I remember the first time I loaded Sid Meier's Alpha Centauri. I was like, "Too complex!". A couple of years later I got Rome Total War and had to work hard again to get into the gameplay. I remember the first time I loaded the level up screen for Neverwinter Nights. Each of these games gave me new territory. It gave a sense of exploration. It was like entering a whole new world with different rules.
When Dragon Age came out, reality began to set in. I got nothing but a repeat of what I knew about gaming. I got Dawn of War II and it seemed too familiar. I got Starcraft II which started out good but quickly wore out its welcome. I got Darksiders and it never transcended beyond a "quickie".
It's all about money and playing safe. There was innovation in the early days of gaming. You'll come across unique ideas like the "radial menu" in Neverwinter Nights. There were exploratory games like "Perimeter". There are overly complex "risky" games like "Alpha Centauri".
All these innovations whether they're successful or not indicates a potential to go beyond. Today, most game developers ask the question "What do most players like?" or "What system is everyone comfortable with?". In the early days, we had a term for this. Games which follow these mentalities are called clones. As you may have guessed, it is not an endearing term.
Ten years ago, game reviewers had the most enviable jobs. They brace themselves for each "new" experience. A 3D strategy game? Let's see what Homeworld has to offer. A flight sim with a dynamic campaign? Ok, let's test its replayability. A strategy game with 3 different races? How did they balance it? A real racing simulation? Nascar? Viper Racing? Let's see.
Now, a game reviewer's job is to make sure all the basics are right. Developers these days opt to go the safe route. When was the last time a game offered a radical change? When was the last time a game took the risk to discover new things? Today, new games are hiding behind the industry term "getting the basics right". In the old days, the term is "clone".
This is the future Blizzard has laid out for the gaming industry. Their fame and money came from "polishing" existing concepts. Everyone however is too scared to go a different route. Spore, the last "risky concept" I can remember, has gone into the action RPG bandwagon. The only game holding a light at the end of the tunnel is the Civilization series. It is the only game that displayed major changes like the new tileset and unit stacking.
Ten years ago, game developers are looking for new ways to have fun with the system. Today, they're looking for "old"/"safe" ways. In the future, like Darksiders, people will not praise how innovative a game is. In the future, the following manner of discussion will be prevalent, "It's like Prototype.", "No! It's Devil May Cry!", "No! God of War!!!". To be blunt, in the future the common talk will be, "It's a clone of what?"
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