Creativity -- A Constructive Dialogue

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Spec0ps

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I read an article a while back (can't recall where I specifically read it) on the future of the gaming industry. There was one comparison of the gaming industry to the movie industry that's been on my mind for some time now.

The writer said that the primary reason that the gaming industry hasn't gained as much exposure and mass appeal as movies is that its potential hasn't been fully realized yet. Every new game that comes out seems to want to improve on older ones. A majority of developers are afraid of innovation because the market for games is treated more as a business than it is an art-form. Media attention is always centered on a select few mass-market games.

Any real innovations that have come along are minor things like iron-sights in FPS games and the transition to 3D in RTS games. Alright...bad example, but you get the idea.

My question is: why doesn't anyone want to experiment with mod-making?

It's the one form of development that is basically given total freedom. There are no monetary restrictions for development. Of course time is a factor because most mod-makers treat it as a hobby. But content is completely up the developer.

Personally, I'd like to see mods explore serious subjects (death, meaning of life, ANYTHING besides kill-em-all) Why isn't anyone incorporating current events and such into their mods? What about zero-gravity combat (similar to Ender's Game)? Are we destined to be stuck playing realistic combat mods with M4s, MP5s, and Desert Eagles for the rest of our lives?

Obviously the bottleneck for doing any of this is figuring out a successful gameplay formula. Let's face it folks, a majority of our lives are BORING. Games have been around for thousands of years as a form of leisure. I play games to ESCAPE reality, not to emulate it.

Mods aren't limited to multiplayer either. Everyone wants to be the next CS. But singleplayer CAN be successful. Look at Deus Ex and System Shock 2.

In my opinion, there seems to be a serious lack of variety in most mods today. No one's willing to explore new genres, time periods, subject matter, and unique gameplay models.

So, what do you all think? How can we get out of this drought of CS clones, cyberpunk shooters, and post-appocalyptic horror stories?

Post your thoughts and ideas.
 
I'm working on a side project in which you have to deal with past trauma and there is (gasp) no fighting.

Warren Spector once said that if you were to compare video games to movies, age-wise games are in the same era movies were when they were called the "talkies". They were in a similar situation, there was a lot of stagnation and no one could figure a way out of the lull.
 
I love all kind metaphors and hidden messages. I will try to write my singleplayer storyline so you can always use your head to follow a more hidden path in the story. Everything isnt like it seems to be. I also love to play with the environment to give the people the "wow" feeling.

Short and simple, i want to give the player a new and unique experience, something that havent been made before.

The site for the mod is in the works, i want to stay low for a while before we really have something cool to show of.
 
Spec0ps said:
My question is: why doesn't anyone want to experiment with mod-making?

CS clone = familiar = comfortable = many people willing to help.

non-CS clone = unfamiliar = uncomfortable = not many people willing to help.

People with the skills needed to make a mod are afraid to join one which looks a bit risky or new or might not turn out to be wildly popular, so they go with what the know is fun. A CS clone with a twist.

The problem with these clones is that they will all be the same becuae when it comes down to it, all they have going for them is window dressing. They break no new ground, they explore no new ideas, they contribute nothing to the art of videogames.

Meanwhile, those mods which just might turn out to contribute something to the art of videogames are buried becuae very few people are willing to work on a mod that is not comfortable.

Its a widespread problem in any creative industry. TV and Movies rely heavaly on formulas to make thier shows. In fact, they have perfected thier forumuas to such an extent it is now possible to make a movie or show about anything as long as you follow the forumula. If you want a perfect example watch "Bring It On".
 
Take the Japanese game dev industry for example. The most original and best games comes from Japan, no doubt about it, but they also do alot of crappy ones. Game devs on our side of the world on the other hand, they like to play it safe. If the players play WW2 games/mods, then they do a WW2 game. Its kinda a proven success. The problem here is that we wont see any real original games.

Original games is a risky job to do, its can be great but it can also turn out to be über crap. I think the same applies for mods. Mod leaders want to see their mod out in the public, and even better, be played be alot of people. This is why (IMHO) why we see loads of unoriginal CS/WW2 clones. People dont want to try something new because its too hard or/and too risky.

Im trying to get away from everything that is know in games right now and focus on stuff that arent as developed yet. I want to make the player use their head to follow hidden path, they might not even notice it before the end of the game, but its there. I also want to play with emotions. Emotions can be very hard to use right, and therefore, very hard to make right. If you can do this, then you have a winner.

My mod is kind of a test for myself. Can I do it? I really want to do it and i believe i have a very interesting story to tell you. I will try my best and i will do anything i can to release it (need it for my portfolio), but i must learn not to hype it. Hype can be a very dangerous thing. Just look at Dakitana. A tip for every mod leader (kinda off topic though): Work underground until youre about 50% done with the mod, and know what you can do. Its very hard to work without any feedback what so ever, but its worth it.
 
*wonders whats so original about hundreds of Sonic and Mario clones*
 
Fenric said:
*wonders whats so original about hundreds of Sonic and Mario clones*

I think its pretty good to keep the games so fresh after so many sequels (apart from Sonic :/). Not many gamedevs can do that. But like i said, everything Japan pumps out isnt new and original, but many things are.
 
For a mod to succeed it has to bring something new to the gaming scene. If a mod is simply a rip or a variant on an existing sort, it is going to struggle to find a long term audience. There are clear limitations behind current game engines that also impact significantly upon what is and isn't possible within a game environment.

With multi player mods (DM, Co-op etc), you are ultimately restricted to a finite environment. Presently game engines and hardware can only deal with one active level between multiple participants. Naturally this restricts the range of scenerio options that can be brokered to the multiplayer audience with regard to storyline, objectives etc. Personally I don't see this area of gaming having any more treasures to unearth.

The really interesting mods will be those that develop single player games/scenerios. Source has brought new technologies to bear that will allow for richer and more diverse storylines/characters, however realizing those games will take considerable time and dedication. Pendragon has highlighted the storytelling innovation of the japanese. It would/will be interesting to see games/mods develop with as rich a storyline as the FF series for example using technology as advanced as Source with regard to the facial tech. Also the opportunities are there to move away from the traditional FPS genre of guns and explosions into more mainstream adventure gaming. This might open up opportunities for developers to capture that most elusive of target audiences.......female gamers.

I wrote an article touching upon some of this recently with regard to the source engine specifically, you can find it here (feedback is always appreciated via PM)
 
I have a similar sentiment like Maj's, I really want to push the player into an emotional and personal story, where its not about killing people, or things, its about a journey in a deep and detailed world. Using NPC's and the great AI technology Valve has produced to make them look, sound and appear real, ie what they do and how they react to you.

Now about the main topic, games are about money anymore even over in japan. Most games are recreations of similar themes, even their funky ones. Although they have alot of creative ideas, there are alot more clones. Movies, as well are about money, but the nice thing is, some people are willing to take chances, and those end up being cult classics or underground favorites. They dont end up being huge blockbuster hits like star wars or any of the myriad of action/mindless adventure movies.

With that, I believe that games will take over what movies provide, it will be some time, but it will happen. Movies are stale, and dont provide any interaction, when a well developed story with realistic graphics arives, it will be the dawn of the first interactive movies.

Hype can kill a mod/game/anything if it gets too much, because when it does come out, people expect more always, thats what hype is. I hope ND doesnt get hyped up, I just want it to be something new, adaptive and really give the players something interesting to enjoy.
 
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