What is the easiest way to beat or match the competition? Copy
them; every entertainment medium has this problem at some point or another
which sees artists taking inspiration from, modelling their own work on another’s
previous contribution, or at other points looking to capitalise on the most
popular trends in their genre or medium. Recently, games have been in the
spotlight for the latter but not in a good way. In pursuit of the highest profits
for the least amount of effort, new titles have been making concessions or
worse, chopping features completely in favour of what makes more money.
With developers being so obsessed with “live service” games
(which offer consistent ways to snag more of your hard-earned money after
purchase) these days, it’s hardly surprising that they would go in this
direction. You can’t monetise a straightforward single-player campaign nearly as
well you can with online multiplayer; that’s something that companies know and
will exploit to their advantage. The more modes in a new release that require
an online connection, the more ad-hoc links to in-game stores, microtransactions
and other schemes designed to keep players paying even after they already paid
full price for a new release. Trends play a key role in making these
regressions happen and the latest of these to rock the gaming industry is the
Battle Royale genre, stamped onto the scene by PlayerUnknown’s Battlegrounds (Or PUBG for short) in 2017 which ranked up as the highest played game on Steam
and PC for months after its release; this would be followed up by the free-to-play
Fortnite from Epic Games. Both titles took their inspiration from 2012’s The Hunger
Games and its formula of putting characters into a changing arena environment
and pitting them against each other until only one is left standing. This genre
has proven surprisingly addictive for video games, but it has also given way to
some unsavoury behaviour. PUBG Corporation, the developer behind PlayerUnknown’s
Battlegrounds, has been called out for its nasty behavior, refusing to
update and polish the bugs in the game and also demanding a
full claim over the use of Battle Royale genre via abuse of copyright laws.
However, this pandering to trends is hardly new in the recent generations of
gaming; 2013’s The Last of Us drew widespread critical acclaim and soon others
wanted to make their own story-driven third-person adventure games, to limited
success. The Order 1886 is
a prime example of how taking inspiration from previous successes can fail.
A similar thing also happened with the release of Overwatch in 2016, which saw
other shooter studios move to inject more colour into their shooters, though often at the expense
of tone and authenticity, as 2017’s Call of Duty WW2 and the recently
revealed Battlefield 5 show. This causes once consistent franchises to lose
their identity and eventually their impact on the gaming landscape as well as
they start to blend together in a bid to capture as wide an audience as
possible. As for the battle royale genre, it is only set to grow bigger as it
inches closer and closer to eSports territory; recently I checked out the gaming
arena in Las Vegas and the game placed on the big screen in the centre was
Fortnite, showing its massive influence in recent times.
What happened next was other studios seeing the gigantic
success of Battle Royale games and working to get a piece of the pie for themselves;
these changes were minor at first, with titles such as DOTA 2 and Grand Theft Auto
Online adding new modes designed to tide over fans of Battlegrounds and Fortnite.
The genre soon fell in line with more unscrupulous gaming practices including
microtransaction based cosmetic items, many of which customers will often pay
through the nose for. From here though, things have been regressing in the
industry; rather than adding their own spin to existing ideas (As Naughty Dog
did with the Uncharted series for example), developers are now cutting features
in favour of chasing trends and by far the biggest example of
this is Activision and Call of Duty Black Ops 4. Set to release later this
year, it was recently announced that the game would forgo a single-player
campaign completely in favour of Battle Royale style mode named “Blackout”.
Fans weren’t happy, but then the framing of the announcement only made things
worse. With nowhere else to go, the Call of Duty franchise proudly boasted that
“Blackout” would bring new innovations after years of stagnation but most
viewers saw right through this rhetoric and called them out for being
regressive and not bothering to make a fully-featured game to release to
consumers. To take away
features that have been common-place in gaming for years can hardly be
considered innovation and the way multiplayer is being placed at a higher
priority speaks to a more sinister corporate procedure when making games. The
higher the player base who are connected to the internet, the more players who
will go to the store and keep spending real money; gradually taking away
the offline features of a title, ensures this number and the potential for
money-making both increase. It leaves the door wide open for microtransactions and
(god forbid) randomised loot-boxes to sneak their way into online modes over
time.
Overall, this idea of pandering to trends and other gaming
audiences will only stifle creativity in the long run, while also opening the
gates for more horrible consumer practices in some of the biggest games. Why
should developers get creative and attempt to move design and gameplay forward
when they can look towards the worst money-making practices instead? This
regression in games due to chasing trends will only result in more exploitative
practices; instead developers should work to stand out from the crowd, or at
the very least bring their own style or improvements to existing sub-genres.
Only then can the industry move forward.
(Images used for the purposes of review and criticism under fair use)
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