The next time you’re perusing
the displayed wares in your local videogame
store, seeking to secure that next invaluable
slice of inspired escapism, hold back your
eager hand for a moment, and check that pulsing
urge for digital appeasement. Take a deep
breath and absorb the titles before you as
a whole; try to process their genre classification,
and attempt to see numbers rather than words.
And why? Because videogames are dull, because
videogames are jaded, and because videogames
are stagnant. The proof is irrefutable, and
the numbers that you see, worrying as they
are, do not lie.
At this year’s E3 expo
in Los Angeles, the annual gaming shindig
where everyone and their monkey clambers for
due attention—be they exhibitors or
attendees—Sony proudly unveiled an enviable
list of incoming PSP (PlayStation Portable)
videogame titles. Totalling a collective roll
call of some 73 games, the future would initially
appear rather rosy for those consumers who
have already invested in Sony’s virgin
foray into the handheld market. However, a
closer inspection reveals a disturbing (cross
platform) trend that has been gathering in
intensity like an ink-black cloud of doom
on gaming’s once glisteningly bright
horizons. Franchise sequels and movie tie-ins
inundate the PSP’s release lists; a
veritable plague of dreary rehashes, statistical
upgrades, and licensed dross, all working
their diseased roots ever deeper into the
parched soil of the gaming industry.
Of those 73 titles, an astounding
51 fall into the categories of established
franchise, or licensed product. What has become
of our haven of simple originality? Where
is that divine spark of allure that first
brought us all to gaming? What has changed?
No one except the monumentally
ignorant can fail to see that videogames are
a huge business. Perhaps it’s a bed
of our own making in terms of gaming becoming
such an influential strain of popular culture,
but it seems eons ago that videogames looked
as though they cost as much to develop as
they did to buy. By comparison, today’s
industry has become a multi-billion dollar
moneymaking machine, its games massive in
both scope and budget, and its market-leading
publishers devouring and integrating any independent
developers brave enough to show aspiring ability.
While the profit garnered from videogames
continues to increase exponentially, the industry’s
belief in innovation investment appears to
be all but gone. Swallowed by high-risk elevated
budgets and comfort zone releases that choose
to rely on existing market demographics in
favour of seeking new ground, innovation;
the one truly invaluable facet of gaming,
is rapidly disappearing.
In
a New York Times News Service article discussing
the increased industry reliance on sequels
to guarantee profit return, American McGee,
an independent game developer, comments that:
“The game industry is not interested
in original ideas. We don’t even waste
our time pitching them.” McGee, one
of the original developers for the massively
influential Doom and Quake games goes on to
say “We’ve yet to go to a major
publisher and have them say that they have
slots for original titles.” Some liken
this stifling of evolved imagination to that
of Hollywood, which has struggled with its
own sequel-heavy dependency for many years.
But unlike Hollywood, where low budget and
independent films have experienced somewhat
of a renaissance in recent times, videogames
appear firmly shackled to the ‘high-profile
winner’ mentality. To further this attitude,
Jason Della Rocca, program director for the
International Game Developers Association
points out that: “The ecosystem of the
game industry is broken. In the music industry
you don’t have to be Britney Spears
to have a career. In Hollywood, big companies
invest in smaller ones. But the game industry
has not come to this realisation.”
And, unfortunately, the sales
figures for these (largely) dire high-profile
releases only serves to showcase the inevitable
arrival of yet more arduously bland gaming
torture. Established titles attract established
audiences and that cuts down risk factor by
a massive amount, something the bean counters
look to secure a long time before even considering
the possible inclusion of actual innovative
gameplay in their products. The recent Lord
of the Rings and Harry Potter movie licenses
shipped respective totals of 5.1 and 7 million
units; and since its initial appearance in
1995, the Spider-Man gaming franchise has
sold more than 8 million units. So what are
we, the wrongfully oppressed consumers, left
with? We’re left with deficient sequels
and franchise dross that taints its own groundbreaking
origins. But the uninformed persist in feeding
tainted cash into the purulent flesh of games
like Tomb Raider, which once drew breathless
gasps of awe, but now receives scoffs of loathing
from the same consumer base that so lovingly
embraced it. And as long as the public continues
blindly buying each and every Gran Turismo,
Final Fantasy, Metal Gear, Street Fighter,
and Grand Theft Auto we will never enjoy the
re-emergence of true evolutionary thinking
in our videogames.
The major publishing houses
would beg to differ, of course. Ubisoft state
they are striving to incubate between four
and six projects in North America, and various
others totalling around twelve worldwide,
whereby independent developers gain access
to funding and otherwise costly creative tools.
Electronic Arts Partners (a division of EA)
are also keen to show that they finance and
distribute videogames through independent
developers with EA assuming every element
of involved financial risk. And even Microsoft
run a program of incubation by loaning development
kits worth thousands of dollars to independent
developers. Admirable claims, each and every
one, but let us not forget that financial
control of these ‘independent incubations’
(a truly horrid term) lies with the publishers,
not the developers. It would be naïve
to think that developmental control is not
also subject to the influence of the publisher.
The money does not arrive on the boardroom
table without considerable allowances by the
developers. The same is evident in the movie
industry as monetary partners scrap over every
contentious detail, so why should gaming be
any different? Therefore, accepting this to
be true, are these incubated games truly independent?
It’s hard to believe that the end product
is nothing less than a catalogue of financially
pressured compromises on content. That is
not independence.
The
publishing predilection for movie tie-ins
and inexhaustible sequel editions appears
to be gathering pace. This year alone we can
expect to be bombarded by King Kong, Batman
Begins, and The Fantastic Four, all of which
will be released to bolster interest in their
Hollywood counterparts—it seldom happens
the other way around. Hollywood’s back
catalogue is also suffering from unforgivable
videogame pilfering with the arrival of The
Godfather, Jaws, Dirty Harry, and The Warriors.
Even Martin Scorsese’s Taxi Driver will
find itself unnecessarily saddled with a videogame
expanding on its cinematic finale. And if
these titles of woe weren’t enough—and
believe me they are—then fans of 50
Cent (all four of you) will be going bling-bling
crazy over the imminent arrival of not only
his new album(?) but also an accompanying
movie and videogame. Is nothing sacred?
In a recent industry poll conducted
on Gamespy.com, a collection of developers
and freelance gaming journalists were asked
to formulate their Top Ten Videogames of all
time. Their posted final ten make for some
depressing reading when it comes to the past,
present, and future of gaming. The chronologically
youngest title on the list is the second placed
Half-Life, which first took the world by storm
way back in 1998. There is no other game listed
covering the seven years between Half-Life
and now. Not one. Does this fact not further
enforce the idea that gaming is inexorably
wasting away beneath our thumbs? A wide range
of seminal classics adorn the list, none of
which I’d take issue with, but there
is no place for Legend of Zelda: The Wind
Waker, not even Ocarina of Time makes the
Top Ten. Halo is omitted, as is Resident Evil,
Tomb Raider, Metroid Prime, and Grand Theft
Auto. In places, the titles on the list exist
as distinguished founding fathers to those
bastard franchises that have proven the scourge
of the industry. But, more importantly, other
included titles such as Starcraft, Ultima,
and Civilisation highlight an era of inspiration
that sadly appears to be ebbing from our grasp.
Perhaps
even more worrying, in terms of confirmation
of this article, are the largely apathetic
buying habits of the public. The current top
ten games in the Amazon.co.uk Top Sellers
list contains no less than 9 sequels and/or
franchise extensions. The remaining title
being Killzone for the PS2, which, though
not a sequel (its own is on the way you should
know) is not exactly renowned for its groundbreaking
genre diversity. Plus, there are no Nintendo
DS titles to be seen, either, which currently
occupy a market position as perhaps the only
innovative software in today’s market.

As long as we continue to quell
our hunger for games through mundane reincarnations
of that we already know, publishers and developers
will never leave the path of profitable safety.
Release lists are rife with sequels and franchise
extensions that offer little more than polished
graphics, statistical number juggling, and
the odd ‘Star’ voice turn. It’s
not enough to warrant our hard-earned cash,
and bear in mind that games are not getting
any cheaper with each passing hardware generation.
We must demand more to curb the destructive
trend of publishers who are only too happy
to spoon-feed us with less. Innovation should
not exist as the bane of mainstream marketing
opportunity in an industry that thrived and
grew upon its limitless ideals.
(Note:
This listing graphic
was taken after the
article was completed
and is used as an
illustration only)
Article by Stevie