Nothing is Ever New: An Old and New Comparison

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The_A_Drain

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Edited By The_A_Drain

There has been a lot of back and forth on the forums lately about ripoffs, and of course a lot of people are of the opinion that everything should be new and innovative. Now, I argue that you can ask for one, or the other but not both. The very concept of innovation requires a pre-existing idea before it can be innovated upon, whereas something completely fresh and original, is new and cannot be innovated upon in any way.


Now, I am a supporter of the theory that nothing is new, therefore innovation is the path to follow, not originality. In my opinion, true originality is like the golden egg, or the Holy Grail, sure, it might be out there somewhere but it's so rare if it is that your effort would be better invested following the path we know can get us results.

If a product is copied to such a high degree that people deem it a 'ripoff' then the market will not accept that product, so to get worked up about it seems like a pointless agenda to me, the game won't make a profit and the developers will realise (hopefully) why, and learn from that before they attempt it again. Whereas in order to innovate, it is necessary to take some ideas or styles from the inspirational product in order to innovate upon them. But who is to determine how much is ripoff, and how much is inspiration? It's a constantly moving line, so I feel it should be abandoned. Innovation, after-all, is not a purely positive concept, innovations can be bad but they are innovations nonetheless, so if a game looks, plays and feels exactly like Team Fortress 2, but with anime dolls, that is still innovation. It's a bad one, but it is inarguably an innovation.

Anyway, I bring you 5 ideas that were outright stolen (or forgotten, and thought up again indepentantly, who's to prove either way?) that we are better off for in my opinion. Regardless of whether you would view them as a ripoff or not.

#5: The Cover Mechanic:


Not the best pic to illustrate my point, but a pic nonetheless.
Not the best pic to illustrate my point, but a pic nonetheless.
The cover mechanic that people loved so much, re-introduced in Gears of War to much critical acclaim was in fact used in an almost identical fashion years previous on the Nintendo 64 (although the game did not get a release in Europe, I don't know about the rest of the world) and later re-released on the Playstation 2. Operation Winback features a cover system that is almost identical, the only difference aside from the obvious difference in quality, is that you cannot move along a piece of cover, nor jump over a piece of low cover.

Now, i'm not arguing at all that the idea was 'ripped off' i'm arguing that regardless of your opinion, the fact that this concept was returned is a good thing for video games, in combination with the control style introduced in Resident Evil 4, it completely revamped the Third Person Shooter genre, one that up until then had been fumbling around with different control methods, unable to settle on one that fans would accept.


#4: Movie Tie-In's


US Box Art
US Box Art
Now, this might seem like a controversial choice but there is logic behind it. Browse any forum that has a videogame section and you will soon realise that whenever the topic of movie franchise tie ins comes up, you will get a few pages of hate, and some foolhardy reminiscing. It seems all too often people will imply, if not flat out state that "Things were better in the olden days", "Before publishers were all about money" and other misinformed comments. Well, i'll have you know that movie tie-ins have been around since the dawn of the videogame industry, and more often than not they've been terrible, just like nowadays. 

If anything, movie videogames are actually infinately more bearable today than they were during the NES/SNES era, I mean honestly, you've all seen Angry Videogame Nerd videos, can you honestly tell me you'd rather pay $70 for one of those game than $60 for one of todays movie based games? I didn't think so. Now, I know what you're thinking "That's all well and good, but how in the hell is this a good thing?" and again, I agree, there is no defending terrible games whether they were made 20 minutes ago or 20 years ago. However, these franchises bring in a hell of a lot of money (usually) and I would like to think that at least some of that money goes towards investing in other games, games we might enjoy such as EA's Dead Space and Mirrors Edge, no doubt funded by yearly excursions into James Bond-land.

#3: Downloadable Content and Online Co-Op/Versus


It's not a fair fight unless you have a friend.
It's not a fair fight unless you have a friend.
Again, this might seem like a fairly obvious or inane choice, but a lot of people forget how enourmously popular online gaming was, even before the internet as we know it today existed. And I don't mean two guys playing chess on a tight-rope.

Many peoples first experiences with gaming were by downloading shareware or freeware software from newsgroups, or by recieving a floppy-disk from a friend containing a trial version of Doom or some 2d side scroller. Equally, online gaming absolutely exploded with Doom, co-op play as well as deathmatch style competative play became instantly popular. Although the internet was a rarity back in those days, and complicated too, you can't tell me you never experienced Doom Co-Op over a LAN connection? You've lived an even more sheltered life than me if you havn't. 

Modern day products are just an innovation of that original concept, giving users more ease of access, more options, more content, and centralised hubs from which to view that content (Steam, GFWL, Xbox Live, PSN, etc) and interact with others. Without outright stealing the concept from those first few games that popularised online gaming and downloadable content (whether intentionally or unintentionally) we wouldn't have half the amount of gaming awesomeness we have today, not would we be able to experience it so readily with friends, family, and total strangers. Now, other than the insult spewing 12 years olds, I think we can all agree that generally, this is a good thing.

#2: Control Schemes


Now, I hear a lot of noise being made all over the place when one game comes out that controls too similarly from another. Again, i'll refer back to the Resident Evil 4 example here because it's still fresh in peoples minds. Gears of War, Uncharted, etc etc were held by some in contempt for unashamedly taking Resident Evil 4's control scheme and making it their own. But any sane person should realise that this is one of the best things that could ever have happened. Not only is this good for developers, they have access to a control scheme that was almost flawless, and easily adaptable to almost any product, but gamers are familiar with the control scheme and can pick up and play games as quickly as they would First Person Shooters. Why do you think platformers and first person shooters are the two most popular genres in the 2D and 3D gaming world? Because they are familiar, if they don't play exactly the same they all play incredibly similar to each other, it's the content that distinguishes them. That's good for everyone, I mean who honestly relishes having to learn a whole new control scheme each time they pick up a game? No thanks.

Even before Resident Evil 4, developers routinely take any control scheme that works and that gamers embrace and build products around it, because it makes everybodies job easier, from the developer, to the gamer, heck, even the guy in the shop has an easier job recomending a product because he can pick up on the similarities and reccomend appropriately. Besides, Resident Evil 4 was billed as the revolutionary product, despite a game using exactly the same control scheme being developed almost in tandem, Cold Fear was released just 2 months later. It's just another example that proves the point, many similar control schemes had been used in the past, Resident Evil 4 just took the most succesful aspects of each and combined them.

#1: Dead Space


What does this look like?
What does this look like?
This is the only game specific example on this list, but again, it's to prove the overall point. Dead Space is one of my favorite games of this generation, and one i've had many hours of enjoyment out of (played it twice in the past four days alone) however, upon completing the game for the first time, I noted several similarities in both gameplay, enemy and weapon design, plot, and mechanics to a game I had played many years prior.

Blue Stinger, was a game on the Sega Dreamcast, it featured the main character, and one other survivor witnissing an meteor colliding with the island the main character was vacationing on, after teaming up with 2 other survivors, he begins investigating the island. Now, it turns out that an alien being is twisting the inhabitants of the islan into monsters, who look suspiciously like necomorphs, and other horrible things. Completely cut-off from the outside world, you must begin preparing an escape method once determining that there are no survivors. Now, that doesn't sound too familiar, but you also have to take into account that the game features a similar shop mechanic, from which the player can buy items and equipment, it features several makeshift weapons, tentacle sprouting enemies, hallucinations, and other things you could swear had been ripped directly out of this game and inserted into Dead Space.

Now, i'm not insinuating that Dead Space is a complete hack of Blue Stinger, not for a second as that would be foolish (after all, we all know it's a complete rip-off of Event Horizon anyway ;) ). What I am saying, is that in any given product, almost every tiny piece of design work, gameplay, game mechanics, plot, etc can all be sourced as having been used before whether the developers realised that, or used them intentionally because they felt it would give their product what it needed to compete in the marketplace. The market will then determine whether or not that particular product borrows too much from another, and whether or not that is acceptable.

Basicly, I feel people hold originality in too high a regard, it's an unobtainable goal, the impossible dream if you will. What we should instead value and strive for is innovation, the process of re-using and refining succesful ideas as that is what will lead to a better gameplay experience, more engaging storylines, more refined game mechanics etc, not wasting time striving for something we cannot achieve. We certainly should not be taking offense to products that cannot reach this impossible expectation, by refusing to play a game because it's 'unoriginal' what you are in fact doing for the most part is denying yourself a quality product. You aren't helping anybody, all you're doing is sending developers the wrong message, that they have to strive harder and harder for the impossible, the cost to product a game nowadays is reaching critical mass, and the harder these guys try the quicker they get burned out and quit, or worse are fired due to the economic climate. They shouldnt be trying to do the impossible, we're sending them the same signals the fashion industry is sending it's models "THINNER!! THINNER!! THINNER!!!", "More original, more!! MOARRR!!!!" all it leads to is dissapointment.

So be happy with what you have, be happy that games like Dead Space and The Club play incredibly well, and that while it's all been done before, games like Oblivion and Fallout 3 offer hours and hours of exploration, etc etc. Be thankful that we have as many high quality, innovative games as we do, and enjoy them for what they are.
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The_A_Drain

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#1  Edited By The_A_Drain

There has been a lot of back and forth on the forums lately about ripoffs, and of course a lot of people are of the opinion that everything should be new and innovative. Now, I argue that you can ask for one, or the other but not both. The very concept of innovation requires a pre-existing idea before it can be innovated upon, whereas something completely fresh and original, is new and cannot be innovated upon in any way.


Now, I am a supporter of the theory that nothing is new, therefore innovation is the path to follow, not originality. In my opinion, true originality is like the golden egg, or the Holy Grail, sure, it might be out there somewhere but it's so rare if it is that your effort would be better invested following the path we know can get us results.

If a product is copied to such a high degree that people deem it a 'ripoff' then the market will not accept that product, so to get worked up about it seems like a pointless agenda to me, the game won't make a profit and the developers will realise (hopefully) why, and learn from that before they attempt it again. Whereas in order to innovate, it is necessary to take some ideas or styles from the inspirational product in order to innovate upon them. But who is to determine how much is ripoff, and how much is inspiration? It's a constantly moving line, so I feel it should be abandoned. Innovation, after-all, is not a purely positive concept, innovations can be bad but they are innovations nonetheless, so if a game looks, plays and feels exactly like Team Fortress 2, but with anime dolls, that is still innovation. It's a bad one, but it is inarguably an innovation.

Anyway, I bring you 5 ideas that were outright stolen (or forgotten, and thought up again indepentantly, who's to prove either way?) that we are better off for in my opinion. Regardless of whether you would view them as a ripoff or not.

#5: The Cover Mechanic:


Not the best pic to illustrate my point, but a pic nonetheless.
Not the best pic to illustrate my point, but a pic nonetheless.
The cover mechanic that people loved so much, re-introduced in Gears of War to much critical acclaim was in fact used in an almost identical fashion years previous on the Nintendo 64 (although the game did not get a release in Europe, I don't know about the rest of the world) and later re-released on the Playstation 2. Operation Winback features a cover system that is almost identical, the only difference aside from the obvious difference in quality, is that you cannot move along a piece of cover, nor jump over a piece of low cover.

Now, i'm not arguing at all that the idea was 'ripped off' i'm arguing that regardless of your opinion, the fact that this concept was returned is a good thing for video games, in combination with the control style introduced in Resident Evil 4, it completely revamped the Third Person Shooter genre, one that up until then had been fumbling around with different control methods, unable to settle on one that fans would accept.


#4: Movie Tie-In's


US Box Art
US Box Art
Now, this might seem like a controversial choice but there is logic behind it. Browse any forum that has a videogame section and you will soon realise that whenever the topic of movie franchise tie ins comes up, you will get a few pages of hate, and some foolhardy reminiscing. It seems all too often people will imply, if not flat out state that "Things were better in the olden days", "Before publishers were all about money" and other misinformed comments. Well, i'll have you know that movie tie-ins have been around since the dawn of the videogame industry, and more often than not they've been terrible, just like nowadays. 

If anything, movie videogames are actually infinately more bearable today than they were during the NES/SNES era, I mean honestly, you've all seen Angry Videogame Nerd videos, can you honestly tell me you'd rather pay $70 for one of those game than $60 for one of todays movie based games? I didn't think so. Now, I know what you're thinking "That's all well and good, but how in the hell is this a good thing?" and again, I agree, there is no defending terrible games whether they were made 20 minutes ago or 20 years ago. However, these franchises bring in a hell of a lot of money (usually) and I would like to think that at least some of that money goes towards investing in other games, games we might enjoy such as EA's Dead Space and Mirrors Edge, no doubt funded by yearly excursions into James Bond-land.

#3: Downloadable Content and Online Co-Op/Versus


It's not a fair fight unless you have a friend.
It's not a fair fight unless you have a friend.
Again, this might seem like a fairly obvious or inane choice, but a lot of people forget how enourmously popular online gaming was, even before the internet as we know it today existed. And I don't mean two guys playing chess on a tight-rope.

Many peoples first experiences with gaming were by downloading shareware or freeware software from newsgroups, or by recieving a floppy-disk from a friend containing a trial version of Doom or some 2d side scroller. Equally, online gaming absolutely exploded with Doom, co-op play as well as deathmatch style competative play became instantly popular. Although the internet was a rarity back in those days, and complicated too, you can't tell me you never experienced Doom Co-Op over a LAN connection? You've lived an even more sheltered life than me if you havn't. 

Modern day products are just an innovation of that original concept, giving users more ease of access, more options, more content, and centralised hubs from which to view that content (Steam, GFWL, Xbox Live, PSN, etc) and interact with others. Without outright stealing the concept from those first few games that popularised online gaming and downloadable content (whether intentionally or unintentionally) we wouldn't have half the amount of gaming awesomeness we have today, not would we be able to experience it so readily with friends, family, and total strangers. Now, other than the insult spewing 12 years olds, I think we can all agree that generally, this is a good thing.

#2: Control Schemes


Now, I hear a lot of noise being made all over the place when one game comes out that controls too similarly from another. Again, i'll refer back to the Resident Evil 4 example here because it's still fresh in peoples minds. Gears of War, Uncharted, etc etc were held by some in contempt for unashamedly taking Resident Evil 4's control scheme and making it their own. But any sane person should realise that this is one of the best things that could ever have happened. Not only is this good for developers, they have access to a control scheme that was almost flawless, and easily adaptable to almost any product, but gamers are familiar with the control scheme and can pick up and play games as quickly as they would First Person Shooters. Why do you think platformers and first person shooters are the two most popular genres in the 2D and 3D gaming world? Because they are familiar, if they don't play exactly the same they all play incredibly similar to each other, it's the content that distinguishes them. That's good for everyone, I mean who honestly relishes having to learn a whole new control scheme each time they pick up a game? No thanks.

Even before Resident Evil 4, developers routinely take any control scheme that works and that gamers embrace and build products around it, because it makes everybodies job easier, from the developer, to the gamer, heck, even the guy in the shop has an easier job recomending a product because he can pick up on the similarities and reccomend appropriately. Besides, Resident Evil 4 was billed as the revolutionary product, despite a game using exactly the same control scheme being developed almost in tandem, Cold Fear was released just 2 months later. It's just another example that proves the point, many similar control schemes had been used in the past, Resident Evil 4 just took the most succesful aspects of each and combined them.

#1: Dead Space


What does this look like?
What does this look like?
This is the only game specific example on this list, but again, it's to prove the overall point. Dead Space is one of my favorite games of this generation, and one i've had many hours of enjoyment out of (played it twice in the past four days alone) however, upon completing the game for the first time, I noted several similarities in both gameplay, enemy and weapon design, plot, and mechanics to a game I had played many years prior.

Blue Stinger, was a game on the Sega Dreamcast, it featured the main character, and one other survivor witnissing an meteor colliding with the island the main character was vacationing on, after teaming up with 2 other survivors, he begins investigating the island. Now, it turns out that an alien being is twisting the inhabitants of the islan into monsters, who look suspiciously like necomorphs, and other horrible things. Completely cut-off from the outside world, you must begin preparing an escape method once determining that there are no survivors. Now, that doesn't sound too familiar, but you also have to take into account that the game features a similar shop mechanic, from which the player can buy items and equipment, it features several makeshift weapons, tentacle sprouting enemies, hallucinations, and other things you could swear had been ripped directly out of this game and inserted into Dead Space.

Now, i'm not insinuating that Dead Space is a complete hack of Blue Stinger, not for a second as that would be foolish (after all, we all know it's a complete rip-off of Event Horizon anyway ;) ). What I am saying, is that in any given product, almost every tiny piece of design work, gameplay, game mechanics, plot, etc can all be sourced as having been used before whether the developers realised that, or used them intentionally because they felt it would give their product what it needed to compete in the marketplace. The market will then determine whether or not that particular product borrows too much from another, and whether or not that is acceptable.

Basicly, I feel people hold originality in too high a regard, it's an unobtainable goal, the impossible dream if you will. What we should instead value and strive for is innovation, the process of re-using and refining succesful ideas as that is what will lead to a better gameplay experience, more engaging storylines, more refined game mechanics etc, not wasting time striving for something we cannot achieve. We certainly should not be taking offense to products that cannot reach this impossible expectation, by refusing to play a game because it's 'unoriginal' what you are in fact doing for the most part is denying yourself a quality product. You aren't helping anybody, all you're doing is sending developers the wrong message, that they have to strive harder and harder for the impossible, the cost to product a game nowadays is reaching critical mass, and the harder these guys try the quicker they get burned out and quit, or worse are fired due to the economic climate. They shouldnt be trying to do the impossible, we're sending them the same signals the fashion industry is sending it's models "THINNER!! THINNER!! THINNER!!!", "More original, more!! MOARRR!!!!" all it leads to is dissapointment.

So be happy with what you have, be happy that games like Dead Space and The Club play incredibly well, and that while it's all been done before, games like Oblivion and Fallout 3 offer hours and hours of exploration, etc etc. Be thankful that we have as many high quality, innovative games as we do, and enjoy them for what they are.
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Bigandtasty

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#2  Edited By Bigandtasty

Yeah originality is great but it shouldn't be a crutch to excuse good gameplay, nor should lack of originality be used to discount good gameplay.


We need a few new ideas once in a while but it's too easy to say "x game did nothing new" and move on without understanding what makes it good.
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The_A_Drain

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#3  Edited By The_A_Drain
@Bigandtasty:

Precisely. I mean, just look at things like The Club, everything is intact, works perfectly, provides and enjoyable gameplay experience and a decent length of that as well. Yet, "It doesnt do anything new" was the prime reason people gave for ignoring it, who cares? It does a lot of things much better than 90% of other third person shooters out there and should be praised for that. 
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TheHBK

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#4  Edited By TheHBK

I dont think anyone really complains about games using certain mechanics or features, just that they do them well, as was the case with Dead Space.  Gears innovated upon the third person shooter, and RE5 didn't want to follow and suffered for it.  The rip-offs are those which are blatantly just using the features to sell, not to actually make the game better.

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The_A_Drain

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#5  Edited By The_A_Drain
@TheHBK:

But who's to decide whether or not that is the case? If the developers felt that it would make the product do better in the market, then it's going to include it. Whether thats better for the game or not, it's better for the product or it never gets approved.

Sure, we can argue that games should or should not have used concepts or mechanics, but as I said, if enough of us feel that way then the product performs badly in the marketplace and things balance out.
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#6  Edited By sparky_buzzsaw

Honestly, I don't care if a game rips ideas straight from another game or relies heavily upon functions inherent to its particular genre, so long as the game does them well and involves me in its world.  Two perfect examples right now that I'm playing are Devil Survivor and Valkyrie Profile: Covenant of the Plume for the DS.  Neither game really brings a whole lot that's new or innovative to the table, but both are downright solid and immensely fun with stories interesting enough to keep me entertained.  I'm not interested in "new" for the sake of innovation.  All a game needs to be is fun, even if it feels familiar.

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#7  Edited By PureRok

I never played Doom over a LAN connection. I have two reasons for that:

  1. Doom sucks.
  2. I hate death match.
The end.
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The_A_Drain

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#8  Edited By The_A_Drain
@PureRok:

Don't let me take away your right to be opinionated, but 'Doom sucks' is a gross misrepresentation of your opinion. You don't like it, it does not suck.
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#9  Edited By MjHealy

Whats wrong with a rip off or two. Its like Gears of War, it takes the idea of a cover system and makes a great game out of it. Even if they took the idea from Kill Switch, Kill Switch wasn't a good game. For people to say that a new third-person shooter takes the control scheme/cover system straight from RE 4 and Gears, well that is how all third-person shooters are made today and that is the standard for each game.

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AhmadMetallic

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#10  Edited By AhmadMetallic

well call me silly but ive always thought that if a game inspires you as a developer, you should mention that game in your game. that would make ignorant gamers know the truth that they're supposed to know as gamers, but they dont cuz theyre ignorant ..


but to release a game and make a hype about it and the mainstream actually thinks that its 100% new material that you came up with, i dont like that.. always mention at least ONE game that you copied the most. in the credits or something.


Anyway, very good blog entry i enjoyed it
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The_A_Drain

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#11  Edited By The_A_Drain
@Ahmad_Metallic:

I agree with the sentiment, like a special thanks etc, but the problem is even when something becomes an accepted standard, the minute you say "Yeah we stole it from here and just changed a little bit of it" you get lawsuits popping up left right and centre.
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AhmadMetallic

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#12  Edited By AhmadMetallic
@The_A_Drain said:
" @Ahmad_Metallic:

I agree with the sentiment, like a special thanks etc, but the problem is even when something becomes an accepted standard, the minute you say "Yeah we stole it from here and just changed a little bit of it" you get lawsuits popping up left right and centre.
"
if the original 'creator' of a certain technique wants to sue the copiers , they would sue with or without being credited and mentioned..
anyway i didnt mean to say 'we stole this from those' but to say 'we thank those for inspiring us to use this'
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The_A_Drain

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#13  Edited By The_A_Drain
@Ahmad_Metallic:

Yeah I understand, the problem is though that putting such a thanks is tantamount to admitting theft legally and the suits in control would relish the opportunity to bleed everyone dry for using a succesful control method, and it would lead to the same bullshit we saw with rumble technology and the Wii Remote etc. If they don't put something like that, noone sues anybody because it's completely impossible to prove that whatever was re-used wasn't developed internally with no knowledge of the other product.

But trust me, given half a chance the suits would sue anything that moves. And thanking in such a way would give them that chance unfortunately.
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Lind_L_Taylor

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#14  Edited By Lind_L_Taylor

You must go nuts when people use the word new to describe things.  I don't see
what your point is.  In order for a game to be great, the whole of the game must
be greater than its individual parts.  Not many games can do that.

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spiredcrescent

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#15  Edited By spiredcrescent

I played Madworld this week and the art style sucked me in.  After about 2 hrs the gameplay felt like a really old mediocre ps2 beat um up.  Bad camera controls and repetetiveness made me stop playing.  This seemingly fresh game on the wii looked different enough to give a try but the actual core of the game really does nothing to impress if not keep you playing the game.  It was just enough to do so and i do love my beat um ups.  Oh and on a yakuza 3.....please come to the states

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#16  Edited By atejas

Even Mirror's Edge, which was hailed as being innovative, was apparently done before by a game called Breakdown(although being an original XBox exclusive, you'll have to ask the 5 people who played it).
Bioshock's plot was basically SS2 20,000 Leagues Under The Sea.
Dark Messiah was basically an upgraded, polished, more interactive, and overall better(but still somewhat similar) sequel to Arx Fatalis. Same developers and everything.

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The_A_Drain

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#17  Edited By The_A_Drain
@atejas:

yup, and even those original games were inspired by countless movies, books, other games, the concept of free-running (or Parkour I think it's called) etc etc etc. :) And honestly, I could care less because they are all great games and i'm glad we have them.


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#18  Edited By mordukai
@The_A_Drain: Nice blog post, very nice indeed. A lot of people forgot that innovation comes from following in the footsteps of past ideas. I think that the problem also stems that a lot of gamer are pre-teenagers or in their teen years so they never got to play those old games. 
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#19  Edited By PureRok
@The_A_Drain said:
" @PureRok: Don't let me take away your right to be opinionated, but 'Doom sucks' is a gross misrepresentation of your opinion. You don't like it, it does not suck. "
No, no. It does suck. That is not a misrepresentation of my opinion. I believe it sucks, as well as every Id game. I also hate every Unreal game. I am dead serious. I also extremely dislike Duke Nukem. Actually, that's probably the one I hate the most.
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The_A_Drain

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#20  Edited By The_A_Drain
@PureRok:

There ya go, see that's all opinion. But saying "Doom Sucks" is like saying "The Internal Combustion Engine Sucks" you might not like it, but it's done wonders for our society. And again, you might not like them, but Wolf 3D, Doom, Duke Nukem, Quake and Unreal Tournament, with a dash of Half Life are entirely responsible for the state of modern first person shooters and without them the games industry would be nothing like we know it today, it may not even be anywhere near as big or diverse.

You're allowed to hate them, but you have to respect the history.

Anyway, on the opinion side of things, allow me to disagree quite vehemently and say that, I feel, you are either saying that for the hell of it to evoke a response, or you're out of your fucking mind.