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Forums - Gaming Discussion - What is a gimmick? Are gimmicks really negative to the industry?

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gimmick /ˈɡɪmɪk/ n

  1. something designed to attract extra attention, interest, or publicity
  2. any clever device, gadget, or stratagem, esp one used to deceive

I've seen a ton of criticism surrounding the word "gimmick". Anything that is accused of being gimmicky nowadays is panned as something to mock at. In the videogame industry, even if the gimmick helps the system to attract 3rd party or new audiences, people still see them as something harmful to the experience (usually calling it casual). However, people only tend to pay attention to a gimmick when they dislike a particular system. Some example, the Wii is criticized for its motion controlls, yet no one talks about the NES multiple add-ons like ROB or the Zapper, when both of this consoles greatly benefit of these elements and the focus of both was still videogames. PS1, PS2 and PSP were able to sell so much thanks to being able to play CDs, DVDs and other multimedia respectively. Kineckt sold a lot of 360s to a public that wasn't really interested on the console to begin with.

Even somethings that we consider normal nowadays could be seen as gimmicks given a particular perspective. All handheld gaming is based on playing on the go, 360 and PS3 entering the HD race can be considered gimmick (actually, better graphics can be seen as a gimmick too), analogues sticks aren't that different from regular buttons...

Things that give us a particular experiencein gaming have always been there. Companies try to differenciate their products by adding new and unique features or doing the same things better than the rest, it's the nature of competition.

I know that, in the end, games are the element that makes a videogame console good or not, but that is mostly subjective (you can say that the Philips CDi is the best videogame console of all time, but you're going to have a hard time proving it).

What do you think? What exactly defines a gimmick in the industry? What makes some gimmicks prevail when others fail? How much does a gimmick help selling a console or game?



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I don't like gimmicks when they come in the way of the gameplay. If the gimmick fits then I don't mind.



I think the term is thrown around far to much. People have started to use the word gimmick when talking about basic gameplay mechanics.

There should be some sort of law, like godwins law, that says that if anyone uses the term gimmick in regards to the subject of computer games they're a silly billy, or something... Not really got that law in a finalised state yet. Needs some work.



I would say,
tablet, kinect, ds4 touchpad

are all gimmicks.
built in game recording and streaming, xbo pulse triggers and the new 3ds finally having a second analog stick (kinda), are all much more valuable additions.



Some gimmicks were incorporated over time though.

Rumble Pack, Analog Stick, Shoulder buttons...



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I think in gaming, the term "gimmick" is basically something that is heavily marketed, claimed to add so much value to a platform or revolutionize how games are played, but ultimately adds nothing to the overall gaming experience and ends up being nothing but a bullet point that no one actually ever uses. Using them could be generally more trouble than they are worth as there are better or easier ways to acomplish the same things.

Not Gimmicks.

  • Analouge sticks. They are not the same as buttons, and certain geners today would simply be impossible without them.
  • Vibrating controllers. But they add immersion to the gaming experience and a new layer of sensory feedback
  • VR. Still in its infancy, but this has the potential to change a lot of things about gaming or entertainment in general. As long as you don't mind the added isolation. Which honestly most people won't mind anyways. Contrary to what many think, I personally believe that its movies that will be the VR killer app and not games. At least initially. (can elaborate on this if you are curious)
Gimmicks
  • Controllerless Motion gaming. Been around for a while (contrary to what MSmay want you to believe) and first became a mainstream ting on the PS2. It sounds cool on paper, but in practice results in all round unresponsive and very limited gaming. And when added to actual controler based games, is usually nothing more than an annoyance.
  • Sixasis. Same as above, just complicated already established easier and more effective ways of doing things.
  • Voice controls. Again sounds good and cool, but usually something you only really use to show off to your friends and never actually use as a day to day thing unless you are delibrately going outta your way to do so.  In addition, everything that is done view voice controls, can usually always be easier to do with a simple button or an efficeint UI design. And more reliable. The second something takes longer to do than it would have another way, its redundant.
  • WiiU gamepad. Honestly this one is up for debate. Does it or has it made any particluar game so much better that it redefines a genre? If its best feature is being able to extend your creen then sonys remote play has shown that there is a better more general way to do that. There is still time for nintendo to set this right though.


There really isn't a clear dividing line, which is why I almost always type "innovation/gimmick".

The Wii U's pad-thing, for example, can be both, depending on how it's used. ZombiU, for example, seemed to use it in ways that both brought something new and added very little.



Most people don't even know what a gimmick is.



theres no such thing.



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Intrinsic said:

I think in gaming, the term "gimmick" is basically something that is heavily marketed, claimed to add so much value to a platform or revolutionize how games are played, but ultimately adds nothing to the overall gaming experience and ends up being nothing but a bullet point that no one actually ever uses. Using them could be generally more trouble than they are worth as there are better or easier ways to acomplish the same things.

  • Vibrating controllers. But they add immersion to the gaming experience and a new layer of sensory feedback
  • WiiU gamepad. Honestly this one is up for debate. Does it or has it made any particluar game so much better that it redefines a genre? If its best feature is being able to extend your creen then sonys remote play has shown that there is a better more general way to do that. There is still time for nintendo to set this right though.


    Well... about adding to the game experience...

   I believe the gamepad adds a lot to the game experience, when executed right. It adds to the immersion so much more than rumble. It may be a gameplay changer.

   Some good examples: ZombiU, Batman Arkham City, Wind Waker.

   Some bad examples: Super Mario 3D World, Mario Kart 8.

   "What this guy is talking about? It is just a map and an inventory!!"

   Well, the main fact is not that those things are on the gamepad "per se", but the fact you will not pause the game for nothing. The game just goes on. You have to coordinate your gameplay managing your inventory and locating through a map while avoiding enemies and without stopping the clock. To some degree this can be achieved without the gamepad, but not to the same extent and not with the same quality and immersion.

   *It does not make games easier*, but instead make them more "real". And reality is somewhat harder than the usual artificial "pause-select-item-unpause" or "pause-look-at-the-map-unpause" gameplay. The player must keep track of things happening outside its main view... and when managing his inventory, the player must not forgot what is happening around him.

  Some like it, some hate it. It will be the same with VR. The more immersive the gameplay is, the more effort it will require from the player.

  As a side note, just porting a game designed to work with the "pause-select-item-unpause" to use the gamepad will bring BAD results. Traditional "pause" games are designed so the player will use a multitude of weapons when fighting a boss, even if there is no place to hide. This will be *hard* when there is no pause and your inventory/map is on the gamepad. Those games that are designed to non-stop action (easy access through buttons) - Twilight Princess come to my mind - would work ok with the gamepad, but it would not add too much. Skyward sword, on the other hand, could greatly nenefit of the gamepad, both because the map navigation and because weapon selection. But ultimately, ZombiU has done it just right - horror games just can benefit a lot of it. And I am eager to play Fatal Frame V... :D

   (There are more reasons I believe the gamepad is great, but that involves local assymetric multiplayer, like Rayman).

   (Also, not all games should use it; Donkey Kong: Tropical Freeze just do it right by turning the screen off to preserve batteries).