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About
My name is Christoph, and when I'm not playing my brains out I'm a part-time student of communication studies at the University of Vienna. I am 24 years old and have been playing video games my whole life. They are not only favorite pastime, but also my primary object of study: I have written several papers on various issues concerning video games, video game culture, video game effects and design. Momentarily, i am writing my master thesis on the connections between the video game business and war.

Please bear in mind that english is not my primary language; I WILL make mistakes, for which I want to apologize in advance.
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Artless Bread
12:26 PM on 03.04.2011

Or: They just don’t make’em like that any more

Videogames, as we all know, are quite the success story: In only about fifty short years, they developed from a fringe phenomenon to the multi-billion dollar industry and the world’s favorite pastime it is today. Videogames tell increasingly complex stories, present us with ever more astonishing graphics and soundscapes and create game-worlds so large that one could wander for hours upon hours without crossing the same virtual river twice. But for an increasingly large number of people, myself included, this rapid development appears to bring about  something quite worrisome indeed: The death of creativity in the videogame industry.

You may be wondering what I’m talking about - after all, I just talked about how excellent some videogame stories are and how artfully creative the graphics and in some games are. Well, allow me to speak verbosely. For most scholars in videogame studies, things like stories graphics, the overall presentation of the videogame, is secondary to a much more essential aspect: gameplay. Gameplay is the single most important part of a videogame, it’s the thing that makes a game enjoyable. It’s the main differentiator from other audio-visual media like movies, television or  the world wide web. Unfortunately, it’s also real fucking hard to define. I might return to this issue at later point, but for now, I’m sure most everybody has a certain thing in mind when thinking about gameplay; these very subjective definitions will do for now.

For many years, gameplay was quite obviously the most important part of a videogame; when everything is presented in very crude form, with just a few white line on a black screen and maybe canny audio from an early sound chip. In short, there was just not a whole lot there to distract you from the main activity. There was also next to no reason to play the videogame if it just wasn’t fun. With the advent of ever more elaborate presentational capabilities on the other hand, the distractions for the player and also the means for hiding weaknesses in the gameplay increased tremendously. Let’s take a popular (and kind of controversial) example: Ubisoft's Assassin's Creed.

Both the original and its sequels have amazing graphics and provide ample opportunities for "emergent" gameplay. The core gameplay mechanics work wonderfully well, be it climbing, fighting or just running for your life from an angry horde of templars: almost everything is fluid, feels intuitive and natural. As far as control interfaces go, you can’t do much better than Ubisoft Montreal did with these games. The game’s historic cities are presented in great detail and offer astonishing visuals. So, why would i still agree with most of Destructoid’s Jim Sterling’s scathing criticism in his review of Assassin’s Creed II? Well, because there are some serious issues with the gameplay. (Although, to be fair, I probably wouldn’t give the game a 4,5. The first game? Less than that, probably.)

And that’s really the problem with many, many newer games out there. Many games create awesome world’s but the things you can do in them? The missions and quests, the activities and the rest? Boring. Unimaginative. Stale. Just plain not fun. The creativity in gameplay that for so many years dominated the videogame industry and made this great pastime ever more popular seems all but dead in many development studios. There are probably many reasons for that, but the two most important ones, in point of view, are the following.

1. Graphics fetishism
2. Economic risk-managment
3. Drive to make games more "cinematic"

I already touched the first point above, so I will concentrate mainly on the other two; As the industry grew, games production became more and more expensive. This lead to the split in game developers and game publishers. This is comparable to how things go in the film and music business. The developer presents an early form of the game to the publisher, the publisher then decides if the game is worth financing, read: if there's money in the idea. In the last few years, publishers demand ever more elaborate and advanced version of the game from the developers before deciding if they get their money after all or not - this early version has to be payed by the developers themselves (although they usually get their investment payed back once a publishers picks their project up). This unfortunately leads to the developers being ill-advised to try something off the beaten path: They might have a great, revolutionary idea, but pursuing it is much more risky than just churning out one gritty military shooter after another. Everybody knows that there's a huge market for those games, but if nobody is ever going to take chances, this is likely all we'll get.

The last great problem the game industry has is its obsession with the term "cinematic". Just go and read a few reviews of modern action games. Or read the backsides of your newest (J)RPG. Most every game promises a "cinematic experience"; and it does sound great, doesn't it? It sounds like bullets whizzing past our heads and explosions so lifelike that their shockwaves will cause our intestines to tremor. But really, what cinematic means is: Scripted gameplay with minimal freedom to explore and a heavy reliance on (mostly in-engine) non-interactive cutscenes. And really, games that work like that can be very exciting, they can still be fun and a great experience. But "cinematic-ness" suddenly becomes the most important part of video games, more or less regardless of genre, the gameplay will suffer. Movies are movies. Games are games. They don't work the same way, and they shouldn't look or feel the same way, too.

I for one implore all of you: Support developers and publishers willing to take risks. Question your own opinions on the presentation of games. Don't pirate games by Indie devs, because they are one of the last innovative forces remaining in the business. If you fell like you have to pirate something, pirate bestsellers.



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I pretty much agree, but your title's a bit sensationalist :) Yes, economic forces (which are really at the root of all 3 points) tend to diminish creativity and innovation in the short term in large companies. But it never goes away completely. If it did, the industry itself would die as people stop buying Guitar Hero and Call of Duty clones.

So gameplay is not "dead". It obviously thrives in smaller developers, and even at some larger ones (Valve).
The thing is, big games take risks too. Assassin's Creed was somewhat of a risk - there certainly weren't a lot of similar games on the market at the time. The first game did lack gameplay elements and relied on repetition... but to be honest, most of the older games did this too and nowadays we just tend to want the diversity that we know can be in games because of the current tech. I found the most recent AC game to actually be much better (and again they tried something truly different for the online play. It's not my cup of tea, but it's certainly different than the usual!!)
Damn right it's sensationalist, but hey, i'm a journalist at heart ;)

You're most definitely right that it creativity in gameplay is not dead - but still, with more and more stuff drawing attention away from core gameplay (motion controls, 3D, "interactive storytelling" à la Heavy Rain and so on), I can't help being concerned about the future of gameplay. If it weren't for Indie devs, I could probably count the number of games with creative gameplay (very subjective term, I know) released last year on one hand.
@Elsa

Yeah, the more recent AC-games are better, gameplay-wise. But really, my problem with the first game doesn't necessarily arise from the fact that it's repetitive. I don't mind repetition if the gameplay is solid. The gameplay in Shadow of the Colossus (or Ico, for that matter), was highly repetitive, but it was still a fun and engaging experience. Or take any puzzle-game, if you will: Repetitive, but still fun.

And i very much appreciate it when big devs take risks with new franchises, but more often than not they minimize their risks by making it even more mainstream-y than any sequel - not really a successful tactic, if you ask me (Kane & Lynch, Army of Two,...). And don't forget the massive marketing campaign surrounding the release of the first AC; with the massive hype being built months in advance, even bad games can sell like crazy, apparently :)
I usually love indie devs more than regular ones, one, because their often free, and two, because they aren't forced to adhere to whatever the publisher wants. "New content" is as rare as a decent game. Look at call of duty black ops multiplayer, one in the barrel or whatever it is? That's creativity? Sure, it's fun for a little while, but not industry-changing. Truly, devs, like Treyarch, are just sticking to the old, beaten path which makes more money (ex. every shooter currently is basically halo in a reincarnation)

BTW: Desktop Dungeons is the best 10-minute game I've ever played. My favorite chatacter is the warrior.
While I agree with most of what you said, I wouldn't necessarily imply that major companies aren't taking risks gameplay wise, they're just not flaunting them. An example would be Super Mario Galaxy 2- sure on the surface it's just an evolution of Mario 64, but a lot of the mechanics in that game were new and fresh- mechanics like the blocks on timers, the spinning to flip blocks, rolling Mario puzzles, enemy combo kill runs, and (my favorite) cloud Mario shenanigans. Mario still controlled relatively the same, but what he had to do to succeed was far different than what was expected, and I respect Nintendo for that.

Another example is arguably Halo:Reach. Sure you can argue that it's just Halo with a few new guns, maps, and power-ups, but don't they all create new gameplay? (From my understanding) the Forge editor gives people access to new tools and interactive pieces that didn't exist in prior games, and the new powerup system provides a lot of variety and probably took a hell of a long time to balance properly with everything else. That in my opinion is a pretty sizable risk to put on a community that was probably expecting more of the same. I'm not a Halo fan in the least, but I can respect the design choices they made.
@ The Blur

I kind of agree with you that both Reach and Galaxy are great games, gameplay wise. They "feel" pretty much perfect, to me at least - tight, intuitive controls, great "quest" design and so on and so forth. But really, to me, they are not creative, not at all actually. The first Mario Galaxy was very creative in its presentation of the game's worlds, not in gameplay. And the sequel is even less "innovative", as it pretty much took what worked in the first game and added new challenges and vistas, and it works marvelously well (except for those f*cking stupid missions with the retarded parrot). Pretty much the same with reach, actually. That doesn't make them bad games, not at all actually.

@ kid23455

couldn't agree more on Desktop Dungeons - a great little gem of a game :)
Good convo here. At the end of the day, don't worry man - gameplay won't die. Awesome, creative games will always be made, and thanks to the internet, they're easier to find than ever.

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