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).
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.
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 :)
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.
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.
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 :)
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 :)

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