Is it me or are most games not progressing in their genre

It might just be me, but I feel like games these days aren’t doing enough to innovate and create new and interesting content to compete with other games in the genre.

Plus I sometimes find that some games that have a good fan base don’t really have competition, an example would be arcane odyssey, since I fell in love with all the little things you could do, from making different builds, to exploring the islands, charting, cooking, and more… but I haven’t found any other games that have the same interesting mechanics, since I like charting and how it gives clues about where the treasure is, I also like how it has a large number of different potion types and effects that makes it similar to Minecraft’s potions, the cooking mechanic reminds of the legend of Zelda: Breath of the Wild, you also have diving points which are easier to explore by engaging with another mechanic in the game, that being either potion making or jewel crafting.

But please let me know your thoughts on the video game industry.

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I feel like many of the more popular games are just copy and paste. Though there are a lot of great games that are well known many of them just aren’t good or are almost the exact same as the others. Its like what Disney is currently doing with their movies, they found a movie (in this case game but i’m using Disney as an analogy) that did well and then all the other movies were just ctrl c ctrl v of the formatting with some differences. I feel like thats what a lot of games are doing right now so its pretty hard for a game to compete with a hundred other games that are really similar as all the cool features would be considered generic as almost all the other games have them as well. anyways thats my thoughts

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Bit of a yapfest below. There will be no TL;DR because ya’ll desperately need long-form analysis these days.

Art as a whole today is in a place where it’s predominantly being produced by non-artists. You have big studios behind most of this stuff, and their primary objective isn’t to innovate—because innovation is risky and could result in lost profits—they instead only ever take the safest possible routes in design, which is always something that’s been done before. It’s hard to know for sure if something new will be engaging enough to sell. All you have to go on are playtests and guesswork. It’s much, much easier to know if something old which previously sold well will sell well again, because if you replicate it, chances are the original audience will at least look at your product.

Unfortunately, even smaller creators have been sucked up in this unoriginal trend, keeping to old tried-and-true objects in their art at the expense of innovation. I think part of the reason for them doing so is because video games are no longer a new, novel medium where everyone has to invent their own wheel—instead, we have mechanics, art styles, design choices, and themes which have all shown themselves to work. But while big-name creators go with these aspects to maximize profits, I think smaller creators do so thoughtlessly. They just see such things as an industry standard, and add it in almost automatically.

As an example, look at parrying in action games. This mechanic has been done to death, and it started (at least in the mainstream) with Sekerio: Shadows Die Twice, where it was one of the core mechanics which the entire combat revolved around. Nowadays, though, you have games like Arcane Odyssey which has it as a nothingburger non-dedicated defense option which you use if you happen to be able to react in time. It was added simply because Vetex probably thought “oh, most action games of this genre have a parry button, let’s add that”.

To be clear, I’m not saying that parrying is necessarily bad for AO—with how unreliable dodging is with everything’s ridiculous attack size and the truly horrific desync, it’s probably for the better that parrying exists. I am simply stating that there was probably no big consideration by Vetex where he asked himself “alright, should I add parrying in the game? And, if I do should I go about adding it in a different way than how everyone else has done so?” No, it was likely no more of an idea than “alright, assign block and parry to G, easy enough, next addition—fishing! Because every game needs a waiting-based system in it!”

idk

TLDR; main objective for devs isn’t to innovate because it’s too risky these days

And there isnt much to innovate anyways (that would be fun)

I highly disagree with this statement. Innovation is what makes games fun.

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I’m saying there aren’t alot of ways you can innovate in games that haven’t been done and also be fun. Not innovation isn’t fun.

I find that it depends on the genre, since you’ll find a lot of PvP shooter games, but not a lot of PvE games that have objectives to complete, another is that there’s barely any Metroid type games.

Since when was the last time there was a popular heisting game like payday? Currently you only have EP:FC and crime boss as options, and EP:FC has innovated a bit with stuff like (somewhat) destructible maps.

we need valve to start making games again

they were the kings of innovation

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I feel like we need some of the patented stuff in video games to be unpatented eventually, since I think that there’s a patent that prevents people from making minigames for players to play which plays during loading screens or something.

Since that’s one problem with the gaming industry is that people have been able to patent stuff that they probably shouldn’t be able to.

the nemesis system from shadow of mordor and shadow of war is a great example of an amazing system that got wasted because of patents

honestly warner brothers are so evil for that

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What was the nemesis system? If I may ask?

in the game there was a hierarchy of orcs, and these orcs would be completely randomly generated with their own personalities, appearance, stats and whatever. every interaction you have with them is recorded, for example if you behead one, there is a chance they can come back and ambush you wearing a headbrace, with dialog specifically referencing your last encounter

and thats just one example of the possibilities you could encounter, it made each playthrough unique

for a better showcase of how it worked id recommend finding some videos on it, it honestly could have been one of the greatest features in all of gaming

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I just searched up about it and apparently Netflix is looking at buying it or Warner brothers? So maybe we could see the patent being freed if we’re incredibly lucky

id rather no one owned it

That’d definitely be good for the gaming industry, like imagine if arcane odyssey could implement it, so npcs feel more human in a sense due to them remembering our deeds, both good and bad, then we could have npcs who hunt us down for killing a family member even after we get positive reputation.

the nemesis system in ao would actually be so peak

rivals would finally be interesting

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Hell, imagine if tower factions could form naturally and their leaders were based off of family members and who else was in a high position when the leader died.

I could honestly see a game that has the npcs like world of magic where they have lives and they go to their work in the day and back to their homes/beds at night, combine that with the nemesis system and maybe a bit of red dead redemption 2’s camping related mechanics, and you could have a pretty immersive experience, maybe if you also added some dynamic elements to shops where items will be worth more in areas where said item would be rare to find.