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Making Unique Games is a Huge Risk for Publishers

Hardcore Gamer: The industry hasn't reached a point yet where creative games are awarded big budgets. Bioshock Infinite and The Last of Us make compelling arguments, but they are still not all the way there. Take away the skyhook and sound mechanic and you’re left with a standard FPS and third person shooter, respectively.

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Nik_P7571571d ago

I remember seeing an interview with Ken Levine where he said if he would of came to a publisher with Bioshock 3 years later than he did he thinks they would have said no. If it's not the usual then a lot of these big publishers won't even touch it. It's sad for gaming. People are so focused on what they know makes money that they forget about creativity. I wonder how many great games we've missed out on because they wouldn't have made enough money.

jukins1571d ago

hopefully the growing indie scene will take care of some of that.

gaffyh1571d ago

Yeah you seem to get a lot of new IPs early on in a generation, and after that pretty much nothing. That's why people said The Last of Us coming out so late was a bad move, boy were they mistaken. TLOU proves that if a game is good, people will buy it, no matter whether it is a new IP or not (although new IPs require more advertising). Fuse on the other hand proves that you shouldn't make new IPs generic as hell, otherwise they will fail.

3-4-51571d ago

The more successful indie games do, the more money they take away from large publishers.

Bigger companies will do what they do and , take notice of indie companies ideas, and copy them in some watered down corporate sneaky way.

We want our variety back, and dev's will have no choice but to give us what we want.

WE have the power, not them. Don't ever forget that.

medman1570d ago (Edited 1570d ago )

I think people forget that even the big franchises started out as "unique games" or "huge risks". Some, because of budgets, are bigger risks than others, but no new game can guarantee it will sell millions of copy. It is not possible to tell beforehand what game will take off and be super successful, no matter what the budget. If it were that easy, everybody would make a hit game and games would never fail to sell and publishers wouldn't have to lay off workers or close up shop. That happens to both big and small developers. It happens to devs that have had prior successes as well. The industry, and what gamers gravitate towards, is a moving target. Today's hit could be tommorrow's dog, and vice versa.

ThatEnglishDude1571d ago

This links to an article about Nobuo Uematsu... How did this get approved?

knifefight1571d ago

Because N4G.

And on the topic of the Uematsu article in question, um...
"Chrono Trigger wasn’t Uematsu’s best work—in my humble opinion, it was his worst."
-> Uematsu didn't work on the Chrono Trigger soundtrack at all. That was Mitsuda, derp.

Note to self: don't read hardcoregamer.com anymore. What a joke.

Pancit_Canton1571d ago (Edited 1571d ago )

Sony and Xseed are the only publishers that I know that takes a lot of risks creating and publishing new IP. It's all about trust from their developers and loyalty from their fans.

Kevlar0091571d ago

It's the AAA mentality. If a game doesn't pass the Focus Group it's not deemed profitable and either canned or chnged. TLoU didn't sell millions of copies or win countless awards because it was safe. It's popular because it's fresh, well made, and unique. If you brought a game like Metroid Prime to a lot of 3rd parties today they might say it's not FPS enough, that there isn't enough explosions, cinematics, or military installation to keep the general audience interested.

Do certain games succeed by being safe and following a formula? Yes, but the thing about creativity is it's unique by nature. Anyone can take circles, triangles, and lines and make a picture, but to start from a novel idea, make something unique, and make it profitable isn't safe.

At the end of the day what really matters is if you make a good game or not. The movie industry is a great example of this. There are many movies with $200+ million dollar budgets that barely break 100 million, yet there are movies with 2 million dollar budgets that sell more than the 200 million ones. You'll find a trend where the movies (or in this case games) that get good reviews and positive word of mouth sell well where the canned movies fail. Also just because a game/movie has a AAA feel doesn't mean it can't be creative and special. Pacific Rim was very much AAA but still had that cheesy, Big Monster Battle feel you enjoyed and appreciated.

One of the things I love about the Indie movement is a lot of them are trying creative bold ideas. They can take $20k budgets and make stellar niche titles much more enjoyable than bug budget ones. Not saying big budget doesn't have a place, but what it really comes down to is the content and do players want to come back to it

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