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May we, as gamers, make demands of the industry?
Trev | 12:35 PM on 07.17.2009 8 comments


About the time of Resident Evil 5's demo release, an issue arose. The game, whatever your opinion on the following is, was remarkably similar to Resident Evil 4. Not just in the sequel way, but in the “are you sure half of this isn't a reskin?” way. Reapers instead of Regenerators, N'desu instead of El Gigante (and apparently [url=http://www.destructoid.com/stop-spoilertime-hacked-re5-demo-reveals-enemy-list-115129.phtml ]it was even named “el gigante” in the game files[/url]), pretty much every basic enemy was the same except black, and we got tentacle zombie dogs instead of... tentacle zombie dogs. The mechanics didn't progress at all even after Dead Space showed us that survival-horror, scary atmosphere and an extreme sense of danger can easily be provided in a game with more actiony controls. Should it have just ripped off Dead Space? No, that's not what I'm suggesting. Just pointing out that it was a $60 price tag on a game with less difference from it's predecessor than some Homeworld 2 mods introduce.

We were also treated to this, on the topic of control complaints:

“If you don't like it, and certainly that is your prerogative, at least have the self-awareness to recognize it as the twisted, petulant sense of adolescent entitlement that it is.“



Jerry, despite coming off like a cockhole here, can have his opinion and it seems like it was the one held by most of Capcom's defenders. Is “Guffaw! How dare you ask for more from our ever-generous Nihonjin masters?! All is as it was meant to be!” really the best response here? There are times I really think that sentiment applies, but this is not one of those times. This was not a game being criticized for not being some other game like “Why isn't MGS4 exactly like Gears 2 but with Snake in it?”, it was a game clinging to mechanics from four years ago. No one (smart) was demanding they make it exactly like something else, just that they try to improve on their already great game. I could buy $60 worth of groceries, or save that little bit more toward a new car, but you want me to dump it into twelve to fourteen hours of this thing that doesn't really improve my life in any way. Is it inappropriate to ask things of the companies that rely on us pumping millions of dollars into them for things we don't actually need?

I say it is not. We may and, in fact, should tell these companies what we want. They should listen. Us: "Hey! NEW gameplay!" Them: "Alright, we'll give it our best shot!" Everyone: "Hugs time!"

Capcom is not the only culprit, but they seem to receive a big portion of the attention for it. No developer should be without criticism. And not professional criticism, no, but pure feedback from the gamers they expect to feed them money to stay alive. Ubisoft did it with Assassin's Creed by opening a forum right after the game's release, and now we have a sequel coming with more mission types and, presumably a less-Hitmanish system so there can be more than one right way to do things. I'm just going to stick with the Capcom/Resident Evil example so things don't get confusing.



Video games can be art, but most of them are not one man's creation that expresses some story or emotion that he wanted to share. Games generally lack the intrinsic value and freedom of other forms of art. A song costs nothing to write or sing, and can be personal and meaningful. Whether or not anyone ever hears it, someone can write it just for themselves. As much as I love Killzone 2, it is not someone's catharsis. Killzone, like most games, is for us to buy with our money. Killzone is a pizza, and though you might not like the mushrooms, you can switch on high precision mode to pick them off (Hey-oh!). You see, Guerrilla Games listened to their audience and, while I thought lots of people were being whiny because it wasn't a COD4 clone, they attempted to appease them by tweaking the controls without hampering the unique, weighty feel of their game. It was not from the Capcom pizzeria where they make what they feel like and say fuck you if you want extra cheese. Games are made for us to consume and should be made, in effect, to order. They obviously can't customize them for every individual, much like buying a pizza generally results in some disagreement over toppings, but a consensus can be reached that doesn't involve plain cheese or hostage situations, pizza-math not withstanding. (“You had your slices already and I will fucking. CUT. YOU.” Haven't we all been there?). I don't need or want to dictate every aspect of game development, but, especially with people whining about poor sales, you think they could have done better had they known what we wanted and given it to us.



If Capcom puts some real effort into Resident Evil 6, fans of the series won't be driven away just like they weren't driven way by Resident Evil 4's shift to a less archaic style. People that love Resident Evil will still love Resident Evil for the aesthetic and story and Capcom would look like champs for turning out something that's actually new for RE6 instead of just the rumored story reboot.

As though on cue, someone has handed me an example of not just doing it right and listening to your potential audience and customers, but being proactive about it. Fellow dtoider kitae has gone right ahead and asked us what we like in games. This is perhaps the best thing I can imagine. We are not just able to give a developer input, but we can do so before the new game hits the presses. We can share what we like without stifling creativity on the part of the devs. You know what? I don't like RPGs; just not a fan. I missed the Mass Effect boat and never got around to trying it later. You know what else? I now care about Mass Effect 2. I'm going to add it to my sidebar as soon as I post this blog. I want to see it. I don't expect ME2 to be fundamentally changed by the comments on her blog, but I now know someone, anyone at all, at Bioware is listening to us. That it's someone with the word "lead" in their title is even better. If they will actually ask for input on anything at all, I can't believe they would have been deaf to any criticisms of the prior game. I was having trouble coming up with a conclusion to say how it should be done, but I just had it written for me.



Bravo, Ms. Norman. Your attention has won mine. I think lots of developers could take a lesson from this: even casual interest in your audience can help, and it makes a great impression.



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8 comments | showing # 1 to 8
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CelicaCrazed's Avatar - Comment posted on 07/17/2009 13:32
CelicaCrazed
Great write up!! I think many gamers whine just because they hate change. I still remember all the hate toward Wind Waker because it looked "kiddie" but now people want it over the realistic look. I guess a developer has to really have good judgment on when to listen and ignore their customers. Finding the middle of the road is key.
Blindfire's Avatar - Comment posted on 07/17/2009 14:02
Blindfire
In the end we can demand by way of not picking up the game. In the end, what really drives the industry is whatever sells. We buy what interests us and ignore what doesn't.

In the end, we determine what the industry produces. We are the industry. It doesn't exist without our capital; it is there to serve us and the moment it ceases to do so in an effective manner, it dies. 3D Realms is a good (and recent) example of this in play. The industry is there to provide for us only because we invest in it, and allow it to. It exists only because it entertains us; it serves us. Not the other way around, as is the common misconception.
Blindfire's Avatar - Comment posted on 07/17/2009 14:12
Blindfire
Damn! 3 "in the end"s in that last comment. Stupid lack of sleep, effing with my usually acceptable grammar.
Trev's Avatar - Comment posted on 07/17/2009 14:20
Trev
@Celica
Thank you. I agree that some gamers and developers as well are just scared of change. I will risk a meh sequel for the chance at an amazing one. DMC2 didn't ruin the franchise, and lots of stuff made it into DMC3.

@Blindfire
True, we can just not buy the game. I'd like to think that we can be on better terms with the developers, not please us or else. I don't want to take their cashflow hostage. I would rather buy lots of good games. Imagine how much less shit Too Human might have gotten if Dennis Dyack had said "Hey folks, want to watch this same cutscene about a million times?" Probably still not very good, but at least not rage-inducing.

Don't worry about it. All the "in the end"s made it pretty epic.
Elsa's Avatar - Comment posted on 07/17/2009 14:26
Elsa
Game forums and direct communication with Devs is becoming more important than ever and the average gamer has more input than ever. Warhawk had their rep Dylan Jobe as their "face" in the forums and he kept the players up to date regarding fixes, but also listened to gamer feedback and they constantly made changes to the game to accommodate the gamer base. Killzone is another example of this (including several changes to the strength of the airbots to make them more powerful, then nerfing them a bit in the most recent patch to find a better balance).
The introduction of female avatars in Resistance 2 as DLC was primarily based on gamer feedback.

Speaking up does work... and devs would be smart to listen because they do gain player loyalty to not just the game, but also to the devs and to future installments of the game. As blindfire said, we vote with our money in the end... but listening to their player base does give devs an opportunity to sway our vote.

Essentially, yes we can make demands... and the smart developers listen.
ShadokatRegn's Avatar - Comment posted on 07/17/2009 17:43
ShadokatRegn
A lot of publishers are listening; Especially with the use of things like Twitter. I've seen them e-mail someone directly when they had a complaint on a forum or twitter, as long as it's a rational one.

Bigger companies like Capcom aren't as community friendly, but a lot of developers in general are stepping up to that. I find that they're just as human as we are, and while they can't please everyone, they're trying their best!

Great writeup though - and I'm glad to see you've seen some of the community attention, too.
SirKicksalot's Avatar - Comment posted on 07/17/2009 20:29
SirKicksalot
I'm not too glad about the reskinned enemies, but I believe RE should keep the idea of not moving when shooting.

It's a game mechanic you don't find anywhere else. Sure, you can stop moving in Dead Space - but that's like saying you don't want to level up in a RPG because why the hell not? You must take advantage of the game's features, at least in the first playthrough.

And not moving is a RE feature as of now. It's the correspondent of the fixed camera angles of the previous RE games.

People should accept the developer's ideas when they're not fundamentally flawed. The control of the modern RE games is not flawed, because it doesn't take away from the enjoyment - it offers an alternate view on shooting mechanics that simply works.

The controls of Darkfall ARE flawed and people are entitled to bitch about them, because they detract from the enjoyment of the game and they're certainly NOT a proper alternate take on game controls.
flaming burrito's Avatar - Comment posted on 07/18/2009 00:05
flaming burrito
Gaming is unique in that it is one of the few mediums where fans are listened to even to some small extent.
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