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Innovation: does size matter? @ GameSpot
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Dhruin
Stranger In A Strange Land
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Joined: 20 May 2002
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Location: Sydney, Australia
Innovation: does size matter? @ GameSpot
   

In a follow-up to a previous article on the lack of innovation in the games market, GameSpot has posted <a href="http://www.gamespot.com/news/6141548.html" target="_blank">Innovation: does size matter?</a>, looking at the practices of EA. Interestingly, the article uses baby-Blizzard Castaway Entertainment (currently working on an unnamed action/RPG) - who were dropped from EA's portfolio last year - as a counterpoint. Castaway makes some observations on EA's limitations but also some odd revelations about Blizzard's development practices:<blockquote><em>Castaway president Michael Scandizzo says there was an emphasis at EA Partners to come up with a focused explanation of why his game would appeal to people. <br> <br>"EA used to have an idea where they wanted you to have a 14-word motto for your game that would sum up in the public eye what your game was," Scandizzo says. "In fact, it became a big problem that we couldn't sum ours up quickly enough as a 14-word motto. I think the problem which some innovation has run into is it's really difficult to sum it up in 14 words."</em></blockquote>
Post Thu Jan 05, 2006 9:58 pm
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Gorath
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Joined: 03 Sep 2001
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Looks familiar. I think we posted it a few weeks ago.
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Post Thu Jan 05, 2006 9:58 pm
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XVampireX
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Joined: 30 Jun 2005
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This is bullshit....

People complain about lack of innovation, yet go to games that nearly don't change anything.

BULLSHIT!
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Post Fri Jan 06, 2006 12:14 pm
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I think there is also an issue of 'perspective' to consider. People DO enjoy innovation, and in particular innovative games.

Heck, ten thousand people can't be wrong? Twenty, maybe fifty thousand people can't be wrong? That's larger then the entire population of a small city! Of course, fifty thousand sales of an innovative game pretty much qualifies it as a "game that nobody played".

Most forms of popular media have the same issue, from movies/tv to music and even literature. The huge financial successes are usually not the most innovative ones; however many thousands of people still enjoy them. These smaller successes tend to push the industry a little bit at a time in new and interesting directions. Thus, the slow evolution of a behemoth.

For the most part, I think you'll find the percentages of innovative aficionados follow a standard gaussian distribution -- the majorities are not interested until the gameplay/theme becomes more mainstream.
Post Fri Jan 06, 2006 4:37 pm
 



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