Originality and underdogs
#1
Posted 11 July 2005 - 01:07 AM
It seem that originality does not pay in the long run. When ever you get a new idea, leave it to the big boys to rape every idea out of you (Just look at Yahoo, and then look at every thing Pop-Cap has ever made). At least you get that first run, before any one else has the idea up and running.
Then there are games that are straight up clone that make it (Painkiller, Serious Sam, ect...). I think the biggest selling point for them is the tiny price tag, but some times it's hard to stand out when your like every one else.
So which path is better?
#2
Posted 11 July 2005 - 10:10 AM
Thanks.
Lead Designer/Project Manager - White Epsilon
#3
Posted 11 July 2005 - 11:49 AM
So does that mean all good games succeed? Everyone knows the answer to that one!
Trying to beat Fifa at their own game will never succeed, clone or not, due to the shear weight of market that game commands. So making a sports clone will nearly always end in failure.
As mentioned above, a range of original and tried and tested is a good idea to follow. Like it or not, the vast majority of the gaming public (ie not the people that post on here), like familiarity, they like to know what to expect when they boot up your game. Just look at some of the great games recently that have achieved critical acclaim, but bombed on the shelves. Add to much 'originality' and they (on the whole) will not be interested, as they might have to actually learn something new to play this game.
Adding a few surprises along the way is no problem, as it stops the player getting to bored (though that might not actually possible, as Fifa 64BC - 2006AD would testify).
Anyway, the above could all be bollocks too, as sometimes games that deserve to sell do sell, and I think its pretty obvious, there is no golden rule to success, because if there was, then all the studio closures over the past year or so would have never happened.
As is the same in most industries, have a good marketing department, and your 3/4 of the way to success anyway :(
Spree
#4
Posted 12 July 2005 - 01:03 AM
#5
Posted 12 July 2005 - 06:54 AM
Ed Mack said:
The Sims was a new genre, but people also knew what to expect.
If you are controlling a family, person, whatever, and it is grounded in reality, then people know how the game is going to behave, what some of the consequenses are etc.
Spree
#6
Posted 12 July 2005 - 07:48 AM
Other games, like Far Cry make far too big a splash, the actual gameplay being total bollocks. It is worthwhile to note that graphics play a HUGE part for the original WOW factor of a game that will get people to buy and pre-order it (I am guilty of this, I pre-ordered Age of Empires 3 before I knew squat about the gameplay - I now know a bit and am happy about my choice).
As SpreeTree mentioned, there is no secret, except for a good marketing team and plently of exposiure, so in that regard, indie games have a HUGE disadvantage.
Thanks.
Lead Designer/Project Manager - White Epsilon
#7
Posted 12 July 2005 - 10:48 AM
#8
Posted 13 July 2005 - 07:03 AM
For cash-seeking indies, whether or not they make a clone or originial is highly important, as a successful title can change their life =)
thanks
Lead Designer/Project Manager - White Epsilon
#9
Posted 13 July 2005 - 09:17 AM
#10
Posted 13 July 2005 - 08:48 PM
That's my view, at least. (And intention :devil: )
#11
Posted 14 July 2005 - 01:02 AM
look at 0ad [http://www.wildfiregames.com/0ad/], it is an RTS that is up to scratch with the competition (although it is set for a freeware erlease) and they even made their own engine. While I agree that it is hard to make a sellable indie game, plase do not say "never"
Thanks.
Lead Designer/Project Manager - White Epsilon
#12
Posted 14 July 2005 - 01:10 AM
Quote
Good thing the good people at Valve thought the same thing and stopped production on their little head spinner, especially when they hit some serious road blocks... Oh wait, they didn't. And now source is one of the best engines out there.
But I think the real issue here is effort, but now I'm getting off topic...
It just upsets me that companies won't try new things with a multi-million dollar budget. And the stuff that they do add always seems to be from some smaller game that implamented it. Then no one knows about the little guy at all.
#13
Posted 14 July 2005 - 04:20 AM
Thanks
Lead Designer/Project Manager - White Epsilon
#14
Posted 14 July 2005 - 07:30 AM
Quote
huh... taking into account how bad they handled the whole source code theft incident, gabe newell probably is a one man game studio working out of an appartment ? :)
#15
Posted 14 July 2005 - 08:17 AM
#16
Posted 14 July 2005 - 10:58 AM
And I supose they're all clones, no?
#17
Posted 14 July 2005 - 11:04 AM
pat_mathis said:
Yup. I guess you could call them clones. Most FPS games have been clones of the original Wolfenstein 3D though, technically. The features and the graphics have improved, as have the storylines (in most cases!) - but the core gameplay concept remains the same.
#18
Posted 15 July 2005 - 08:31 AM
Anyway, the topic still stands, with most people agreeing that you need a blend of copied and original ideas to make a good game. a great example of this is Half-Life 2, at its core it is just an FPS, but it added the idea of physics as a gameplay element, making a new aspect to the game.
Just my rant =)
Lead Designer/Project Manager - White Epsilon
#19
Posted 16 July 2005 - 09:10 AM
#20
Posted 17 July 2005 - 03:14 AM
Please.
Lead Designer/Project Manager - White Epsilon
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