Whole New Door
Innovation by Carrot
by Matthew Sakey, 12 Nov 2007 14:29
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Irrational Exuberance Or Exuberant Innovation

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Publishers are not clairvoyant, which is why they're reluctant to risk piles of money on unseen providence. And while it's true that creatively independent studios tend to produce remarkable games, success isn't guaranteed. Look no further than Psychonauts. Double Fine shipped the sort of product we'd hope to see if this model were adopted. But Psychonauts failed, largely due to flaccid marketing from people who clearly didn't understand the game. Which leads to another challenge with an incentive-based development model: other entities, such as marketing, will want their own fingers in the creative pie and may not care what promises a publisher has made.

"We need more innovation in games" is losing substance as a catchphrase. "Innovation" has too many meanings. id Software's engines are remarkably innovative, yet DOOM 3's gameplay was derivative. The Wii is unquestionably the most innovative console of the generation, but it's not technologically advanced. Halo sells a bazillion copies despite the fact that it's about as innovative as any PC shooter five years its senior. Then you have something like BioShock, a revelation of narrative, setting and theme, but even its creators are quick to point out that it is, first and foremost, a shooter. Doesn't make it any less innovative.

Incentivizing development with the promise of eventual freedom is a risky proposition for both sides, but gaming is the only creative industry that doesn't take the risk. If a studio proves itself capable of developing a successful game within the parameters set by the publisher, it should be rewarded with additional leeway on its next project. This will lead to more creativity, more unique ideas, more innovation and, certainly, more deliciously profitable franchises to fob off on the next newbie studio. Everyone assumes risk. Everyone can win. And the business grows in more than just dollars, a benefit that's hard to oppose.

Matthew Sakey is a freelance games consultant and journalist. His column "Culture Clash" is published monthly at the International Game Developers Association website. Reach him at matthewsakey@comcast.net.

Issue 123: Whole New Door