Guns! Sequels! Begone!

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Wednesday, January 20, 2010

Editor's note: While I don't necessarily think that guns are the root of all video game evil, I do find myself frequently ignoring the myriad FPS sequels that seem to dominate the industry. S.P. brings up some interesting points, but I think there's a happy medium to be found here between making money and developing innovative games. What do you think? -Jay


Are you excited to play Mass Effect 2, or will you be too busy wiping the dust off your Wii to play No More Heroes 2? Are you still getting your rank up in Modern Warfare 2? Hey, at least Splinter Cell Conviction is delayed now, so we'll have more time to play other sequels with guns in them.

Sequels with guns simply dominate the discussions of hardcore gamers. If they're not talking about a sequel with guns in it, they're almost certainly talking about a game that will soon have guns.

Other than select Nintendo products on the Wii, these games are usually the ones that make publishers the most money, and they're almost always the most heavily marketed. Reliable as they may be, these serialized shooters represent an enormous display of cowardice by game publishers. They would much rather make a quick buck than take a creative risk and, you know, do something crazy like advance the medium.

Should we put down these sequels and walk away, or should we embrace these rifled reiterations? Because five just wouldn’t be enough, here are six arguments for the death of sharpshooter sequels.

 

1. Stagnation is inevitable

How many games with guns can there be? How many times can we buy the same games with bigger numbers slapped on the end? Will the next fifty times I hold an AK-47 and throw a frag grenade at an armored enemy combatant in a war-torn, gray and brown wasteland be just as exciting as the first fifty?

Just like we got sick of playing Tony Hawk's Pro Skater games or going to the arcade and collecting Jiggies, we’ll get sick of Call of Duty and Halo — and game publishers better be ready to adapt when that happens.

2. The audience is changing

The average age of today’s gamer is 35. Your grandma spent more hours playing Wii Sports this afternoon than you’ve been outside today, and your girlfriend can kick your ass in Peggle any day of the week. No matter how you look at it, the people who play games today are of greater age and gender variety than ever before.

Will they want to play Kill of Death of Dying 3 or Brain Splatter 4? I don’t think so. Game publishers will be in trouble when their audience stops wanting to shoot everything that moves.

3. They hurt the public image of video games

Jack Thompson is gone, but that doesn’t mean video games are any closer to gaining respect as an artistic medium. Do video games even deserve it? With the way game publishers spurt out sequels like post-Taco-Bell fecal eruptions, video games look like nothing more than the latest Now That's What I Call Music! compilation album or the next Girls Gone Wild DVD. Just more of the same.

To today’s publishers, video games are commodities that are sold and profited from, and that’s precisely the image that non-gamers see when they think of video games. Considering how many games require blowing peoples’ faces off, it’s no wonder people think of murder simulators first and fun a distant second.

4. So many possibilities are still unexplored

If a unique and innovative game idea falls in the forest, does it make a sound? For every conservative first person shooter sequel that is produced, an original idea goes unfunded and uncreated. I’m not jaded enough to believe that developers have no creativity, but it’s impossible to believe that we’ve reached the peak potential of video games. We're not even close.

New control methods like motion control and touch screens might help, but the stuff we’ve seen so far has come nowhere close to superseding any of the big-budget retail drudgery we normally get. Where’s my Saigon hooker game? Where’s the game where I navigate the dark and treacherous annals of Gary Busey’s mind?

5. They cheapen artistic vision

Yeah, I’m talking to you, BioShock 2. 2K Games green-lighting a follow-up that no one wanted is the most egregious offender I can think of for the damage sequels can do to games that don’t need them. “Let’s throw in multiplayer, add more guns, and extend a completed narrative beyond its (admittedly crappy) ending, so we can make more ornate money hats and piss off everyone who cared about the first game!”

This is not the sequel BioShock creative director Ken Levine had in mind — and that’s assuming he had one in mind at all. Needless sequels and adding guns to games that don’t need them (hello, Mirror’s Edge) does nothing but mock the creative forces behind video games, and at a time when the video game industry desperately strives for relevance this behavior only hurts the medium.

6. They divert focus from the things that games should do better

When you make a video game sequel, you inevitably think about how you can improve upon the first game. You need cooler weapons, bigger levels, more gameplay modes, bigger tits and more Michael Bay-sized explosions. More, more, more and — more specifically — more of what you had already. Too bad you ignored all the stuff that games still suck at!

Game stories still suck, women (with few exceptions) are simply two-legged boob pedestals, physics engines are buggy, artificial intelligence is dumb, our characters’ faces have less articulation than a drunkard with a lisp, and animation has barely progressed at all since the inception of three-dimensional gaming. As a medium there’s so much more to be accomplished, but the game industry’s focus on iteration and evolution of existing designs stifles progress in the areas that matter most.

 


Video games are expensive and risky to fund. The economy sucks right now. Fine. I get it. These facts do not, however, prevent risk-taking. They don't stop publishers from trying new things and seeing what sticks. Video game publishers need to grow a pair and show us what they've got, not just for their bottom line but for the sake of the medium.

 
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Comments (9)
Pax_dsi_01
January 22, 2010
I really wish publishers and developers consider these points because as you pointed out the market is filled to the brim with sequels and copy/paste ideas. It's only a matter of time before it all gets stale. They need to take a page from from Team Ico and follow their model of creating a sequel that is fresh but still intune with its fundamentals. Not that I don't enjoy sequels, but there needs to be more leeway to promote new ideas in established series and genres.
Default_picture
January 22, 2010
Guns are a natural fit for games, and it's silly to scold developers for using them. That's like getting mad at sports for involving balls too frequently. Sure there are good sports that don't use them, but that doesn't make basketball any less fun to watch. I also disagree with the statement "To today’s publishers, video games are commodities that are sold and profited from, and that’s precisely the image that non-gamers see when they think of video games." You can't make get mad at a them for running a business, and in no way does the general public look down on publishers because they want to make money. If anything, the non-gamers are completely oblivious to the changing trends in game development.
Default_picture
January 22, 2010
We naturally associate sports with balls because that's how it's always been, and I think we have the tendency to think the same with guns in video games. I'm not so sure that they're a natural fit at all, though; I think the frequency we see guns today has more to do with the original target audience of video game publishers (pre-teen boys with allowances) than it does with their fit to what video games do best. The controller has evolved with triggers and the like to accommodate these types of games, but if we agree that games' greatest potential is to introduce the possibility of choice and consequence than one-dimensional, kill the enemy types of shooter games don't do this very well. For your second point, I probably could have worded that better. Compared to film for example, people can probably tell the difference between a big-budget action movie and an art film built for award season. Games only have the former. Hollywood needs to make money just like video game publishers do, but somehow the studios find a way to reach diverse audiences with different kinds of films. The marketing efforts of game publishers today go almost exclusively to the big action-y gun games, while we don't really have a push (or the development for that matter) of any kind of "award season" video games.
Redeye
January 23, 2010
I think you take the idea of games having guns in them way too personally. First and third person shooters are popular right now because it's a fun way to interact with a game space that console gamers just started seriously exploring last generation when halo popularized it by fixing some of the sticky details on getting the controls right. It originally popped up on PCs because the idea of shooting someone just took being able to point at them and press a button, something that a mouse can do rather well. Even before that guns have been in plenty of games, it's just because they work well for certain genres in both games and storytelling. I'd be hard pressed to design a science fiction universe without some form of projectile weaponry in it, or a crime drama or war drama without guns. Still you see plenty of games without guns as well. Just like you saw plenty of games that weren't platformers during that insufferable period where mascot platforming was the cash cow of choice and bubsy got crapped out. That era still made plenty of good games even in that genre too. It's hardly the end of the world that games have guns in it. It's just a side effect of current gameplay trends and the needs of M rated games from a storytelling standpoint. As for sequels, that's really a marketing problem. Sequels exist to ensure that if the first game a game maker puts out in a particular style sells then all subsiquent ones will capitolize on the market the first one created. This won't be as much of an issue as game studios start becoming popular francises on their own. Film makers don't have to make every single movie a sequel to their last one and I'd wager soon that we may see similar things happening in games as studios branch out. With any luck when bungie is finally done with the halo series after Reach the fans will follow behind them and buy the next Bungie game rather then just sticking with microsoft waiting for the next Halo. Bayonetta has seen a rather nice level of popularity dispite not being devil may cry 5, after all. Still sequels, while definately an overly tiresome trend, aren't something to be reviled either. Sometimes a story could benefit rather greatly from being told in multiple parts. So pardon me, I'm going to go buy Mass Effect 2. If you have played the first one you would probably agree with me that it will benefit in ease of play from having guns in it (to help people who don't normally play RPGs get involved with a more immediate combat system then RPG number crunching) and from having sequels. (to tell a huge multi part galaxy spanning story that intricately interweaves your choices from one game to the next.) I would agree that the shooter market is oversaturated and sequel focused these days. Still, just because you don't like the trend for birthing shoddy 'me too' games doesn't give you any reason to harshly judge some of the creative and high quality games that come out of it. You wouldn't blame mario and sonic for continuing to have sequels during the platform glut so don't blame good game makers here. They do not waste their time trying to avoid the trend because they wanted to make that sort of game to begin with. The fans then support them because the games are fun to play and continue a storyline they enjoy. Nothing wrong with that.
Default_picture
February 10, 2010
I love A Kingdom for Keflings due to the peacefull ness of the game and then again I enjoy viva Pinata as well.
Default_picture
February 10, 2010
Games actually do have the 'indie' analog like Films, there are plenty of indie avenues for developers on ALL platforms, the PC is a great example of the tons of great indie games that seem to be in healthy abundance. On consoles you can look no further then the 360's sections for indie and user created games, while not always amazing the option is there for gems to happen. Indie games may be harder to find, but it's not exactly easy to see tons of indie films in theatres either, infact not being a big movie renter I'd struggle to even know where to start other then hoping an indie film is on the net somewhere. Games at least have many many sites dedicated to their coverage, and almost all are free and small downloads that you can burn through quickly.
Default_picture
February 10, 2010
If a developer wants to finish up a story in a popular franchise, then wouldn't it make sense that they wouldn't want to alienate their fans by switching up the gameplay entirely, before the final curtain draws? I'm content with established titles continuing to do what they do. I'm fine if a sequel gets mere tweaks over innovations. It's the original IPs that I'm going to judge.
Pshades-s
February 11, 2010
[quote]2K Games green-lighting a follow-up [to BioShock] that no one wanted...[/quote] Um, I wanted one. I hear what you're saying but guns aren't the problem. To dismiss all video games with guns as "Brain Splatter 4" displays some serious ignorance. You can include guns and shooting in a game and still innovate. The problem as I see it is the continued emphasis on killing. Games continue to offer up the same general scenario over and over, asking us to shoot, stab, or punch waves of non-descript enemies. I can and continue to enjoy the occasional romp with action games, but that's not the only thing I want from my entertainment. More variety would be appreciated.
Default_picture
February 11, 2010
@Joey: I don't think that's an apt comparison. Sure, there are tons of indie games out there, but I challenge you to find even one that's seen the same kind of marketing push as a full retail game. Successful indie films at least see wide release; successful indie games have no hope of competing with bigger games in today's industry. @Adam: I'm not asking for gameplay shifts in existing franchises. That would be chaos. But, like I mentioned in point #6, iteration on established gun/sequel games doesn't do much of anything for the medium. @Daniel: I was generalizing, but you got me. As far as the "Brain Splatter 4" label goes, you might be taking that out of context. That's there within the argument about gaming's changing audience to try and portray how new gamers (i.e. not us) might perceive all the shooting games they see on shelves. I agree that you can have guns and still innovate, but I feel it's a disservice to only try and innovate within that existing framework. And amen to more variety.

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