Hi all, been a while since I've posted but after some stuff shaking down in the game world recently and based on some conversations I've had with people, I'd like to share my own thoughts on the subject and see what everyone else thinks about it.
For those not in the know, please see here: http://www.escapistmagazine.com/news/view/165887-Hitman-Goes-Fully-Episodic
and if Jim Sterling is to be believed, this mindset is going to be applied to other games in the SE roster like Tomb Raider and Deus Ex: http://www.thejimquisition.com/2016/01/why-square-enix-is-carving-its-games-to-bits-the-jimquisition/
Now everyone is up to date, let's dive in.
I'll be up front about it, I believe that Square-Enix's new policy of making their games episodic is a good thing.
The primary reason being? Those types of games are the ones that would be best suited to being Episodic.
I'll explain. Let's take Hitman as that's the one that's up there for sure, I'll go into Tomb Raider and Deus Ex later.
There have been 5 "main" Hitman games: Hitman: Codename 47, Hitman 2: Silent Assassin, Hitman: Contracts, Hitman: Blood Money, and Hitman: Absolution. These games have all had the same rough theme; "You are a Hitman and you kill people", with the game being based around levels/missions with a specific target(s) and various ways to go about it. There has been some story element but for the most part it's only fluff in the larger scale of "you're assassinating people".
These days every primary game system, be it PC or Console, has a Hard Drive and an Internet Connection. Ok SURE there are the outliers to that train of thought, but those can be worked around via still releasing physical media (if Minecraft can do it, anyone can). The old system of "Company makes game" -> "Company puts game on disc" -> "Customer buys game" -> "Customer plays game running off the disc" is an old model and was the standard because of the limitations of the time.
Let's theorize and daydream for a moment. Imagine Hitman was to be released today as a brand new IP. Would it be SO bad if instead of a "new game" every 2 years (old release model https://en.wikipedia.org/wiki/Hitman_(video_game_series)#Games) there was a single "core" installation of "Hitman: The Game" and "new content" was delivered as a slew of 4-5 missions (a single campaign, if you will) every 6 months?
As we're still fresh into this console generation there's not much that can be improved upon vertically. Even if you look at the first 4 Hitman games all on the PS2 there wasn't much of an improvement from first to last aside from visual fidelity, which can also be administered over the course of this new idea's timeline via updates. I'm not saying every year they have to rewrite the coding to really bling it up, but, and let's be honest here, how much prettier/shinier are games going to become? If they release a "normal" Hitman game this year on PS4/XBone/PC how much visual change will there be to 2018's release, or 2020's?
This part is subjective and won't be shared by everyone, but personally speaking I always thought the storyline got in the way of the Hitman games. When I think back on playing I don't even remember what the storyline really was about. I remember some stuff about him being betrayed? The things I remember are sneaking around a mansion in the moores, or a redneck wedding party, or a fancy hotel. Hitman, at its' core and most fun, is being put into a situation devoid of context and working out the gigantic puzzle to kill the target. Thinking about it, Hitman: Contracts was essentially what we're talking about. The whole thing was one gigantic series of flashbacks giving us unrelated, stand alone missions; and that game was awesome.
So if we look at the whole formula objectively; a series like Hitman is prime for being Episodic. I think that people are knee-jerking to the idea because the water has been tainted. When people see games being "cut up" their first thought is Day One DLC or games with content purposefully stripped out in order to be sold back to us after the fact. This... is a legitimate argument and unfortunate reality of the industry. but just because shady practices have gone on in the past doesn't mean that we should preemptively brand every new idea with the same branding iron just because, "This thing is a similar thing to this thing and is therefore bad!"
At the end of the day, if we love Hitman as a series and a franchise, then this new method of development and production, if viewed objectively, could be a good thing. There is of course a lot of faith to be had going in here though. There's no assurance that they won't scrap the idea after a few months in, or end up nickel and diming us to hell and back, or pushing out missions that are scarcely a couple of hours of entertainment and slapping a $20 price-tag on it. But the thing is those fears and worries could happen at any time already. What's the difference between pushing out a "proper" Hitman $60 release then just adding DLC to it? There's no real difference, only that instead of multiple separate games DLC for each one you have a single "big" game with a lot of DLC. In a way it's reminiscent of MMOs releasing expansions instead of a typical "Game + DLC" model.
As for Tomb Raider and Deus Ex? I postulate the same argument above can be applied to them as well.
Tomb Raider at its' best is raiding tombs. The title is a dead give-away. The big complaints people have with Tomb Raider is when they try to ham-fistedly shove in a storyline into a game that doesn't need storyline. "Oh no, now Lara is dead!", "Now Lara is alive but she's been framed for murder!", "Now Lara is a child and look at this struggle to overcome!". I say it's all a bunch of wank. Tomb Raider at its's best never relied on story as anything more than a reason to go into this place and gun down the inhabitants. Similar to Hitman: Contracts being nothing more than a flashback plot-device to give us a slew of missions without storyline connecting it altogether, so too was Tomb Raider Chronicles (5) which saw Lara's friends sitting around telling stories of her adventures; once again a fab game.
Same can be applied here with "Tomb Raider: The Game" being a core installation housing all the main components and the mansion for kicks and packs of missions being released every few months. "Pack 1" can be Lara hunting down the fabled Bow of Patachiki in Peru spread across 4 missions, "Pack 2" can be Lara hunting down the legendary Headband of *Obscure-Deity-Here* in Timbuktu. You get the idea.
This method would work for Hitman and Tomb Raider because those games, at a very core level, would be well suited to an Episodic Formula. They come in missions and storyline has only ever fucked over the respective titles instead of invigorating them. No one gives a shit about the protagonists and their moping, no one wanted goth Lara Croft in Angel of Darkness; we want to raid tombs and assassinate targets and this could be a big step forward in bringing those core principals back out into the spotlight.
Deus Ex is a bit tricky because that game IS something is heavily plot driven. Of the 3 IPs being considered it would be the biggest overhaul in driving the game forward. But once again, being objective, I COULD see a series like Deus Ex falling out of a storyline-favoured format and falling into a "You're basically Robocop, go do Robocop things".
Before I wrap this up I'd like to address one more thing. Why are people so up in arms about Episodic format but Telltale Games gets a free pass? Sure it's "their thing" and if you go into a Telltale game you come to expect it; but taking a huge step back I believe that Telltale are more guilty of what people say SE are trying to do than SE themselves. The Telltale Games' titles (Walking Dead, Wolf Among Us, Game of Thrones, etc), though being episodic, are all heavily connected via larger over-arcing stories and come off as feeling a LOT more like "a full game cut up into pieces". If you buy The Walking Dead (which you totally should because that game rocked), you can't skip Episode 3. I mean, you *can* but if you play the rest you'd be missing something. But with Hitman or Tomb Raider you can skip a game and not miss a beat, and hopefully that would apply to the proposed Episodic Format as well. "Oh you didn't buy last month's pack with Lara in the Amazon? Here's her in the mountains of Laos, enjoy!", with no connecting storyline of "Why is she here?", or, "What happened to that NPC?" you could miss from a connecting episode.
Maybe we should give SE a shot here and see if they can make something special. Yes it CAN go badly and burst into flames and permanently ruin the respective francise, but that's a gamble we take every single time a game is released. Underworld did it to Tomb Raider and that was sticking with the old method that people are clamoring for. Adapt or die, food for thought.
For those not in the know, please see here: http://www.escapistmagazine.com/news/view/165887-Hitman-Goes-Fully-Episodic
and if Jim Sterling is to be believed, this mindset is going to be applied to other games in the SE roster like Tomb Raider and Deus Ex: http://www.thejimquisition.com/2016/01/why-square-enix-is-carving-its-games-to-bits-the-jimquisition/
Now everyone is up to date, let's dive in.
I'll be up front about it, I believe that Square-Enix's new policy of making their games episodic is a good thing.
The primary reason being? Those types of games are the ones that would be best suited to being Episodic.
I'll explain. Let's take Hitman as that's the one that's up there for sure, I'll go into Tomb Raider and Deus Ex later.
There have been 5 "main" Hitman games: Hitman: Codename 47, Hitman 2: Silent Assassin, Hitman: Contracts, Hitman: Blood Money, and Hitman: Absolution. These games have all had the same rough theme; "You are a Hitman and you kill people", with the game being based around levels/missions with a specific target(s) and various ways to go about it. There has been some story element but for the most part it's only fluff in the larger scale of "you're assassinating people".
These days every primary game system, be it PC or Console, has a Hard Drive and an Internet Connection. Ok SURE there are the outliers to that train of thought, but those can be worked around via still releasing physical media (if Minecraft can do it, anyone can). The old system of "Company makes game" -> "Company puts game on disc" -> "Customer buys game" -> "Customer plays game running off the disc" is an old model and was the standard because of the limitations of the time.
Let's theorize and daydream for a moment. Imagine Hitman was to be released today as a brand new IP. Would it be SO bad if instead of a "new game" every 2 years (old release model https://en.wikipedia.org/wiki/Hitman_(video_game_series)#Games) there was a single "core" installation of "Hitman: The Game" and "new content" was delivered as a slew of 4-5 missions (a single campaign, if you will) every 6 months?
As we're still fresh into this console generation there's not much that can be improved upon vertically. Even if you look at the first 4 Hitman games all on the PS2 there wasn't much of an improvement from first to last aside from visual fidelity, which can also be administered over the course of this new idea's timeline via updates. I'm not saying every year they have to rewrite the coding to really bling it up, but, and let's be honest here, how much prettier/shinier are games going to become? If they release a "normal" Hitman game this year on PS4/XBone/PC how much visual change will there be to 2018's release, or 2020's?
This part is subjective and won't be shared by everyone, but personally speaking I always thought the storyline got in the way of the Hitman games. When I think back on playing I don't even remember what the storyline really was about. I remember some stuff about him being betrayed? The things I remember are sneaking around a mansion in the moores, or a redneck wedding party, or a fancy hotel. Hitman, at its' core and most fun, is being put into a situation devoid of context and working out the gigantic puzzle to kill the target. Thinking about it, Hitman: Contracts was essentially what we're talking about. The whole thing was one gigantic series of flashbacks giving us unrelated, stand alone missions; and that game was awesome.
So if we look at the whole formula objectively; a series like Hitman is prime for being Episodic. I think that people are knee-jerking to the idea because the water has been tainted. When people see games being "cut up" their first thought is Day One DLC or games with content purposefully stripped out in order to be sold back to us after the fact. This... is a legitimate argument and unfortunate reality of the industry. but just because shady practices have gone on in the past doesn't mean that we should preemptively brand every new idea with the same branding iron just because, "This thing is a similar thing to this thing and is therefore bad!"
At the end of the day, if we love Hitman as a series and a franchise, then this new method of development and production, if viewed objectively, could be a good thing. There is of course a lot of faith to be had going in here though. There's no assurance that they won't scrap the idea after a few months in, or end up nickel and diming us to hell and back, or pushing out missions that are scarcely a couple of hours of entertainment and slapping a $20 price-tag on it. But the thing is those fears and worries could happen at any time already. What's the difference between pushing out a "proper" Hitman $60 release then just adding DLC to it? There's no real difference, only that instead of multiple separate games DLC for each one you have a single "big" game with a lot of DLC. In a way it's reminiscent of MMOs releasing expansions instead of a typical "Game + DLC" model.
As for Tomb Raider and Deus Ex? I postulate the same argument above can be applied to them as well.
Tomb Raider at its' best is raiding tombs. The title is a dead give-away. The big complaints people have with Tomb Raider is when they try to ham-fistedly shove in a storyline into a game that doesn't need storyline. "Oh no, now Lara is dead!", "Now Lara is alive but she's been framed for murder!", "Now Lara is a child and look at this struggle to overcome!". I say it's all a bunch of wank. Tomb Raider at its's best never relied on story as anything more than a reason to go into this place and gun down the inhabitants. Similar to Hitman: Contracts being nothing more than a flashback plot-device to give us a slew of missions without storyline connecting it altogether, so too was Tomb Raider Chronicles (5) which saw Lara's friends sitting around telling stories of her adventures; once again a fab game.
Same can be applied here with "Tomb Raider: The Game" being a core installation housing all the main components and the mansion for kicks and packs of missions being released every few months. "Pack 1" can be Lara hunting down the fabled Bow of Patachiki in Peru spread across 4 missions, "Pack 2" can be Lara hunting down the legendary Headband of *Obscure-Deity-Here* in Timbuktu. You get the idea.
This method would work for Hitman and Tomb Raider because those games, at a very core level, would be well suited to an Episodic Formula. They come in missions and storyline has only ever fucked over the respective titles instead of invigorating them. No one gives a shit about the protagonists and their moping, no one wanted goth Lara Croft in Angel of Darkness; we want to raid tombs and assassinate targets and this could be a big step forward in bringing those core principals back out into the spotlight.
Deus Ex is a bit tricky because that game IS something is heavily plot driven. Of the 3 IPs being considered it would be the biggest overhaul in driving the game forward. But once again, being objective, I COULD see a series like Deus Ex falling out of a storyline-favoured format and falling into a "You're basically Robocop, go do Robocop things".
Before I wrap this up I'd like to address one more thing. Why are people so up in arms about Episodic format but Telltale Games gets a free pass? Sure it's "their thing" and if you go into a Telltale game you come to expect it; but taking a huge step back I believe that Telltale are more guilty of what people say SE are trying to do than SE themselves. The Telltale Games' titles (Walking Dead, Wolf Among Us, Game of Thrones, etc), though being episodic, are all heavily connected via larger over-arcing stories and come off as feeling a LOT more like "a full game cut up into pieces". If you buy The Walking Dead (which you totally should because that game rocked), you can't skip Episode 3. I mean, you *can* but if you play the rest you'd be missing something. But with Hitman or Tomb Raider you can skip a game and not miss a beat, and hopefully that would apply to the proposed Episodic Format as well. "Oh you didn't buy last month's pack with Lara in the Amazon? Here's her in the mountains of Laos, enjoy!", with no connecting storyline of "Why is she here?", or, "What happened to that NPC?" you could miss from a connecting episode.
Maybe we should give SE a shot here and see if they can make something special. Yes it CAN go badly and burst into flames and permanently ruin the respective francise, but that's a gamble we take every single time a game is released. Underworld did it to Tomb Raider and that was sticking with the old method that people are clamoring for. Adapt or die, food for thought.