kintaris said:
Strange choices, Braid and World of Goo, as examples of indie innovation. While I agree they are great games, they themselves draw heavily (Braid in particular) on games of the past.
I think you have to distinguish between drawing on artistic styles of the past and innovation in the method of storytelling. Braid is a revolutionary game, not just because of its amazing gameplay, but in how it integrates gameplay into story (it actually utilises the form of its gameplay in its attempt to tell story, which both makes for a deeper point and further immerses you into the game world).
I've just finished an (admittedly rather long) look at the games as art debate where I dissect the nature of the medium (
here and then
here), and found that this utilisation of gameplay to tell story (or vice versa) leads to more interesting and immersive games than other approaches.
I think this article points out a lot of the current issues with gaming innovation in a gameplay sense, but if we look at games as a whole, they are also severely unbalanced in the 'gameplay over artistic intent' aspect. The games we make at the moment may be gratuitous in their overuse of stylistic aspects, but so are movies like Iron Man (haven't seen the sequel yet), and that's an awesome movie. So the games we have have their place, but they're just a fraction of the space that we could (and should) be exploring. And if we take an analogy to film: yes, action movies (like fps') haven't changed in their basic structure for a while, but that doesn't deter their ability to be interesting works with their own unique perspectives (Kick Ass is an amazing example of this).
The lack of innovation in AAA games is definitely true in the gameplay realm as it is in Hollywood's genres, but is particularly true in the artistic realm (and here, Hollywood, while still fairly narrow, still serves up a lot of interesting content): I've seen so many arguments that games are art, but in most cases, games don't stand up to anywhere near the same level of scrutiny as any other pieces of art (for example,
Kick-Ass vs GTA). Even movies that we simply see as 'fun' will often have deeper and better developed ideas in them than most games.
I think it's important for us to realise that becoming better at integrating ideas into our gameplay structures will not only improve the games we make for current markets, but will open up entirely new markets to explore (which, from a commercial point of view, should make a lot of sense). I'd argue that in terms of risk, this is pretty much a no-brainer: a better alignment between gameplay and story creates better immersion and better games (sure, the story and the style needs to be good, but it had to anyway).
The games I've played that do this best are Portal, Braid and Bioshock - I don't think there's any doubt as to whether these were commercially viable ventures or worth the so-called 'risk'.
Ok, so that's gone a bit off-topic... in essence, yes, AAA games tend to be a bit gratuitous in their use of stylistic aspects, but its because of this excess in style that they are so expensive, and thus have to advertise heaps to make their money back, thus becoming AAA games... At the end of the day, style is not going away. The proper and interesting use of style: that is where your awesome games will come from.