Article: Sequels are the winners, original ideas losing ground in game biz (duh!)

Eric-GCA

Banned
Don't know if this was posted already, but here's a very good article on how the game industry is becoming even more like the movie business.
Sequels win when it comes to video games

Original ideas are not paying off with players


By Eric A. Taub, New York Times

The video-game industry has a lot in common with the movie business in that both industries bank heavily on special effects, big releases and even glamour. And increasingly, the game industry shares something else with Hollywood: a heavy reliance on sequels.

In the six-month period ending in June, only two of the 10 best-selling video games were based on original ideas, according to the NPD Group, a research firm. Most were spinoffs from other best-selling games or were licensed from pro sports; a few were based on blockbuster movies and books. The only original title in the top five is Halo, a first-person shooter game from Microsoft. The rest -- MVP Baseball 2004, NFL Street, Pokemon Colosseum and Fight Night 2004 -- are all sequels or spinoffs.

In some ways, the lack of originality reflects the game industry's growing maturity. Because of the technological complexity of the current generation of console game devices, development costs have sharply risen. A top-shelf video game now typically costs $5 million to $15 million to create.

As a result, game publishers who produce titles for consoles like Microsoft's Xbox, the Sony PlayStation 2 and Nintendo's GameCube (which account for 80 percent of all game revenue) have been increasingly unwilling to place bets on original, unproved material and, like Hollywood, rely on new versions of previous hits.

Game publishers argue that they are giving customers what they want, but some observers believe that this strategy will ultimately hurt the industry.

"If you provide consumers only with predictable paths, you miss an opportunity to expand the market," said Michael Pachter, a research analyst at Wedbush Morgan Securities. "All licensed and all sequel game titles all the time will give the consumer the impression that the market will never get interesting."

The dependence on sequels and spinoffs has also reduced the opportunity for independent developers to break into the business. Making it in Hollywood, some say, is relatively easy by comparison.

"The game industry is not interested in original ideas. We don't even waste our time pitching them," said American McGee, co-owner of the Mauretania Import Export Co., an independent game developer. McGee is one of the developers of the hit games Doom and Quake, both developed for personal computers. "We've yet to go to a major publisher and have them say that they have slots for original titles."

"The ecosystem of the game industry is horribly broken," said Jason Della Rocca, program director for the International Game Developers Association, a nonprofit organization representing independent game creators. "In the music industry, you don't have to be Britney Spears to have a career. In Hollywood, big companies invest in smaller ones. But the game industry has not come to this realization."

According to one agent who represents developers but declined to be identified, because he negotiates with the major game publishers, the industry is now controlled by managers who have a background in the packaged-goods industries rather than entertainment. Executives from Activision, Electronic Arts, and Take-Two Interactive, for example, previously held senior positions at companies like ConAgra and its subsidiary Hunt-Wesson, among others, according to the game producers' Web sites.

With costs climbing, the mainstream publishers are under increasing pressure to avoid risk. That means sticking with games that have built-in audiences, like the Spider-Man game. Since Spider-Man first appeared in 1995, the 10 game titles based on the comic book and movies have sold more than 8 million copies.

Three Lord of the Rings titles and four Harry Potter games, also based on movies, have sold about 5.1 million and 7 million copies respectively.

"I agree that games based on intellectual property and sequels are 90 percent of what's selling. But we'd love nothing more than to come up with innovative ideas," said Jay Cohen, vice president of publishing at Ubisoft.

Those who claim publishers won't listen "are not trying hard enough," Cohen said. "I have five people whose only job is to liaise with the developer community."

But critics say the odds that a new game idea from an independent developer would be picked up by Ubisoft or any large publisher are slim.

"There are not many Blair Witch Projects in the game business," Della Rocca said, referring to the low-budget movie that became a box office hit in 1999. "The decision on which game to make is based on a spreadsheet."

Executives contend that the dearth of original concepts is also a response to consumer demand at the end of the market cycle for the current generation of game consoles. As PlayStation 2 and Xbox near the end of their commercial lives, customers want games that feel familiar.

"At the end of the cycle, you get a more casual customer," said Greg Richardson, a vice president of business development with Electronic Arts. "The opportunity to introduce new titles is fairly limited."

Part of the problem is that even presenting ideas to publishers is a challenge, according to Alex Seropian, the founder of Bungie Software, which created Halo, the best-selling Xbox game. Movie producers can show treatments or scripts for consideration, he said, but "games have no standard presentation format."

Bungie was acquired by Microsoft in 2000, and Seropian now heads Wideload Games, a new independent game company.

"Game executives do not listen to game ideas," Seropian said. "They'll take a pitch only from a company that has the resources to create the game. If you've never made a game before and you want to start up, look somewhere else."

Adding to the pressures, game publishers, like movie studios in the 1930s, directly employ most game designers, who work on a variety of projects at one time. Only a few independent game development companies feed projects to a game publisher for distribution.

In the motion picture world, by contrast, "anyone who knows film editing and has $10,000 and a Macintosh can make a movie," said J Allard, corporate vice president at Microsoft. But because of high development costs, "that's not the case in the console game business."

To stimulate new game ideas, some of the big publishers have taken steps to encourage independent developers. For example, Ubisoft hopes to bring in more original concepts by incubating between four and six projects in North America and "around 12" worldwide each year, providing the independent developers with funding and free access to otherwise costly creative tools, the company said.

Electronic Arts Partners, a division of Electronic Arts, also finances and distributes games created by independents. Within the past year, the company has contracted with four independent developers, with Electronic Arts assuming the entire financial risk. Of those, "one or two are deals with start-up companies," Richardson said.

"That's a huge number for us. For one division to make that many bets is a $50 to $60 million commitment, even before we market the titles."

Microsoft also has an incubator program, lending $10,000 developer tool kits to independent groups. The company has incubated about 10 game titles to date. "Some have gone nowhere, and three have shipped," Allard said.

Yet others argue that the incubation model is not enough. To create new original content requires a shift in thinking. "A game's creative assets are its developers," said the game industry agent. Instead of licensing the rights to Spider-Man, "you could spend one-half to one-quarter the amount and sign Spider-Man director Sam Raimi to create exclusive game ideas," he said.

In his quest to sell original ideas, McGee, the independent game developer, is trying a new tactic. Since he was unable to afford licensing a feature film's video-game rights, he decided to sell the motion picture development rights for his new video game, American McGee's Oz, to Jerry Bruckheimer, the movie producer.

"We sold the film rights because there is a great story to be told, and the concept was created from the beginning to be translated into films and books," McGee wrote in an e-mail message. Yet, even as the development of the films goes forward, the video game is on hold. "We can't find a publisher interested in the title until the movies are produced," McGee said. "They all want to leverage off the film's marketing."
 
the problem is, success practically guarantees sequalization. Thus the games that don't get sequals are unsuccesful because they either a)suck or b) are painfully overlooked.

vicious cycle.
 
i'm happy to have sequels. as long as those sequels are fun. and sometimes sequels are only that because of their name and the characters in it, but the way it play is new. that's pretty rare though.
Drinky Crow said:
Pikmin 2
Metroid Prime 2
Paper Mario 2
heh, yeah. i noticed several 2's in Nintendo lineup this year. it's all good though. i've heard nothing but good things about Pikmin 2 (which is still relatively new as a franchise). MP2 is only the second fully 3D Metroid. Paper Mario 2... well, there's only been one other Paper Mario but several Mario RPGs, so that's not as new and exciting.
 
scola said:
the problem is, success practically guarantees sequalization. Thus the games that don't get sequals are unsuccesful because they either a)suck or b) are painfully overlooked.

vicious cycle.

It doesn't help when some publishers place the games in a release schedule where they will get overlooked. BG&E is one of the best examples of this. That should've came out sometime in early 2004 when there weren't many games being released. There's a time of year you can usually release original titles where they'll get attention, during the holiday season though isn't that time since that's where publishers stack their big sequels.
 
SolidSnakex said:
It doesn't help when some publishers place the games in a release schedule where they will get overlooked. BG&E is one of the best examples of this. That should've came out sometime in early 2004 when there weren't many games being released. There's a time of year you can usually release original titles where they'll get attention, during the holiday season though isn't that time since that's where publishers stack their big sequels.
IAWTP.

Same goes for Metal Arms, probably.
 
When will people understand than there can be innovation within sequels?
Oh, and every franchise starts as an original title. So one has to wonder how we got to Vewtiful Joe 2, Devil May Cry 3, Halo 2, Splinter Cell 3, Pikmin 2 this gen. It's not like we are playing Monkey Island XXIII nowadays.

I bet next gen we will be here talking about sequels of new IPs we cannot even imagine now.

I think this article lacks innovation.
 
SolidSnakex said:
It doesn't help when some publishers place the games in a release schedule where they will get overlooked. BG&E is one of the best examples of this. That should've came out sometime in early 2004 when there weren't many games being released. There's a time of year you can usually release original titles where they'll get attention, during the holiday season though isn't that time since that's where publishers stack their big sequels.
I agree. and that falls in the "painfully overlooked" category. The circumstance surrounding it can vary from lack of advertising, poor timing, or nich elements etc. most of these and other greivences fall on the publisher, though the consumer is equally culpable at times.
 
You forgot:

Mario Power Tennis (2)
Dead or Alive Ultimate (teh remake)
Jak 3
Ratchet and Clank 3
Sly 2
Halo 2
Metal Gear Solid 3
Gran Turismo 4
Tony Hawk Underground 2
Need for Speed Underground 2
Mortal Kombat Deception (6)
BloodRayne 2
Prince of Persia: Warrior Within (2 / 5)
Ghost Recon 2

and the mother of all sequels:
Grand Theft Auto San Andreas
 
BG&E and Metal Arms are definately two recent examples of this. Though I'd also add Eternal Darkness considering that even though it didn't sell too poorly, it didn't sell for what it should have considering I believe gameplay wise it is/was definately a superior product to at least the RE series (minus 4).
 
Drinky Crow said:
Pikmin 2
Metroid Prime 2
Paper Mario 2
Pokemon TEH REMAKES


CRISIS IN VIDEOGAMING

drinky crow, i wuv u!!!!! u maaek a vary good point about nintendo's hypocrisy an taht of teh fanboys who support such a mediocre gaem devlopar!!
 
TTP said:
When will people understand than there can be innovation within sequels?
Oh, and every franchise starts as an original title. So one has to wonder how we got to Vewtiful Joe 2, Devil May Cry 3, Halo 2, Splinter Cell 3, Pikmin 2 this gen. It's not like we are playing Monkey Island XXIII nowadays.

I bet next gen we will be here talking about sequels of new IPs we cannot even imagine now.

I think this article lacks innovation.

Thats exactly what I was thinking.
 
This article says the truth. This summer i had an unexplainable bore of videogames and i realised i was playing always the same games. My PS2 games for examples are almost all sequels.
This september i decided to vary my choices of games; i bought Pikmin2, Katamari and Gradius. 2 are sequels but the point is that they are styles of game i didn't had on my PS2. This trio of games totally unbored me.

One day we will be all sick playing the same shit over and over and the sales will begin to drop. Industry people will maybe speak about a crash or something. And the only thing that will be able to unbore people will be to give them fresh new games.
 
Sequels can be a good thing or a bad thing. I think that some yearly sequels are bad (like the recent Silent Hills), but sequels that have a lot of time put into them (2+ years) like Half Life 2, Halo 2, etc. will obviously have more to offer.
 
Makura said:
Everybody hug your copy of Viewtiful Joe.
Drinky Crow said:
And Viewtiful Joe 2


roflmao1.gif
 
As long as original titles can make a decent profit, even if they aren't 'best sellers' I don't see why there won't be original titles.
 
Every franchise started off as an original title at one point ;)

As long as we still have creative talent in the VG industry, original titles will always exist.
 
Not EVERY game has started off as an original title. (See Star Wars & movie licenses, NFL and sports licenses, Mario & other spin-offs)

What I don't understand is why some people consider sequals to be a bad thing. Just because the title is based on an exsisting license, that doesn't prevent the game from being fresh, fun, or innovative. "Sequal" only means "rehash" to trolls and those drama geeks in high school who telling you to only support independant movies.

The worse thing in the industry are the publishers who see one game doing well and decide, "Hey! Why can't we rip that off?" Sometimes those types of games can be fun, but they're usually just cheap knock-offs.
 
Well, most of the games I bought this year were sequels and I've been happy... Gradius V, Shadow Hearts 2, Star Ocean 3, Tales of Symphonia... but Katamari Damacy is an original game and a lot of fun. There's gotta be a healthy mixture... and for the sequels, they can't just be the same thing over and over again, say what you want about the FFs but at least they differ from sequel to sequel.
 
"If you provide consumers only with predictable paths, you miss an opportunity to expand the market," said Michael Pachter, a research analyst at Wedbush Morgan Securities. "All licensed and all sequel game titles all the time will give the consumer the impression that the market will never get interesting."

If they haven't figured it out from routinely buying roster updates and a gajillion tony hawk-esque games over the past few or more years, then why would they suddenly realize it now?

A future problem is that the mainstream audience that videogames expanded with never found videogames all that interesting in the first place. When they bore of the trend, its gonna be shit hitting the fan.

Hopefully game companies won't alienate their base so much with sequels and licenses that when the herd leaves, there will still be patsies like us around to play whats left. Otherwise, KABOOM!
 
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