Counting Rupees: The Importance of Innovation
Each week Jeff Engel and Geoff Brooks contribute Counting Rupees, a column on the business behind gaming:

One of the most prominent words in game journalism and discussion today is "innovation" – how can companies innovate successfully, and how come there isn't more of it in the industry? Implicit in this conversation are three assumptions that don't generally get examined with the same thoroughness: that "innovation" is per se important for gaming, that all innovation is essentially the same in content and value, and that companies promote profitability over innovation. I'd like to talk about these unspoken assumptions in light of the banner few years that we've had as gamers.
I think most people would concede that innovation is important, whether to gaming or to consumer packaged goods. But why? At least in gaming, it's largely because our interest tends to dissipate along with challenge; if you're not being shown something interesting, why pay attention to it? Familiarity may not breed contempt, but it definitely doesn't breed excitement (nor sales) either.
But there are multiple types of innovation. Gamers, I think, tend to think of it one-dimensionally: to most of us, innovation generally implies significant jumps in game genre or style. As a result, we consider something like Spore to be innovative: it does something that no other game has tried. But why do we stop there? I've been spending a lot of time with Dead Space on my 360 recently, and although it's got beautiful graphics, the basic concept of survival horror – whether in Raccoon City or space – isn't exactly unique. In fact, many of the genre's basic conventions are cribbed either from the earliest games of its type, or even from typical horror movies. But Dead Space does something a little different in its dismemberment mechanic, and it builds a little bit on what came before it. Or take the example of, say, Super Mario World. It wasn't drastically different from Super Mario 3 in concept or execution, but it layered on new enemies, worlds, and mechanics in a way that made it distinct and entertaining. Even reverting to older game paradigms can be innovative: Mega Man 9 and its retro-chic packaging represented a step backwards in terms of graphics and gameplay, but it was drastically different from what the market currently offers. I'd argue that all of these games are innovative in a way that benefits gamers, even if that label isn't often applied to them.
"There are a lot of games that have tried to do something different ... and failed miserably." |
Finally, we tend to argue that many companies (especially big ones) don't care much about innovation. At the same time, the last few years have been the source of an incredible number of fun, successful games that have successfully innovated on a number of levels. Many of these games came from firms like EA, Activision, and Take-Two. So clearly, size may make it easier to develop innovative games, but it's not essential. Where's the disconnect?
Well, we're pretty happy with the things we like, whether or not they're new: witness the profusion of sequels and incremental improvements in gaming that are snapped up without hesitation. But we don't pay a lot of attention to trends that depart from the conventional wisdom – there's a reason it's the conventional wisdom. Big companies being slow-moving, profit-oriented dinosaurs; smaller ones being nimble, innovative, and adroit competitors ... it's a very old story, and one that makes a lot of intuitive sense, even if it's not always true in reality. As a result, there's an inherent bias in our judgments, even if it's unintentional. Gamers may also discount innovation that doesn't meet specific, defined standards (those games that aren't enormous leaps forward), so the incremental improvement that marks so many perfectly entertaining games are rarely considered the achievements they represent. I would suggest that a broader conception of innovation – and a recognition of the multifaceted talent it takes to put it into practice – goes a long way towards explaining some of the contradictions we see in our conversations about it.
As co-editors of A Link To The Future, Geoff and Jeff like to discuss, among many other topics, the business aspects of gaming. Game companies often make decisions that on their face appear baffling, or even infuriating, to many gamers. Yet when you think hard about them from the company's perspective, many other decisions are eminently sensible, or at least appeared to be so based on the conditions at the time those choices were made. Our goal with this column is to start a conversation about just those topics. While neither Geoff nor Jeff are employed in the game industry, they do have professional backgrounds that are relevant to the discussion. More to the point, they don't claim to have all the answers -- but this is a conversation worth having. You can reach them at






Get a WordPress.com Blog





Reader Comments (Page 1 of 1)
kizzeo @ Oct 31st 2008 4:09PM
You know, I really enjoyed Dead Space, it's the new doom, better than bioshock, I could go on. But, it's FAR from innovative, rather, it's an example of 'if it aint broke, don't fix it' using tried and true gameplay mechanics with all the elements polished to a shine.
Synep @ Oct 31st 2008 4:31PM
I think you are kind of missing the point of the article, or at least what the article is getting at. You're looking for innovation that makes huge leaps in new directions, whereas the author is stating that innovation need not mean something so drastic. Dead Space is indeed very similar to other titles, but it did innovate on a few small scales. The HUDless display in favor of projected information and real time menu interaction and the strategic dismemberment are areas where Dead Space innovated. These things didn't really change old mechanics very much, but somehow their effects were greater than the sum of their parts and they really did change the effectiveness of the game. Put a HUD back on, have the inventory and pause menu be the same thing, and just go for head shots and the game would be the same at its core, and yet be a great distance away from what it has achieved in its current form.
Replica23 @ Nov 1st 2008 12:26AM
"Dead Space is indeed very similar to other titles, but it did innovate on a few small scales."
And that's the beauty of it. Dead Space, much like Bioshock and maybe Mirror's Edge (from the demo anyway), feels familiar but offers a fresh spin on concepts and mechanics seen in many games before it. Often times I find being too innovative can discourage a lot of people because it is too different. Beyond everything else balance is king, and polish is its queen. In the end all that matters is whether or not a game was able to rock your socks.
Shagittarius @ Oct 31st 2008 4:19PM
Lately all the most enjoyable games have had the same thing in common, a high level of polish. Although I havent started on Fallout 3 yet and I hear its buggy as hell but still great.
Polish really makes a gem shine even brighter though.
Paulmichael @ Oct 31st 2008 4:19PM
LittleBigPlanet deserves a mention here, of course. It is the most truly innovative title to come out in a long time. It takes us back to a simple control scheme - Left, right, jump and grab - yet also allows us to create anything we can dream up. It's one of the few titles that sets many precedents, chief among them being the power to share ideas, creations, opinions, and of course having a fun time either by yourself or (especially) with others. A year from now, who knows what greatness will be found in the community levels created by seasoned vets of the Create tools...
kizzeo @ Oct 31st 2008 4:22PM
Mario meets Garry's Mod?
Paulmichael @ Oct 31st 2008 4:28PM
If we're being cynical, then yes it is Mario meets Garry's Mod. But done so in wonderful fashion, and more of the Garry's Mod aspect thrown in (Multiplayer, online, physics-based world, user-created glory [as well as some atrocities haha]) than the Mario aspects (Platforming).
Hashbrown Hunter @ Oct 31st 2008 4:31PM
kizzeo pretty much summed it up. BUT he only summarized the main idea of LBP.
Where LBP actually innovates is in the game's editors and how powerful they are for being so simply executed.
Dirty @ Oct 31st 2008 4:56PM
I agree, a year from now the Penis levels are going to be even more spectacular.
Phinehas @ Oct 31st 2008 5:29PM
I think "most truly innovative title" is over-selling it a bit. I'd actually consider Mirror's Edge much more innovative as to core game mechanics. But that's just me.
Bass Masterson @ Oct 31st 2008 5:50PM
But that's the thing - 'innovation' has been redefined so many times that it's meaningless.
By strict definition LBP is not at all innovative. It's a 2D platformer where you can create some content. Both of those aspects existed before the game, and both existed after.
And LBP wouldn't be anywhere near as appealing to everyone if not for the character design. So in reality it's a triumph of good character design/mascoting, not 'innovation', which is the tiresome buzzword everyone tags onto any game they like, no matter how many other games it copies.
The funny thing is that this isn't limited to games. So many movies are called 'innovative' by people who don't know their history. Like the god-awful "28 Days" series, which doesn't have a single innovative or unique idea, but is credited with various innovations like inventing fast zombies (in reality fast zombies were in 'Return of the Living Dead' like 20 years before!)
Replica23 @ Nov 1st 2008 12:34AM
@Bass Masterson: You obviously either never played LBP or spent little time exploring its depths. You are correct though, gameplay-wise LBP is not innovative, it's a multiple plane physics-based platformer. Why LBP is innovative is how it ties everything together. Playing, creating, sharing, being part of a community, always being connected and being able to jump into any game (whether it be a play or edit session) easier than the shit taking process. LBP innovates in the social gaming experience.
m0L3x @ Oct 31st 2008 4:22PM
I know that innovation is very subjective, and the main problem with it is that developers and consumers look at new IPs in different ways.
They tend to lean more towards the financial aspect of a new franchise (which is understandable) while the consumer only sees the entertainment value... kind of like judging art.
The best example I can think of is when the first Physics cards came out for PCs. Developers were hesitant to support it because nobody was buying them, and nobody would buy them because no games supported the tech. It is a "catch 22", if I understand the term correctly, and the divide between corporate thinking and consumer need is large in my opinion. I think that is why it is easier for smaller developers or even freelance flash-game makers to innovate and dabble in the unknown than larger businesses... the bureaucracy tends to get in the way...
But when you have those large companies that are willing to take a risk on new IPs with a little promise, beautiful thing can happen... it is just up to the consumers whether the resulting product becomes a "LittleBigPlanet" or just another "Zak and Wiki"... as sad as that may be...
Mr Khan @ Oct 31st 2008 4:57PM
recall that Capcom regards Zack and Wiki as a success
m0L3x @ Oct 31st 2008 5:17PM
I am in no way calling Zak and Wiki a failure, it is just sad to see the kind of innovation that consumers demand to be met with such ho-hum sale figures when the game launched. It was just surprising that game didn't take off the way it should have given how much praise was garnered from the press.
Bowser the Baptist @ Nov 1st 2008 6:42AM
Not everybody can afford/has the time to buy a game immediately at launch. Wii games, if you haven't noticed, tend not to bust their load in the first week. They plod along at a regular rate on the sales chart, dropping off eventually at a respectable level. The idea that a game must sell a certain amount during the first few weeks is backwards. New models are clearly in play, models which have more elasticity than the old ideas.
Lone Starr @ Oct 31st 2008 4:26PM
I don't think it's fair to characterize big companies as slow-moving dinosaurs, especially considering the immense budgets poured into single games. They are very competitive.
It's just like big-budget dramas or period pieces in movies. Why don't we see many of those?
In both cases, all of it comes down to risk.
joeybeast @ Oct 31st 2008 4:29PM
Why do I feel like I was being lectured after reading this piece?
Erluti @ Oct 31st 2008 4:30PM
The real problem is how ridiculous reviewers are for innovation, this IGN review of Yoshi's Island DS summarizes that for me, look at the closing comment:
http://ds.ign.com/articles/745/745698p2.html
It does a good job of being a great game but it's not great because it doesn't do anything new? Gimme a break!
Synep @ Oct 31st 2008 4:48PM
On the flip side, games that have great concepts that aren't executed very well are often overlooked due to scores that don't reward vision. Alone in the Dark is an example of this. It played pretty terribly, but the ideas behind the game were pretty excellent and I'm glad I ended up playing the game and seeing the potential there. I think it should get some points for that.
Superstar90 @ Oct 31st 2008 4:55PM
Very true, Yoshi's Island was an incredible game, but a lot of people just said it wasn't different enough...
samfish @ Oct 31st 2008 4:59PM
I like my 'lack of innovation' at times.
A lot of my favorite games ever, I basically just want more of the same. Give me Viewtiful Joe 3 and make it exactly like the first two with new levels. Ditto Mario Galaxy, God Hand and Okami.
Hell, I would be very happy with another Twilight Princess, even though that IS a series that needs some 'innovation'.
I usually tend to roll my eyes and think, "so what?" whenever some reviewer complains that a title doesn't do enough new things.
As long as it's fun and still has what I feel is addictive gameplay, I'm 100% happy with sequels that don't 'innovate'.
time @ Oct 31st 2008 5:01PM
They think it feels rehashed. A perfectly good reason to dock a few points from the score.
Mr Khan @ Oct 31st 2008 5:39PM
I just want fun, basically. Original or unoriginal, feed me fun, and i'll probably enjoy your titles
Innovation isn't overrated, it's the lifeblood of the industry, especially now. However, innovation at the cost of fun is not worth it. Depth and complexity for the sake of depth and complexity often obscures fun
Bowser the Baptist @ Nov 1st 2008 6:52AM
Innovation means very little. I used to think it meant something more, as I was once the Wii's most vocal supporter, but now I realise it's just a stupid buzzword. Marketing codswallop. But, like Senior Khan says, it is the lifeblood of our hobby, and it does have its place. Fun is also my main priority; but that doesn't mean I'll pay EURO 50 for a game clearly lacking in any substantial difference from a predecessor. I don't have the time, the patience, or the money, to jump into straight sequels. I'm not that simple.
A slight contradiction there. It seems I still care for innovation, somewhat.
OnToGlory @ Oct 31st 2008 7:35PM
I think that 'innovation' is difficult - obviously id it were easy everyone would be doing it. I absolutely don't think that a game needs innovation to be great - I feel it needs polish, obvious attention to detail and quality, and that always elusive 'feel'.
I saw some idiot on this site talk about the blandness of the 360 library and couldn't believe it. There is so much variety there, and on the PS3 as well, and so many fresh takes on established game mechanics; not to mention the gems that can be found on both the XBL Arcade and PSN Network. I'm not too familiar with WiiWare yet but it seems like that will be a great source for fresh content as well like 'World of Goo'.
It seems like many 'innovative' titles suffer from poor sales or poor execution. A game like 'Just Cause' being an example of the latter and 'Kirby Canvas Curse' and example of the former. So much of a game's success is tied to its' marketing and I think that why great games like 'Beyond Good and Evil' languish at retail. I think the current generations' iteration of XB Live was a tremendous innovation in the console online experience, along with achievements. Love them or hate them those two features changed the console experience that the other companies and formats have tried to emulate.
Innovation does not equal greatness and vice versa. Just give me a great experience - cerebral or visceral - and I'm happy with my game purchase.
Courtney @ Nov 1st 2008 2:08AM
I spent my last summer of college working on a project focused on developing "innovative" ways for news websites to engage and interact with their readers. One of the quickest lessons we learned was that pinning down what is innovative turns out to be very challenging and that within any group of people, it's hard to achieve a consensus on whether particular ideas are even innovative or not.
On that project, a rather simple and old idea beat out several flashy, complex ideas as the winning project. The simple one was innovative because it was a change in how a news site could approach its audience and what kind of functionality it should be providing. The flashy, complex ideas, while innovative, were too expensive or challenging to implement in a real world environment (or of questionable value).
This post had a nice concluding point, but I lost it somewhere along the way. Time for bed.
Chalky @ Nov 2nd 2008 7:31PM
This has to be the most thought provoking article I have ever read on Joystiq. Bravo.