit of thought. I'm not really sure though. I think it's important to note that shitty or uncreative old games don't get played anymore, so most people tend to forget they exist or forget there were a ton of them, which I think might be happening here to a degree. However, as games become easier and more profitable to make, I don't think it's too much of a stretch to say that shovelware and clones get made more often, especially as franchise tie-ins. Similarly, I think creative games are also being produced in larger volume.
tl;dr I think I'd conclude that there probably is a lower ratio of creative/uncreative games today, but not as much as you think. I've recently realized that there are probably more creative and worthwhile games than I could ever play in my lifetime. Or at least, there will be by the end of my lifetime.
edit: hey cool look what i found literally minutes after posting this









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