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  •    This Couldn't Be Good  
     
    Monday, September 22 2003 @ 05:59 PM UTC
    Contributed by: David

    I was perusing the top 10 best-selling games for August and noticed something--there's not a single original title on the list. Every game is a sequel, spin-off or derivative work.

    Just to make sure that this was as out-of whack as I suspected, I even compared the top 10 films for the end of August to see how much that industry relies on sequels to fill up its summer fun.

    The following chart summarizes The NPD Group/NPD Fundworld's the top selling video games for August, and IMDB's, the top-grossing films for the last week in August:

      Console Game Platform Movie
    1 Madden NFL 2004 PS2 Jeepers Creepers 2
    2 Madden NFL 2004 XBX Freaky Friday
    3 Soul Calibur II GCN Pirates of the Caribbean: The Curse of the Black Pearl
    4 Soul Calibur II XBX S.W.A.T.
    5 Silent Hill 3 PS2 Open Range
    6 NCAA Football 2004 PS2 Seabiscuit
    7 Soul Calibur II PS2 Freddy vs. Jason
    8 Ghost Recon: Island XBX The Medallion
    9 SW: Knights Republic XBX Uptown Girls
    10 Grand Theft Auto 3 PS2 American Wedding

    A few observations.

    First, this month might be biased because of the heavy interest in the new Soul Caliber game and the annual football game buying frenzy. Also, Island Thunder and Knights of the Old Republic could be considered original titles. They are not exactly sequels. But as extensions of pre-established franchises, they are not as independent as, say, Kevin Cosnter's Open Range

    On the film side of things, even if you exclude The Medallion as basically something out of the Jackie Chan franchise, the movies still can claim two new properties, Open Range and Uptown Girls. Seabiscuit is problematic because the film business has a long history of adapting literature. Remember, To Kill a Mockingbird was a novel before it was a vehicle for Gregory Peck.

    So, my unscientific conclusion from this data is:

    • Sequels and derrivatives are swamping popular artforms.
    • But the problem is worse in video games than in other media.
    • Even though there are mitigating factors that make best-sellers for one month potentially unrepresentative of the entire industry, it's still amazing that not one original game made the top 10. Not convinced? In the next 10 best-selling games, not one original title shows up:

      11. MARIO GOLF: TOADSTOOL
      12. MADDEN NFL 2004
      13. POKEMON RUBY
      14. GRAND THEFT AUTO:VICE
      15. F-ZERO GX
      16. POKEMON SAPPHIRE
      17. DONKEY KONG COUNTRY
      18. SPLASHDOWN:RIDES WILD
      19. DRAGONBALL Z: GOKU II
      20. VIRTUA FIGHTER 4: EVO

    Any more questions?
    Video game data from NPD Funworld

    Movie data from Internet Movie Database






     
             


    This Couldn't Be Good | 26 comments | Create New Account
    The following comments are owned by whomever posted them. This site is not responsible for what they say.
    This Couldn't Be Good
    Authored by: Anonymous on Thursday, September 25 2003 @ 06:41 AM UTC
    In movies, sequels are usually worse than the original. This is because the original had some kind of vision (even if it was banal), whereas the vision of the sequel is "let's make that like the first one, so it'll sell." The same process can occur in computer games, and then the sequels suck (or are clones of the original) -- but:

    when creating a computer game, developers often have to water down their vision for technical and time-pressure reasons. A sequel can offer the opportunity to make significant improvements to the original game, bringing it closer to its potential. In this case, I think sequels are great!

    e.g. Should Blizzard have made something new and original after Warcraft? No! Warcraft II was worth making, as was Starcraft.
    [ Reply to This ]
  • This Couldn't Be Good - Authored by: David on Thursday, September 25 2003 @ 02:55 PM UTC
  • This Couldn't Be Good - Authored by: Anonymous on Friday, September 26 2003 @ 03:10 PM UTC
  • This Couldn't Be Good - Authored by: ben.c on Saturday, September 27 2003 @ 08:50 PM UTC
  • Exactly - Authored by: Snowmit on Tuesday, September 30 2003 @ 02:16 PM UTC
  • Exactly - Authored by: David on Wednesday, October 01 2003 @ 03:13 AM UTC
  • Exactly - Authored by: Snowmit on Wednesday, October 01 2003 @ 05:30 PM UTC
  • Perhaps
    Authored by: TGCid on Friday, September 26 2003 @ 11:22 AM UTC
    We must consider that video game companies are, in the end, just that: Companies. When making games, they have to consider whether or not their titles are going to create cash flow. They need to take into consideration share-holders, cost-profit analysis, etc. Sequels are the most cost efficient method of creating profits. Find a formula that people will keep coming back to, and why should you create original works?

    Creating an original work is both a dangerous and frightening option. When you create a new work at a video game company, not only can profits be on the line, but sometimes the very life of the company itself. Video game companies that have gone out on a limb have been torn apart by the reprecussions of a failure.

    Final Fantasy: The Spirits Within is a prime example. Squaresoft took it's not unlauded skills in visual design and CG and created an animated movie that pushed CG to the limits of the technology at the time. The movie was a failure, and Squaresoft bled money that year. The shareholders had a coniption fit, jobs were lost, and Squaresoft has not been the same since.

    Additionally one can't ignore the factor that fans play in the creation of sequels. Sometimes fans don't want something new, sometimes they want more of the old. Many people liked Soul Calibur 1, and Namco was only supplying fans what they wished by creating a sequel. Capcom produces the Megaman X, Resident Evil, and Street Fighter series'; Square-Enix has Final Fantasy, Dragon Warrior, and Front Mission; Koei has Dynasty Warriors and Romance of the Three Kingdoms. Taking production time away from these games and giving them to untried ideas is not only dangerous, but perhaps suicidal for some of the companies if the games don't work out. We CANNOT forget that they are companies whose basic premise is the making of money.




    Movies are another story. I think it's been proven over time that audiences reward new, creative ideas within the medium. The companies once again seem loathe to try something new. And sometimes when the do they put no advertising and theatrical release locations behind it and leave the good, original movies to rot in obscurity (these eventually develop cult followings, but the company has missed its chance for major profits).

    But I digress. In my opinion, the industry suffers from stagnation. Having been around a while, ideas become entrenched as to what audiences want, what makes a good movie, and how to obtain profits. The companies can't keep up with the times, and it usually takes someone with enough clout to change that. Take for instance the comic genre, recently capitalized upon in Hollywood. 4 years ago if I had written the script to Spiderman and given it to an executive, he would have looked at the title and laughed in my face (actually he would have thrown out the screenplay, but I'm trying to make a point here, give me a break). Nowadays every superhero and their mother is getting script treatment. It took a success to show Hollywood what audiences were looking for at the time, just as it will for the next big thing.

    The gist of my arguments are that while it IS obvious that there are many sequels in the market currently, video game companies should be given less blame than Hollywood. As you've stated in another newspost, the videogame industry is rather small. A few bad games can sink a company. Movie companies, however, have a medium that not only REWARDS originality, but has the money and ability to absorb poorly made movies. (think of all the stinkers those sequels were). Movie companies should be actively creating new styles, formats, and ideas, but they aren't, and that in itself is pretty telling.
    [ Reply to This ]
  • Perhaps - Authored by: David on Friday, September 26 2003 @ 03:47 PM UTC
  • Perhaps - Authored by: Anonymous on Monday, September 29 2003 @ 02:04 PM UTC
  • This Couldn't Be Good
    Authored by: Anonymous on Friday, September 26 2003 @ 04:10 PM UTC
    One difference between movies and games is that stars play a large part in movie success. In some sense, Kevin Costner's open range is part of the Kevin Costner franchise. People are more likely to pay attention to and to view the movie just because of his name.
    [ Reply to This ]
  • This Couldn't Be Good - Authored by: David on Friday, September 26 2003 @ 06:29 PM UTC
  • This Couldn't Be Good - Authored by: TGCid on Friday, September 26 2003 @ 11:35 PM UTC
  • A voice to my fears
    Authored by: ben.c on Saturday, September 27 2003 @ 09:02 PM UTC
    The folks over at GameCritics have an article up on this subject, and i'm afraid that i largely have to agree with them. <a href="http://www.gamecritics.com/feature/editorial/criticalhit200308/page01.php">This article</a> blames the consumers for the lack of orginial content in games. I'm particularly annoyed by this because i think it is the hardcore gamers who buy these innovative games, but it's those casual gamers who're willing to buy a game based on movie-licence or name or box alone that are the industry's bread-and-butter. Not that i have something against casual gamers, but i think that the culture around games needs to change.

    I'm not entirely sure how to bring this about, but i think that Dani Bunten, of M.U.L.E. fame had the right idea, and that is to give game developers (not publishers) and auteurs/designers a sort of rock-star status. As much as i hate the whole fame and cult-of-personality thing, if we could get consumers to buy games based on the fact that it's the new Molyneux or Spector release, instead of seeing that it's number 12 in a series they liked or it's based off of some popular movie, I think we'd leave developers with a lot more room to experiment. Will Wright has done this by giving all of his games the same prefix, but while he's probably the second most recognizable name in game design (after Miyamoto), who outside of the few hundred thousand hardcore gamers know who he is?

    Any thoughts? There has to be a better way.

    b.c
    [ Reply to This ]
  • A voice to my fears - Authored by: ben.c on Saturday, September 27 2003 @ 09:05 PM UTC
  • This Couldn't Be Good
    Authored by: Anonymous on Thursday, November 06 2003 @ 09:21 AM UTC
    I think the line between increasing refinement of a good idea, and total creative suffocation was crossed a few years ago. If I may lapse into metaphor here, it's time for the dead wood to come crashing down and the new growth to come through.

    The new growth being new independant studios with a desire to do good work rather than just chasing dollars... and willing and able to work within lower budgets and find alternate means of distribution.
    [ Reply to This ]
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