.: Counter-point: Small changes in tired genres drives change in the gaming industry
By Jim Drewes - June 27, 2005
Conclusion
So what makes a video game entertaining anyway, and how to
we keep those elements from becoming stale, and thus unentertaining? It is
unfortunate from an intellectual standpoint that the things that make a game
entertaining are, much like the movie industry, the things that sell. Blood and
gore, gratuitous violence, sex, fast-paced over-the-top action, and raw
aesthetic beauty keep video game and movie titles hopping off of the shelves.
Half of these things are beneficial because they contribute a great deal to
game immersion. With detailed blood and gore, sexy female curves, and visually
realistic environments, gamers don’t feel the need to look away from their
screens. This obviously keeps them in the game. The remaining elements, fast
action and gratuitous violence, can’t be helped. These are the things that get
a little smile to creep across the face of gamers as they watch their
opponent’s recently fragged body spew out blood as it flies across the screen,
like a limp soaked sponge being tossed through the air. Gamers have always
worried that this will eventually get tired and boring. After all, big-budget
Hollywood has become tired and boring with sequel after sequel of action
garbage. But what most critics fail to realize is that it isn’t the action that
has become boring. The problem with action movies is that to give the audience
a car chase scene or a sword fight scene that hasn’t been done before, budgets
are shifted away from acting, writing, and all of the other detailed elements
that make a movie good. The same thing goes for the gaming industry. Well
designed First Person Shooters are still a pleasure to play, provided that they
supply the gamer with something fresh without sacrificing all of the other
necessary components. It isn’t the genre that is stagnating the industry, it is
the corner cutting that is hurting the development of the gaming industry.
Games like Halo have done more to drive gaming forward than Katamari Damacy
will ever do. On almost every level, Halo is just another first person shooter.
You walk around, blast away the bad guys, and save the day at the end. But Halo
brought advanced physics, open environments, and cinematic gaming into the mainstream.
The industry has changed because of “just another first person shooter.” Halo 2
generated more sales in its opening day than any box office hit ever has, which
indicates that the first Halo game was found to be incredibly entertaining to
millions of gamers. Katamari on the other hand is simply an exploration into a
new type of video game. However, inventing a game where you roll ball around a
three-dimensional environment will only open the doors to other ball-rolling
games. Sure, it might stimulate some creativity in other game designers, but
the large changes in gaming theory will still only produce small results.
There really isn’t anything wrong with games that take a different look at
interactivity, or who offer a way to be entertained that doesn’t involve
voluptuous women shooting rocket launchers, but these experiments don’t
actually turn the cogs of the gaming industry. Experimental or “revolutionary”
games attempt to throw down the gauntlet and demand change from the industry.
Gamers aren’t going to trash their racing titles, GTA clones, or first person
shooters just because there are games out there which offer something
drastically different. Instead, the greatest changes come from changing one
detail in an otherwise redundant game. In short, macro changes seem to produce
micro results, whereas micro changes create macro results in the gaming
industry.