I'm so tired of mundane game worlds and characters

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Wednesday, November 30, 2011
EDITOR'S NOTEfrom Rob Savillo

Patrick argues that too many big releases these days are derivative, and I'm hard pressed to argue once I consider the incredible amount of sequels from game developers. Is the state of the medium really so grim?

When I was a kid, I had quite a vivid imagination. I could be a warrior rescuing a mermaid and have fellow clansmen who could cast spells and conjure genies with bazookas. I’d swing my baseball bat like a sword and use tubes of used paper towels as gun barrels.

There were no bounds to my imagination. I think that is why I eventually gravitated towards playing video games: They had a way of taking me to the places that I could only imagine as a child.

But the more I play games these days, the more I realize that they are not keeping up with my ever-changing imagination. Games keep revisiting the Greatest Hits of Imagination’s Past, and it is becoming sort of tiring for me.

 

Characters both futuristic and (supposedly) fantastic need a new coat of mental imagery. Worlds ostensibly far removed from Earth offer overly sexualized females with slender legs, ample breasts, and human-like facial features. No matter what color their skins or how misshapen their ears, these are all recognizable characteristics of homo sapiens. Where are the characters who have ten eyes, see with their torsos, and manipulate objects with their minds?

We have games set in outer space, the wild west, and fantasy worlds with orcs and elves...or variations thereof. Is there anything left to explore? Many people right now are bashing The Legend of Zelda: Skyward Sword for being too derivative. But these days when it comes to fully envisioned game worlds and indigenous peoples, everything seems to be derivative.

Maybe there are no games worlds left to imagine. Maybe it is a matter of taking existing worlds, reimagining them, and forcing the player to experience them in different ways. Or maybe not.

Xenoblade Chronicles encouraged me to explore the bodies of two vast titans, one mechanical and one biological. I have to admit that I got a bit of a chill when wandering the boundless plains of the Bionis torso and exploring the forests of its distant backside. Granted, the game had a typical Japanese role-playing-game storyline, but the gameplay experience and the world itself were invigorating.

I would have loved to be in the meetings where Capcom decided that a reimagined version of Devil May Cry should actually be greenlit. This new DMC, in the capable hands of Ninja Theory, looks to take Dante and the hellish environments we are all too familiar with and turn them on their heads. Who wouldn’t want to play a hack-and-slash game set in a warped, limbo version of contemporary cities that is constantly changing and evolving?

It’s easy for me to sit here and say that designers need to be more creative in engaging gamers in their worlds. Yes, you still need the gameplay to back up the imagination, but there also needs to be more creativity from the outset. You can build the gameplay and story off that.

Honestly, why are space marines and military soldiers always the last line of defense? How often can Mario save Peach from Bowser? And why must our heroes all look like Matt Damon instead of Garcia Hotspur? More variation on that front would not be such a bad thing.

And neither would genies with bazookas. For sure.


To read more about Japan and Japanese games, visit Molloy Boy.

 
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Comments (5)
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November 30, 2011

I hear ya. Why don't they design a main character with four arms, like Goro from Mortal Kombat? Link, for example, can be armed with a four-blade arsenal; while each has a distinct maneuver.

But then again, I do enjoy Metal Gear Solid 4 and how it shows Snake and his vulnerability.

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November 30, 2011

I agree.  Games with familiar aesthetics and concepts can always excel, but too many of them in too short of a time leads to burn out for me. 

I think that the trick is for developers to learn how to take established ideas and "paint them with their own brush strokes" and make something that is ultimately approachable but mysterious and new at the same time.

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November 30, 2011

I'm disappointed in most of the big releases this season. I mean, I appreciate the few original games, such as Skyrim. However, all these war soldier hero and Zelda rehashes just seem like games that I've already played through at some point.

By the way, I was also one of the few people who loved the new spin on Devil May Cry. Aside from the fact that it's called DMC, I thought the funky emo look and the strange urban cities made it look interesting. It's like Devil May Cry collided with the grunge rock culture.

Fighting game developers should try more new things as well. I'm pretty tired of another King of Fighters. Blazblue was more like a clone of Guilty Gear, because Arc System Works couldn't retrieve its own license back. Frankly, I'm glad that Capcom is trying new things with Ultimate Marvel vs. Capcom 3. And then there are the new franchises next year, such as Skullgirls and the Persona fighting game. I at least have some hope in the future of fighting games. As for the other genres, I'm not quite so sure.

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December 01, 2011

I agree. Skullgirls does look (and sound) promising. Just getting new and exotic characters is sometimes enough to make a genre (or style of gameplay) feel like something new. Don't get me wrong though, Skullgirls looks like it will put its own distinct spin on things gameplay-wise as well (which gets me excited).

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December 06, 2011

I hate Bald Space Marine. It's the most boring, bland character archetype that exists in gaming today, and yet it appears in almost every western FPS. Do game makers think their key demographic is bald, souless meatheads?

I agree about Garcia Hotspur. Even though Japanese game design is floundering, I'm glad they have some interesting character designs on occasion.

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