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#11 | |||||||||
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Senior Member
Location: Saint Paul, Minnesota |
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__________________
The 6th way designers communicate? With their fists. |
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#12 | |||||||||
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Moderator
Location: Netherlands |
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Also, I think Bioshock is a bad example of an un-original game, due to its very original game world, character design and style. If you're only considering its gameplay however... ![]() |
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#13 | |||||||||
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Senior Member
Location: Saint Paul, Minnesota |
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As for GTA IV, most of the animations are half-and-half, for most non-on fire/-flying through the air situations, the procedurally generated animations follow a mo-caped loop, but will (or are supposed to, anyways) differ if it will cause clipping.
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The 6th way designers communicate? With their fists. |
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#14 | ||||||||
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Moderator
Location: Netherlands |
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#15 | ||||||||
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Member
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Well, let's break "what compose originality" first.
Within any given genre, there will always be Audio Dynamic (which is taken for granted nowadays) Graphical Content Gameplay The Telling of a Story Audio dynamic - this was the big going for F.E.A.R and Silent Hill as the game utilize sound for a variety of purpose. In F.E.A.R, the sudden higher-pitch music combined with the shadows and illusions completely changed the atmosphere even though there was no immediate danger. Previously, it was just soundtrack, bgm and action-cued sounds. There are a few more innovations in this area, but it's very limited. In term of "originality that makes or breaks the game", it doesn't score very high. Graphical Content - highly dependent on the genre. Remember when FFVII first came out and then the North American fanboy rush? It was a huge thing then, but we don't bash an eyelash at it now. Also, we can look at it in term of franchise. Mario, Sonic, Zelda, etc... sprites and models gets reused quite a bit, but the game still sell. Originality's weight in this category? Depends on the genre. Gameplay - almost 99% of all games share a sort of rule set with another game. But how the game interacts changes the game completely. In this area, Shadow of Colossus won't be consider "original" since it's just a glorified version of Donkey Kong with amazing graphics. But the interaction, combined with the atmosphere makes it amazing. And speaking of Paper Mario, the gameplay isn't that original since it was used before. Anyone ever heard of the game Crush? It's a PS1 game that plays similar to paper mario, but it wasn't a huge success since there was little story and graphic eye candy to draw sales. Even Katamari isn't exempted from similarities (let's see someone figure this out ). In case of originality a gameplay weight on a game, it is mediocre.The Telling of a Story I avoid using the term storyline because almost all games that has story in it shares an archetype or another. But the way the story is told completely changes it. Suikoden I and II were really obscure titles that hardly anyone bought in North America (except used) and they were some of the best storytelling game out there. Final Fantasy 4 was also captivating with the "bad guy is the good guy and the good guy is a bad guy" storytelling. But it didn't do so well in term of sales either. Psychonaut with its insight into psychology was also amazing in term of story, but it too didn't fare so well. Yet, some games have the crappiest of stories, but have sales number that can be considered success. So originality's weight in this? Minimal to Mediocre as well. In conclusion, originality in any one category weights very little. But like the same the whole is greater than the sum of its parts, when originality is added in different categories tossed into a mix of proven formula, its chance of success greatly improve. I can be absolutely wrong in my analysis (it's nothing more than my inadequate opinion), but for a game to have a significant chance to succeed, it must rely on proven formula for at least 70% of its content and 1% to 20% originality. The rest is dependent on the market and how polished the game is (an often overlooked fact, Will Wright can attest to this). |
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#16 | ||||||||
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Senior Member
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I see your guys' points, I do - but I still feel that, in the context of the original question, your definition of what originality is is still too broad - it still sounds very much like what you are discussing as 'formula' are really just the restrictions of the video game genre, not the reuse of a 'formulaic' element. To make an FPS is not to adopt a formula, in my opinion.
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Signatures=pretense. And I'm far too well read for that. :D |
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