Throwing Himself On the Innovation Grenade 78
spidweb writes "A long-time Indie game developer writes on IGN.com about trying to make innovative games, and the occasionally painful consequences. From the article: 'Like all (or many, or some, or none at all) other game developers, I spend a lot of time staring into the void of my own uselessness. So, to try to give my life a sense of meaning and accomplishment, I occasionally try to innovate. I really hate trying to do something new. Sure, it gives personal satisfaction. But you know what else is fulfilling? Staying in business. Not losing your house. And you can't pay for food with Creativity checks. But, every five years or so, I try to do something that isn't the standard material.'"
It's the grenades, stupid! (Score:1, Redundant)
So much for innovation. Personally, I prefer to throw myself on the Holy Hand Grenade of Antioch.
Re:Woozah (Score:1)
Re:/. covered an earlier part of this series (Score:3, Funny)
Re:/. covered an earlier part of this series (Score:2)
Rob
I wonder if... (Score:2, Funny)
Hm (Score:5, Interesting)
"Innvoative" does not necessarily mean good.
I agree with him that a lot of cool indie games (Nethergate might be an example, King of Dragon Pass another similar one) get 'missed' because they simply don't have the exposure to the market stream - for this I largely blame the gaming press, who'd apparently rather review the umpteenth incarnation of the Sims or Civ or Generic First-Person Shooter X, than to invest their precious reviewers' time in exploring some of the indy games.
In Nethergate's particular case it DID get good press - but not very wide coverage.
* 4 Stars - Computer Games Online
* Computer Games Magazine RPG of the Year - Honorable Mention
* Vault Network Shareware RPG of the Year
so it's a damn shame that it didn't do better. It WAS a decent, if not stellar-quality game. You had one media outlet (CGO=CGM) giving it rave reviews and that's it. Where's PC Gamer? Where's Byte? It was a while ago: was Gamespot around? Gamespy?
In the end, I'd have to answer his questoin "Why didn't Nethergate do better?" with "You DID get pwned by the competition. Not for your excessive innovation, just that you were swamped by other great titles. 1998 was a good year for gamers, suckage for Indy developers."
For the
Thief:Dark Project,
RRTycoon2
Grim Fandango
Unreal
Baldur's Gate
Tribes
Starcraft
Half Life
Rainbow 6
Fallout 2
(holy crap was that a bad year to intro a new game)
Re:Hm (Score:4, Informative)
Re:Hm (Score:2, Insightful)
There are genres and general ideas not followed by any mainstream titles, but have considerable demand from gamers. For example, I always wanted to play a somewhat realistic game with medieval setting and without any magic, basically some kind of freeform RPG game, but without any supernatural nonsense. I finally stumbled upon Mount&Blade [taleworlds.com]. And I found out there are many people who would be waiting for a game like this coming from the mainstr
Re:Hm (Score:4, Informative)
PC Gamer has written nice reviews of my games, but that started 2-3 years later. It is a very good lesson for aspiring Indie developers. You have to have the tenacity of the cockroach. Editors WILL go out on a limb and writie about indie games, but you need to put games on their desk for quite a few years before they'll finally notice you.
I don't blame them for this, of course. It's entirely understandable.
Re:Hm (Score:2)
Re:Hm (Score:1)
Re:Hm (Score:2)
knowing your market (Score:2)
Re:knowing your market (Score:2)
Re:knowing your market (Score:3, Funny)
Uh? (Score:2, Insightful)
So, that statement should've just read "I spend a lot of time staring into the void of my own uselessness."
Anyway, about innovation, creativity, and doing new things. People get burned out. You can't constantly come up with new things, at least not ones that are actually better than what you have come up with before. If you could then we wouldn't have the word 'progress'
Re:Uh? (Score:3, Funny)
To finagle your own words, "If you could [constantly come up with new things]...everything would have been done by now." But doesn't that mean that you couldn't constantly come up with new things?
I think my head is starting to asplode.
Not enough to be "different" (Score:3, Interesting)
It got good reviews for an indie game, and a lot of people really loved it. I didn't lose my shirt. But it sold much worse than the standard fantasy game that came before it. And I don't think that it was a terrible game. It was about the same quality as the standard fantasy games I wrote before and after it, both of which sold much better.
And herein lies the problem. When you innovate, it's not enough for the game to have "about the same quality" as regular dime-a-dozen games. When you innovate, it has to be not only different, but way above average quality as far as gameplay goes to become a hit. If it's original, but only mediocre or good, it won't create the buzz needed to become a good seller. And games that are "different" need buzz to sell well. It's of course hard for an indie developer to make a game that's both spectacular and innovative, but that's beside the point. Innovation is good, but it's never enough to sell a game.
Innovation for the Win (Score:2, Insightful)
Re:Innovation for the Win (Score:1)
Or the DS touchscreen, which works very well.
Also, the Revolution will, according to Nintendo, indeed ship with a standard controller as well, so what's your point?
Re:Innovation for the Win (Score:1)
And the Power Glove.
The introduction of the mouse was driven by the needs of the GUI.
The Revolution's introduction of motion sensors seem to be driven by the need to distinguish their new console in a market crowded by systems which feature better raw performance and lack the (perhaps unfair) "kiddie" stigma of Nintendo's previous consoles.
Re:Innovation for the Win (Score:1)
Re:Innovation for the Win (Score:1)
Uhhh... Many, many gaming blogs, press articles and posters on this site downplayed it since the announcement. Many, many people were pre-emptively ceding the portable market to Sony and posting stories, blogs, and comments that ranged from Sony taking 50% of the portable market to about how Nintendo should go the Sega route and stop making hardware all together.
Perhaps hard to remember now, but this is what people were saying be
Re:Innovation for the Win (Score:3, Insightful)
Exactly.
When someone comes up with 'problems' that the Revolution controller solves, that's where we'll have interesting new games. Same as with the DS.
If all you can think of is "I can already play these games well enough with my existing controller," well, duh. Games have been limited by those controllers, so *obviously* existing games will work well enough. It's not interesting or insightful in the least to point that out.
--Jeremy
Re:Innovation for the Win (Score:2)
Such as today's controllers being far too complicated to reach new markets?
The Revolution does solve a problem: It makes it easier for casual gamers to just sit down and play without getting too confused about which button to press. Have you ever seen a newbie play Super Mario? He'll move the joypad to jump. That's what's intuitive to him, but it never worked. Now it will work.
Also, the controller opens new possibilities, s
Re:Innovation for the Win (Score:2)
And videogames, as a whole, arnt?
As a console game programmer, I'm fucking exicted.
Re:Innovation for the Win (Score:1)
Isn't a whole lot here... (Score:2, Offtopic)
Re:Isn't a whole lot here... (Score:3, Insightful)
If you don't already have your product decently fleshed out, you're planning on doing design, development, Q&A, all in under 1 year. At the same time, your only experience
Re:Isn't a whole lot here... (Score:2)
Worked at Atari for six years. Three years as a QA tester and three years as lead tester. Tested 50+ video games and responsible for 10 titles, including Backyard Football (GCN), Backyard Baseball (GCN), Backyard Hockey (AGB) and DBZ: Buu's Fury (AGB). Even done a couple of Quake 2 levels. Prior to that, I did an internship at Fujitsu where I tested the release builds and wrote a 70-page man
Re:Isn't a whole lot here... (Score:1)
Re:Isn't a whole lot here... (Score:2)
Re:Isn't a whole lot here... (Score:2)
Running your studio wrong... (Score:4, Insightful)
I am working on building a self-supporting indie studio right now, and there are plenty of very valid sources of income that can help support you and your studio while you develop innovative titles of your own. They're not my dream projects, but they are short and pay VERY well, and give me lots of free time to pursue my real goals. If you box yourself in, and continue to make titles that sell ok but not great, and you never build yourself a financial cushion so that you can experiment, well then shit man too bad! Don't whinge on the internet about how innovation just doesn't sell; if you're going to innovate, PLAN on it not selling, and build your business around that. Time, word of mouth, and creativity are all on your side here! Just because your first couple experiments didn't sell well, that's no reason to start bitchin and moanin. They might have been bad games; they might be ahead of their time; they might be too late.
Final thought: If the game had real historical content, why do you cringe at its possible Educational (TM) value? There is a market for educational software that badly needs exciting historical games. A man can only play Oregon Trail so many times, and try as it might, Oregon Trail will never be received as the new God of War, especially if its a shareware PC title
Re:Running your studio wrong... (Score:2)
Unless you inherit a lot of money the only capital you have is what you saved at your "real" job (and maybe some money from friends and family) before you started your business. Unless you REALLY luck out your indie game is not going to sell a million copies. Having a nice web site isn't going to make a big difference. You have to realisticly look at how much you can earn on a title and only invest the time and capital in the title that you think you can
Re:Running your studio wrong... (Score:2, Insightful)
1 - I have been running my own small business for almost a year now. Granted, it is not full-time yet but it is doing very well.
2 - Well, there is "luck" and then there is "networking and research". The latter can hook you up with some nice easy jobs that have a lot of value to the right clients. Also, you do not need capital to make a game. You do need TIME and TALENT. Sometimes you need FRIENDS. But you do not particularly need capital (un
If only things were that simple. (Score:4, Insightful)
The standard commercial game is fairly refined despite the occasional bug. Despite contrived content and a general lack of imagination a player can still expect a sufficiently satisfying gameplay experience. That's why these games continue to sell; they're adequately good.
Although I tend to follow whats out there I personally could care less about most games. I haven't played probably 90% of the commercial games available in the past few years and I've purchased even fewer.
I'm not looking necessarily for innovative gameplay. I'm looking for games that are outright fun; that make me feel like they're worth the money. I think there's too much of an emphasis on the latest and greatest 3d graphics with so much potential being wasted.
I don't have a problem with sequels. I like the familiarity of playing the same characters and seeing their worlds evolve and grow. What I dislike is when they're called franchises. Because it means the sequel is nothing more than a way of making money on the reputation of the first game, which inevitably means insufficient effort is put into making the sequel good.
There seems to be this fixation on innovation like that's somehow going to eliminate the glut of uninspired gaming. I don't need to wave around a wand like a fool in order to experience great gameplay. It might make for a great party game, but do I really want to physically move something every single time I play a game? There's already the problem on the DS with developers who are feel they absolutely must utilize the touch screen an end up with a weak game as a result. Those tools are great, but they just wont work with the majority of games.
Just focus on good gameplay. Blizzard has done well for a long time because they'd take an existing genre, strip it down, and focus on the elements that made that genre fun. Nintendo also has great games because they generally understand what's fun.
The problem is that game development is a time consuming process. I've developed a few flash games and most of it I've never finished beyond a basic proof of concept because of how involving it can be, although I tend to get too ambitious. I've also tried to initiate some projects with friends but those go nowhere fast and again, it can be a daunting process. You either need too much free time on your hands or a group of people who are committed to giving up their spare time to develop something. Creating artwork is overwhelming let alone actually coding these games.
One other problem is that of all the people out there trying to create games only a handful really have the skill to produce something truly good. The problem is that the ones who are that good probably end up working for the big developers in one form or another. That's probably why we rarely see outstanding indie work, because the ones that good are usually swallowed up by commercial gaming.
Re:If only things were that simple. (Score:2, Insightful)
This is a problem facing ALL games, by EVERYONE! If you would have written that paragraph and left out the word "indie", people would have read it and agreed with it wit
Re:If only things were that simple. (Score:2)
do I really want to physically move something every single time I play a game?
Like your thumbs?
I doubt that operating the Revo-mote will be any more physically taxing than operating a mouse, or a standard joystick or gamepad for that matter. Sure, there may be some games where swinging it around like a sword or a baseball bat makes sense, but I suspect most games that use its positional
Inovation is risky (Score:3, Insightful)
Same with real-time strategy. Make a Command and Conquer 2007, throw in a few "upgrades" and a few ways to "tune" your strategy, and it will sell.
Everything else is a risk. It's not a proven concept. It isn't known to sell. And most of all, the audience doesn't know what to expect. Or, worse, the audience expects something different.
Take "Black and White". Innovative? Most certainly. Sure, it had "build up" elements, but by far less than any given RTS game. It had a very detailed AI for the creature (which, unfortunately, was more a nuisance than something that increased gameplay), but it failed for so many different tiny problems.
Biggest problem: Wrong expectations. People heard "god game" and were thinking of something akin to Populous or, if they're younger, some RTS game. Of course, they were disappointed.
When you hear "shooter", you know what to expect. When you hear "RTS", same. Even with "Adventure", you have an idea what course it will go. But if you really dare to come up with something completely new, you're going on thin ice. If you're successful, all the other studios will copy your idea 'til it doesn't move anymore. If you're not, you're out of biz.
It's sad, but you're best off if you just copy what was already there. It sells. And as much as I hate it, that's the way to success.
I'd buy a good, innovative game, even if it costs 100 bucks instead of the usual 50. The problem is, few others would, and are instead satisfied with the n-th copy of Doom.
Re:Inovation is risky (Score:1)
Not just games, that goes for all media too: TV (sitcom plots recycled), music (all pop/hip-hop sounds the same), magazines (just how many times can you recycle the same tired celebrity), etc. etc. Re-hashing someone else's success (I believe the current management wankword for this is "standing on the shoulders of giants") is like betting on the favourite in a horse race - ch
I'd disagree (Score:2)
The biggest problem with Black and White was that it was two separate games badly merged together. The creature training and play was pretty innovative. It was wed to a sort of thrown together version of Populous.
I don't think the problem was one of expectations - the prerelease hype was entirely around the creature aspect of
One Comment From the Author (Score:4, Interesting)
I think that, if there is any point I'm trying to make, it's how terrifying trying to do something different is. I really do try to do new things with the RPG genre. But, when I do, I can picture in my mind the dollar bills flying out the window. If we care about games, we developers have to try to do new stuff. But, once I've taken my turn in the barrel, I let other people do it for a few years.
I love Nethergate, and I have every plan to make a v2.0 shinier, improved version in the next year or two.
But if the experience taught me anything, it is how hard it is to not have your next game be Previous Game [n + 1]. I am starting to get the itch to try to do something new. I hope I don't end up killing myself this time.
For the love of god... (Score:1, Informative)
You need someone who understands composition, balance, contrast, and a number of other things that are missing. What you appear to have is someone who can do decent, not fantastic, cartoons.
Take a look at Heroes of Might and Magic or Warcraft III. Every single screen could have been painted by hand. You can hardly tell the characters are sprites or 3-D models.
In your games, every character is an awful, two-dimensional thing slap
Re:For the love of god... (Score:2)
Find something real to focus on. Is the game fun? Is the story good? Is it addictive? That's the real question. Slapping bad graphics on a good game shouldn't be much of a big deal (See Trade Wars, or a text MUD), and slapping good graphics on a bad game won't do much to improve things.
No, you're not going to see super-uber graphics from most small outfits - doing graphics is a major pain in the ass and tends towards expensive. Spend your resources making a g
Re:One Comment From the Author (Score:2)
I would recommend checking out LinuxGames [linuxgames.com], Linux Game Tome [happypenguin.org], and TuxGames [tuxgames.com].
If you do write a Linux game, I recommend packaging it in the Loki Install Wizard.
fanyboy prattling inside (Score:2)
Loved Nethegate, bought it and subsequently several more Avernum/Generforge titles. Looking forward to Nethergate 2.0.
Speaking of indie rpgs, have you tried the Mount and Blade [taleworlds.com] betas?
Spiderweb needs a better engine, those guys need a plot and an English spellchecker -> a marriage made in heaven!
Re:One Comment From the Author (Score:3, Insightful)
Pretend your game isn't innovative.
This may seem like a weird thing to say, but the fact is that innovation does not promote accessability. Accessability is someone looking at your game, and within the first screenshot and title being able to say "I know what that is. I like that. Let's try that." Then within the first 10 seconds of playing "I know what this is, I'll keep playing." Af
Innovation, one piece at a time (Score:2)
If you wish to innovate, try t
Re:History doesn't sell? Say what? (Score:5, Insightful)
Did the ad copy for Civ read "Learn history while commanding an empire!"? No it did not. When I think of a Civ game, my first thought is "That's a sweetass epic strategy game". The education just happens to be snuck in there. Many games have some educational aspects snuck in. They sell despite that, because no fuss is made about it during the sales pitch. Most people equate more educational with less fun. When playing most "somewhat educational" games, you find out about the educational bits afterwards. By then it's okay, because you already know the game is fun.
When you're trying to get someone to buy a game (or most anything else for that matter), education just doesn't sell. It never really has. Perhaps we should blame our education system for instilling us with a basic belief that education is not fun.
Education is not fun, but Learning is.. (Score:1)
One Must Fall : Battlegrounds (Score:1)
I liked spiderweb software back in the day but... (Score:2, Insightful)
Danc said it best... (Score:2)
From the linked article:
Forcing Creativity (Score:2)
Take for example, what I know of Shigeru Miyamoto. He gets his best games ideas from life - Nintendogs from the purchase of a new pet, Pikmin from gardening, Zelda from his childhood adventures in Japan's natural places. Sure,
Re:Forcing Creativity (Score:2)
Take for example, what I know of Shigeru Miyamoto. He gets his best games ideas from life - Nintendogs from the purchase of a new pet, Pikmin from gardening, Zelda from his childhood adventures in Japan's natural places.
And his idea for Donkey Kong came from the nightmarish incident when he was trapped in the Tokyo zoo for 2 days and nights. The Japanese Self-Defense Force eventually defeated the simian revolutionaries, but a young Shigeru was scarred for life.
What a cop out (Score:2)
Make one truly creative game, sell a million+ copies and sit back and cash the checks. Not only that, but take a gander at the greatest artists and creative minds of all time... most were poor and down and out for the majority of their lives. Sure, Einstein could have wasted time writing and selling 5th grade math books, or Van
You should know this already. (Score:1)
You've clearly made games that people enjoyed and will remember. I'd hardly call that a pointless existence in a world where so many people can't make that claim. Really Jeff, if you've got a model that
Niche markets (Score:1)