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The Boldest Predictions for 2014 Ever Made

Another year of video games is ahead, so let's wonder aloud about what's to come.

For many of us, 2014 is the year we've been waiting for. It's guaranteed to be a year of change.

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That, actually, is one of the most predictable parts of the video game industry: change. Titans rise and fall, and the sands shift in new, unexpected directions that challenge our expectations. Being part of the video game industry is a really dumb idea. The competition is cutthroat, and for as much chest-thumping as the industry does about how much money it makes, you read more stories about people losing their jobs than getting them. It's not a safe industry. It's dangerous, volatile, and it's part of what keeps us coming back.

We just spent a week remembering the year that was, and making predictions is not usually Giant Bomb's business. There's a reason you almost never see rumors or speculation on the front page of the site. That's by design. Unless I can verify a piece of information myself, I'm very hesitant to share it with you. You can go somewhere else to read and consider it. But it doesn't mean we can't look ahead, and consider what's to come. I'm not interested in specifics. This isn't about "oh, hey, Nintendo's going to announce a new Metroid." Really, who cares? (OK, I would. Another Metroid Prime would be lovely.)

So here we go, 2014. Here are three thoughts on the year ahead.

Virtual Reality Won't Truly Land Yet

I purchased an Oculus Rift development kit because I find the potential of modern day virtual reality to be incredibly exciting, especially for horror games. Finally, technology has started catching up to what we've always imagined virtual reality to be like. But we're not there yet, and it's still unclear when a consumer version of the Oculus Rift will even ship. Even if it arrives later in 2014, the hurdles for virtual reality have less to do with the technology and more to do with finding out how to get people to buy it.

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Strapping a screen to your head looks stupid, and it looks much stupider than waving around a Wii remote. Virtual reality falls into the "wearables" category, and that means it actually has to look sexy to have a larger appeal. The same conversation is happening around Internet-connected watches and glasses. Your average person is going to laugh at the prospect of wearing a Google Glass product in its current form because it looks so goofy and obviously tech-y. Virtual reality has the same issue.

Every single person I've shown the Oculus Rift to has come away with the same reaction: "Incredible! Can I use yours again?" When I've asked whether they would pick up one of their own, I was met with a shrug. It's not due to lack of enthusiasm over their experience inside the rift, but a question of platform. Steam may have 65 million users, but that's a very specific slice of people. I've got my Oculus Rift connected to a beefy PC because it needs to output two displays at once for the technology to even work. Your average MacBook Air isn't going to power the types of experiences that make virtual reality so interesting. Virtual reality could have success in the high-end range, but it will remain that: high-end.

But Oculus has talked about supporting mobile. Valve might release a piece of hardware. Sony might release a piece of hardware. The latter is, perhaps, vitally important to virtual reality gaining the kind of foothold we're hoping for, encouraging more developers to give it a close look. Steam Machines may help move the PC into the living room, but consoles are already there, and whatever Sony produces for the PlayStation 4, it's hard to imagine it would be so radically different from an Oculus Rift that we wouldn't soon be looking at forming standards. Virtual reality games for the console could be released on the PC and vice versa. The two would compliment each other beautifully, and it's already proven that Sony, a consumer electronics company, knows how to market and sell these devices. Right now, Oculus Rift is all insider buzz, and it's not hard to imagine the wrong marketing message bringing the house crumbling.

All of this suggests virtual reality will take its first steps in 2014, but its real impact will not be felt this year.

The Risks of AAA Continue to Restrain Creativity

Depending on your taste, 2013 was either a pretty bummer year for video games, one in which the next-gen transition took its most costly toll, or 2013 was full of delicious variety, and you only had to look beyond A, A, and A in order to find solid gold. You can probably tell which side of the fence I found myself on, given that Papers, Please was my choice for game of the year.

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I don't mean to disparage players who prefer the bombast and production values the most expensive games our industry have to offer, but remember how I said gaming was a stupid industry to compete in? That's not changing. It's still going to be a stupid industry to compete in, and that means it makes more sense to be conservative than experimental, at least when the games we're talking about cost tens of millions to make. You can only make so many of those before there are no more mistakes to make, or you end up with games like BioShock Infinite, games seemingly constrained by the need to be a shooter to sell.

There's plenty of personal risk for independent developers, but the risk is personal--their livelihood. Players of independent games are regularly rewarded with games willing to drive a stake into our gameplay and narrative expectations. For some, the question of "is this a game?" is considered because it means these games might take away from the games they enjoy. I get it. For me, that's the most exciting question in games right now. From Gone Home to Twine, the only thing these have in common is interactivity, and measuring that becomes more abstract year after year. 2014, for example, will bring Robin Arnott's SoundSelf, a psychedelic visual experience that's more about the player getting to know themselves. If that sounds like hippie bullshit, you're right. I want more hippie bullshit in my games.

Streaming Video Will Change Everything

This one will be slightly self-indulgent, but stick with me.

Writing isn't dead, but it has a new ally in video. Sure, high-end game websites have been able to capture video from games for a while now, but it's only becoming accessible to consumers recently. With the new consoles, there's zero barrier to entry, and anyone can instantly become a gaming celebrity. For most, this will be a fleeting moment, but some will capitalize. It's going to light a fire under the collective asses of traditional game writers, one that's been a long time coming. This change is already happening with ahead-of-the-curve users on YouTube, but it's going to absolutely explode in the next year. Any gaming writer worth his salt that isn't looking into how video works, how it might become part of their own work, is not going to last very long in this world. Video is the future. You might not like PewDiePie, but he's individually captured an enormous audience that most major gaming websites would kill for.

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(It's unfortunate Microsoft wasn't able to integrate Twitch streaming into Xbox One at launch, but it'll show up. That it's coming to Xbox One at all is what's important.)

That doesn't mean writing isn't still vitally important, nor that I'm going to stop writing anytime soon. Far from it! But video has its own place, its own voice, its own uses. Would explaining my daily adventures in Spelunky be nearly as interesting without video? Absolutely not. Video is the only reason that feature works. A new form of expression does not stamp the last one out, but the smartest learn how it can augment what's come before it.

Twitch is a company that's in the right place at the right time, important to the moment but unlikely to be streaming's future king. But what Twitch has helped usher in holds incredible value. With the click of a few buttons and a few Google searches about audio/video sync, it's possible to share your gaming experience with all of your friends--and more. The moments we talked about on playgrounds as kids are no longer tall tales: they are recorded moments in your gaming history. They can be saved, shared, and celebrated.

***

Those are my predictions, but I'm not alone in wondering aloud. I asked Giant Bomb users to chime in, and I compiled a bunch of these predictions into a podcast. If you missed out on a chance to participate, make sure to drop into the comments and share your predictions! We're all going to be wrong together.

Patrick Klepek on Google+

121 Comments

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hippie_genocide

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My predictions for 2014 - Steam Box and Playstation Now will have lukewarm receptions at best. The former because there isn't a clear market for it, the latter because the pricing scheme is gonna be out of whack.

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theanticitizen

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SoundSelf just sounds like a game that draws out chromesthesia lol

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spraynardtatum

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Edited By spraynardtatum

I haven't looked too much into the Twitch streaming on the PS4. I streamed a little of the killzone campaign out of curiosity.

Are you able to monetize through Twitch on PS4?

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Landmine

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Edited By Landmine

I predict that Jeff will have the most accurate predictions. He will simply talk about things and they will happen, as though he is willing them into existence, for better or worse. He will single-handedly shape the future before our eyes.

Get ready, 2014 is going to be one hell of a ride.

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POL4ICY

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The next time someone asks the question "Why does everyone hate Patrick?" I will show them to this article...

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admordem

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@mrgtd: Could have been a stealth game. You could argue why was the walking dead not a action game...
Don't get me wrong, I enjoyed the shooting, but making the middle of the screen face the bad guy and pull the trigger has been done to death. And then some.
It's actually an interesting question though, how can you present a story and a world like that, without making the combat so generic, or needing the combat to be the main focus.

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TenStoryMother

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@joshwent said:

My one hope for 2014 is that we all find ways to be less divisive, but it clearly hasn't taken root yet. We need to get past this erroneous "indies are always the heroes vs those huge stifling corporate devs" mentality.

There's plenty of personal risk for independent developers, but the risk is personal--their livelihood.

I'm not doubting this is true, but you have to accept that it remains true no matter how big the dev is. One failed indie game could mean 4 people loosing their livelihood. One failed AAA game means potentially 100s of people's livelihood lost.

What you see as huge companies limiting creativity can also easily be seen as a company trying to create excellent art while maintaining a stable environment and job security for everyone involved.

And please, as was mentioned above, BI was only "seemingly" constrained by being an FPS by the players and journalists who didn't want it to be an FPS in the first place. Ken Levine has repeatedly said, even in his post BI interview on this very site that he wanted to make an FPS. Things like their shitty cover starring generic dude, he freely admits to being an intentional move to sell more copies so that they can reach a broader audience. But claiming that the fundamental underlying mechanic of the game is only a part of it because he was constrained creatively is just an utterly false assumption.

Excellent post! I agree completely with your statement regarding "huge companies."

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darkstorn

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"I want more hippie bullshit in my games."

Well put, Patrick. It isn't a popular opinion, but I love the highly creative indie games that are finally getting attention from publishers. I also like when that creativity bleeds into the AAA game sphere, and I hope to see more of it!

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Spiritof

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Edited By Spiritof

2014, Drew Scanlon will continue to add to his mystic in profound and yet unheard of ways.

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Redhotchilimist

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@joshwent said:

And please, as was mentioned above, BI was only "seemingly" constrained by being an FPS by the players and journalists who didn't want it to be an FPS in the first place. Ken Levine has repeatedly said, even in his post BI interview on this very site that he wanted to make an FPS. Things like their shitty cover starring generic dude, he freely admits to being an intentional move to sell more copies so that they can reach a broader audience. But claiming that the fundamental underlying mechanic of the game is only a part of it because he was constrained creatively is just an utterly false assumption.

I remember reading that article on this site as well. Unless he misinterpreted himself, he seemed happy to have made exactly what he did.

For your predictions, I'm excited about the streaming part. I wonder how the internet will look once PS4s and Xbox Ones all get their functionality in order and more people own one. I can imagine Xbone selling a number of units because of the Twitch partnership, in spite of the bad reputation it has and the really good reputation PC gaming has gotten.

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spraynardtatum

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@pol4icy said:

The next time someone asks the question "Why does everyone hate Patrick?" I will show them to this article...

And then people will be like....everyone needs to calm the fudge down, it's just an article.

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Coafi

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Edited By Coafi

In 2014 Giant Bomb we will see the return of the interns, and maybe a new female employee.

Here are my staff predictions:

  • Drew Scanlon will grow a beard and document the process with sick video edits.
  • Jeff Gerstmann will go to Japan and make a 7 hour documentary.
  • Brad Shoemaker will get better at video games and start his own shoe company. The shoes will have little monitors attached to them, so people can game while they run.
  • Patrick Klepek will buy his own dumptruck in which he'll interview video games' people while he drives at 100 mph while eating hot dogs.
  • Vinny Caravella will star in a video game as a rookie cop who has to save the president.
  • Alex Navarro will get face surgery to like Nicholas Cage.
  • Matthew Rorie will finally eat a puppy live and he will stream it through twitch.tv using his PS4 Playroom video game.
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gunslinger

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Edited By gunslinger

I'm putting my money in on Nintendo annoucing either one last big move to push out more WiiU consoles, or just flat-out announcing that this will be its last in-home console. Maybe they'll announce a big (big) price drop for it..? But hoenstly, I think the nails are all in the coffin, all that's left is for Nintendo to sprinkle the dirt.

I reckon we'll see that they'll just be a handheld company. I would say they'd go software-only, but no way would they throw away the possibility of just making handheld ports of the SNES and N64 games that everyone wants. Hell, to save their company, they could just do that. A lot of people homebrew their handhelds to do it, yes, but they did it before on the GBA and lemme tell you, I can't count the number of hours I've spent playing SMB3 on it. It's still in there, right now, I played it a couple of days ago.

Anyway, yeah. The fact that the TVii app isn't even functional in Europe because of a delay to the schedule that already meant Europe was behind, just tells you too much.

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Radar

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15 things that look like your childhood!