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February 07, 2008

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Todd (Millenia)

It is amazing how you can sit down to comment on something, write for what seems to be forever, and realize you have said approximately nothing. Maybe I just need to be a little more concise about it? We'll call this take two.

I would agree 100% that the console game industry -- and I want to be clear we're talking consoles here, complete with their longer hardware development curve, even if the line between console and PC is blurring daily -- works effectively like the American film industry, in that your smash successes pay for your flops. For sure this contributes to the risk/reward equation game developers use when they're considering what to do with their intellectual property. But at the same time I think it's not so good to say that the influence of hardcore gamers as the ideal consumer has little influence, primarily because without that ideal consumer, where would the risk/reward equation pan out? Sequel glut works because it is presumed that the (relatively static) audience for product A will pay for product B with the same IP and generally speaking the same features.

Of course the idea of the "hardcore gamer" itself is a bit of a moving target, for sure; the author of that NYT article seems to think of the hardcore gamer as young, male, more interested in gaming alone than with others, perhaps even a little obsessive and antisocial. Schiesel certainly seems to imply, in his discussion of Wii Play, that hardcore gamers are interested in production values more than in 'having fun' (and really... 'fun' is not always the aim of any gamer, believe me; Johnson makes that point pretty well in Everything Bad Is Good For You, I feel). But consider, is the hardcore gamer who's interested in Madden '08 the same one who's been up for four days trying to beat Final Fantasy XII? Absolutely not. So Schiesel's definition is useful to a point, but not universal.

What I was focusing on, when I said that the idea of the 'hardcore gamer as the only gamer' was a major roadblock to innovation, is that the idea of the 18-35, White, socially awkward, somewhat violent, straight, hegemonically male gamer as the ideal audience means that producers never take chances. Effectively our two points meet at the middle in the realm of consumer behavior, which I'm not 100% qualified to speak on at any length, but can make some generalizations about. Sequels may be cheaper and easier to produce, and certainly more reliable in sales, but only to the extent that they buy in to this concept of the ideal game consumer. Shift the ideal consumer, and suddenly the field of risk/reward opens up. I mean, even in the realm of Guitar Hero, our resident positive example... that is standing on the shoulders of Dance Dance Revolution, Beatmania, and similar stuff. To be perfectly blunt, GH takes those damn flashy disco music Bemani games and mans them up a bit by including rock music and excluding techno (and not requiring you to gyrate around like you're having an eplieptic fit). So not even that is exempt.

So while the risk/reward factor of game development certainly does account for a significant part, I still think gamer culture is a pretty strong influence as well. We are, really, meeting at the intersection of those two influences rather than disagreeing about either, I assume.

On the topic of graphics, however... I don't think the graphic fetish of the console game industry is ever going to go away. People don't make games that look bad unless that's... an artistic choice, and even then "bad" is usually just shorthand for "heavily stylized". And while the perceived tastes of gamer culture certainly influenced the need for greater development of graphics (the increasing shift toward polygons and photorealism, for example; there's a great article about that in Video Game Theory Reader) there's the simple fact that video games are... well, video. It's a visual medium.

Now, I understand at base you're arguing that the Wii has more room for non-graphic innovation because the developers chose not to obsess on the hardware's graphic capabilities like Sony did with the PS3, to what I am sure is their everlasting regret. That is certainly true. What I'm not so sure on is that third party developers are going to be looking to maximize control over graphics when they develop for the Wii. And honestly, that's a problem that may bear itself out and that I was concerned about back when the DS was new, really. The stylus and the wiimote are, at base, the same 'gimmick': more natural control over the goings-on of the game. Their appeal to non-gamers is based on that: not everyone knows how a crosspad works in conjunction with the R trigger but pretty much everyone can draw. What concerned many, and rightly so, was if the potential of natural control was going to be used or if it was going to become a gimmick, which is 100% what you're talking about with No More Heroes, or at least that's the sense I get: this is not the wiimote being used to potential, this is the wiimote as gimmick to fit a stylized sword-swinging game.

I don't really think that it's graphics that are to blame there, though, are they? Certainly if all that Ubisoft and the developers were going for was the prettiest stylized swordfighting game possible, the PS3 or 360 are smarter platform choices. Instead they chose to use the Wii's control possibilities. Maybe they didn't do as much as they could have (I really don't know; I've never played it), but I don't necessarily think that if they did short the control schema it was at the expense of making the game 'prettier'.

I think the issue is that 'good' graphics and 'good' control schema fall to different standards, and that one of them is considerably more subjective than the other. A game can look subpar and, if it plays well, still be enjoyable; Katamari Damacy is the poster child for that. Control scheme is considerably more important than the graphics and I would argue that it always has been. I think truly innovative games, rather than seeing graphics vs. gameplay as a competition, meld them together; while Okami might not have been enough to save Clover Studios (and let's face it, the abyssmally bad God Hand didn't help) it was a critical success because of how masterfully it married gameplay and graphics. The Celestial Brush concept and the stylized Japanese art go hand in hand (in fact, I believe Okami was originally slated to be more photorealistic).

What remains to be seen with the Wii and innovation, I think, isn't necessarily that "we don't need to worry about graphics." What's going to be more important is "how do we raise this control scheme above the level of 'gimmick' while keeping it accessible to non-hardcore players?". The market strength of the Wii is its universal appeal and unique approach, not it's graphics; I will totally agree there. But I think that if developers don't spend time making the control scheme of the wiimote work, and work in a consistently understandable way, then the platform is going to fail.

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