STATUS
Posts 

Pages:
1
I think it's all in the execution. If a dev slaps in some weird features just to be weird, but they don't add anything interesting to the game, then it feels like a gimmick - but if those same features are really well thought out and work in tandem with everything else in the game, then you've got something awesome! But, I do think indies are under more pressure to come up with new and interesting gameplay (because they can't survive copying what AAA does) and so maybe we see more hamfisted gimmicks from them in a desperate attempt to stand out.
Out of curiosity, were there any particular examples you had in mind?
Out of curiosity, were there any particular examples you had in mind?
My biggest problem with the indie scene right now is that people seem to be avoiding games with a lot of meat or substance. Feels like everything that comes out is a roguelike, built around procedural generation or winds up being an "oldschool" platformer with the difficulty cranked up to not fun.
I don't know. There's nothing really wrong with the stuff that's coming out, but it's starting to blend together I guess. I'd like to see some indie devs explore the possibilities of trying to create universes or franchises, instead of trying to reinvent the wheel and ride the wave of a huge hit.
Again, there's nothing wrong with trying to reinvent the wheel or make something weird and non-standard, those games are usually really fun and enjoyable. But like... I'm really starting to crave some good immersion, and it seems like AAA and Indie devs aren't looking to satisfy that desire anymore. The last game I remember getting really involved with was Mass Effect/2 and those came out forever ago. I understand that it's very hard to create something like that, but it wouldn't hurt to try.
I don't know. There's nothing really wrong with the stuff that's coming out, but it's starting to blend together I guess. I'd like to see some indie devs explore the possibilities of trying to create universes or franchises, instead of trying to reinvent the wheel and ride the wave of a huge hit.
Again, there's nothing wrong with trying to reinvent the wheel or make something weird and non-standard, those games are usually really fun and enjoyable. But like... I'm really starting to crave some good immersion, and it seems like AAA and Indie devs aren't looking to satisfy that desire anymore. The last game I remember getting really involved with was Mass Effect/2 and those came out forever ago. I understand that it's very hard to create something like that, but it wouldn't hurt to try.
I think it's cool that they're willing to experiment and actually try new things, unlike the big name creators out there who stick to the same gimmick over and over again. Innovation seems like a gimmick until you hit on the perfect combo. I mean, think about it just a sec - what was FF7 but a graphical gimmick that hit it big. It wasn't the first game with pseudo 3D graphics, but it was the best known because it hit all the boxes well.
Games like Pokemon and Dragon Age and Skyrim all have their gimmicks - collect them all!, change the game and character reactions based on your choices!, do what you want and steal the souls of dragons! All gimmicks used to draw in those who like those kinds of things.
It's not a bad thing, per se, it's just a lot more noticeable when an indie dev does it because they tend to rely on just that gimmick and forget to round out the game with more than just that one thing.
Games like Pokemon and Dragon Age and Skyrim all have their gimmicks - collect them all!, change the game and character reactions based on your choices!, do what you want and steal the souls of dragons! All gimmicks used to draw in those who like those kinds of things.
It's not a bad thing, per se, it's just a lot more noticeable when an indie dev does it because they tend to rely on just that gimmick and forget to round out the game with more than just that one thing.
Slash has more or less got it. Most indies just can't compete with the professionals on aesthetic grounds, and in a way can't compete mechanically either, since they won't have the programming manpower needed for more advanced stuff and extensive bug testing. So, novelty's all they really have left, since AAA games often can't experiment too much (with basic mechanics, anyways. Physics and graphics R&D is another story) without potentially losing money.
Compounding this -- and this is just some BS vague impressions of the scene that I have from various scattered internet comments and such -- is that a lot of indies don't seem to be experienced gamers, and thus don't really know what to do with a good idea once they have it.
Compounding this -- and this is just some BS vague impressions of the scene that I have from various scattered internet comments and such -- is that a lot of indies don't seem to be experienced gamers, and thus don't really know what to do with a good idea once they have it.
"This strip was originally published in the newspapers on May 23, 1995.
Calvin is a great believer in the value of novelty. He says anything new is good by definition. He tells Hobbes if you can't give him something new, then repackage the old so it looks new. Novelty is all that matters. He won't pay attention if it's not fresh and different. Hobbes sees why timeless truth doesn't sell. Calvin will take a good flash in the pan any day.
This strip was also published in the following book:
It's a Magical World on page 38"
Calvin & Hobbes did it
Calvin is a great believer in the value of novelty. He says anything new is good by definition. He tells Hobbes if you can't give him something new, then repackage the old so it looks new. Novelty is all that matters. He won't pay attention if it's not fresh and different. Hobbes sees why timeless truth doesn't sell. Calvin will take a good flash in the pan any day.
This strip was also published in the following book:
It's a Magical World on page 38"
Calvin & Hobbes did it
Pages:
1


















