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Forums - Gaming - Failed Gaming Concepts/Ideas That You Wish Were Successful

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SvennoJ said:

I wish persistent worlds / destructible, deformable terrain would finally catch on. From Dust was awesome, but very limited due to needing a lot of ram and processing power. It never really got off the ground because the maps couldn't be bigger. Crackdown promised a lot, never delivered. Still waiting on seasons in open world games, rain actually affecting the world and stuff that Populous the beginning already did in the 90s.

Still hoping for a new Motorstorm with Spin tires like persistent terrain deformation. Games can render sand, snow, water, yet still fail spectacularly when it comes to mud. And it' so much fun to play in the mud!

I'd broaden that to destructible/deformable persistent world, where every object has physical properties. We're getting there actually, albeit slowly, since consoles (being in AAA focus) don't have enough juice to run fully voxel (or something similar) worlds, so we might be seeing some PC experiments until we come to Tim Sweeney's estimate of 25-30 TFLOPS from many years ago for fully voxel worlds. Next-gen perhaps, or maybe smaller games toward the end of this gen...

My pick would be (though I don't know if it failed, since it seems it's been in development hell for at last 4-5 years) Ken Levine's "narrative LEGO" idea ("The idea was for every person’s experience with the game to be unique. Characters would react differently depending on a player’s actions, and they would be thrust into different scenarios every time they played"). I'd love to see that game, it would probably be closest to AI narrator/Game Master, which will eventually come sometimes in the future. Pair that with fully deformable persistent world...oh, boy...



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JuliusHackebeil said:

Dreams from Media Molecule is such a gem. You can play the awesome levels from MM themselves. And they contantly add new playable content - big and small. So there is your game. Action, Adventure, Shooter, Stradegy, Dungeon, Point and Click, Walking Sim, Racer, Fighter, Platformer, etc.

BUT: you can also play the awesome levels other people have made. And there is some weird shit out there. Really cool stuff. Last time I played a game about a robot who is the last living thing. Super sad, super cool music. You never know.

AND: you can make your own levels. If you have a slight creative spark in you - just contribute - make assets, do voice recording for a team, write some dialogue yourself, draw concept art or programm interesting gamplay mechanics. Or write a piece if music. ...

It is so incredibly disheartening that this game is not a success. Why oh why?!? (I mean - the marketing was horrible, but still)

I wish all those content creation games were more successfull. Dreams deserves some love.

It's one of those games I also wish to do well, yet can't bring myself to starting it up :/

Maybe it will be better on PS5. Loading the game then trying to find a fun level to play, waiting for it to download, start and it's either over too soon or not that fun. Sadly 90% of the time you're looking for something to play or watching a loading screen. Perhaps when levels can load directly from the dashboard and Sony would populate the activity cards with high rated levels in your interest, Dreams would become more popular. The activity cards seem very well suited to something like Dreams.

However the majority just want to continue with something familiar, not learn something new all the time. After a long day, sit down with known characters, known controls, known goals, known escape. Trying new games can be exhausting, so while the idea is great, it doesn't fit all that well with what people want from games. A simple escape to relax with something they have control over, that is already know how everything works.



Red Steel. The original game had such promise but because it was rushed for launch the controls didn't work. The level design was actually really really good, but the slow turning and broken sword combat killed the game. The sequel was great, with some of the best sword-fighting controls of any game ever combined with slick IR aiming and the incredible ease of switching between the 2. But it didn't sell well and so the idea died. The idea of a motion controlled game where you can switch between pinpoint aiming and 1-1 sword fighting still has so much untapped potential.

In a similar vein, The Grinder. The graphics looked amazing for the Wii, even better than the Conduit games, and it looked like it could have been the Wii's Left 4 Dead, But it became vaporware instead of releasing on either Wii or Wii U. The Quantum 3 Engine should have been used a lot more on the Wii than just High Voltage Software as well. The engine could really get a lot out of the hardware and other developers could have really pushed it and the Wii to new heights if they'd used it.

The Star Wars Rogue Squadron Compilation. This one hurts the most. The game was completed. It would have fulfilled the promise of motion-controlled lightsaber fights with motion-plus. It could be brought to the Switch with minimal effort and just upscaled to HD and with the motion controls mapped to the joy cons. And they just won't do it. I don't know if there's licensing issues or if EA is just being horrible again, but this game should have released every year since work on it was completed and its a crime we still don't have it.



d21lewis said:

You know, I kinda wish every concept would have succeeded. I'm not too jazzed about where we are now. The majority want "more power.", "higher resolution.", "better framerate." but that's so boring to me. Just a better performing version of what we already had.

I'm a fan of the days when each generation brought something new and unique as well as a little improvement in graphics. Analog controls, motion controls, online gaming, multi-media functions, two screens, mode 7, 3D gaming, new controllers, etc.

We let a vocal minority convince us that performance was all that matters and that's all we got. That's why I gravitate towards VR and the Switch, I appreciate what we've gotten but many of us would never have known or cared. Now we're buying new TVs and sound equipment to say "Yeah. I can see the difference. It's a little smoother. It sounds a little better." When all that mattered was the experience. We've been molded into to audiophiles and graphics whores.

When we get our "next gen games" how many of them will make us feel emotions that we couldn't feel on 8th gen hardware? Or even 7th gen hardware? Once that "wow" factor wears off, what new gameplay options will we have?

Sorry. Got off on a rant, there.

These days, "innovation" in gaming means finding new ways for game publishers to be able to reach into your wallet on an ongoing basis.



curl-6 said:
Darwinianevolution said:

The fact that motion controls aren't widespread in all platforms is a shame. At least the Switch and VR systems are keeping it afloat, but considering how much the technology has advanced (and how affordable it is, unlike VR) makes me wish we'd have more motion control games, and not just motion aiming. So few big games based on motion controls...

While I do wish they were more widely adopted by Playstation and Xbox (it would definitely make me more inclined to buy their hardware) I don't think motion controls fall under a "failed" concept/idea given they are still widespread on the incredibly successful Switch, a system that's sold over 100 million, including in many of its best selling games, more than 15 years after the Wii brought them to the mainstream.

They're very much alive and well and here to stay.

Agreed, more games if the option, so?



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h2ohno said:

The Star Wars Rogue Squadron Compilation. This one hurts the most. The game was completed. It would have fulfilled the promise of motion-controlled lightsaber fights with motion-plus. It could be brought to the Switch with minimal effort and just upscaled to HD and with the motion controls mapped to the joy cons. And they just won't do it. I don't know if there's licensing issues or if EA is just being horrible again, but this game should have released every year since work on it was completed and its a crime we still don't have it.

I didn't know about this one.  That sucks.  I just looked it up.  What I could find was that as Factor 5 went bankrupt, they sold the game to a newly created company that was basically just Factor 5 management and developers.  They finished the game in 2009, but due to lawsuits with former employees of Factor 5 that were not resolved until 2015, LucasArts decided not to release the game.  Once those lawsuits were resolved, it was just too late.

https://lostmediawiki.com/Star_Wars_Rogue_Leaders:_Rogue_Squadron_Wii_(lost_build_of_unreleased_Wii_compilation_of_arcade-style_action_games;_2009)



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d21lewis said:

Kinect: I really miss having it on my Xbox Series X. I miss the Xbox One "Snap" feature, too. A lot of features we're hoping to get in the future are things the Xbox One already did. And I can only imagine how awesome it would have been when paired with VR.

Wii U: As a selling point, the second screen fell flat but anyone who played Batman Arkham City or a Zelda game on the Wii U can tell you that selecting items from the controller or having a map in the palm of your hands at all times was just awesome!

Include Monster Hunter 3U to your list of maps on hands, together with immediately combining ingredients! That was the main reason I got my U.



d21lewis said:

You know, I kinda wish every concept would have succeeded. I'm not too jazzed about where we are now. The majority want "more power.", "higher resolution.", "better framerate." but that's so boring to me. Just a better performing version of what we already had.

I'm a fan of the days when each generation brought something new and unique as well as a little improvement in graphics. Analog controls, motion controls, online gaming, multi-media functions, two screens, mode 7, 3D gaming, new controllers, etc.

We let a vocal minority convince us that performance was all that matters and that's all we got. That's why I gravitate towards VR and the Switch, I appreciate what we've gotten but many of us would never have known or cared. Now we're buying new TVs and sound equipment to say "Yeah. I can see the difference. It's a little smoother. It sounds a little better." When all that mattered was the experience. We've been molded into to audiophiles and graphics whores.

When we get our "next gen games" how many of them will make us feel emotions that we couldn't feel on 8th gen hardware? Or even 7th gen hardware? Once that "wow" factor wears off, what new gameplay options will we have?

Sorry. Got off on a rant, there.

take your blood pressure meds and wipe the spittle from your face I hear you, we get games that have to be freeze framed, blown up and a pointer used to show us what we're supposed to be looking at, while in the real world we will be to busy trying to play and move through the damn game to notice, stuff like draw in, tiny numbers of unique npc's, view distances etc while showing some improvement it is limited in comparison to improvements made in gaming graphics.

compare it to a Christmas dinner where there's only so much seating with adults at the main table and the children along with a certain shady uncle sitting on child seating at the small table, except in the computer version it's the good looking that sit at the big table and the next time when they invest in an extension table the same people's ever growing arses fill the extra space. so the rest are still stuck but we also know what table has the real fun.

Last edited by mjk45 - on 10 January 2022

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HoloDust said:
SvennoJ said:

I wish persistent worlds / destructible, deformable terrain would finally catch on. From Dust was awesome, but very limited due to needing a lot of ram and processing power. It never really got off the ground because the maps couldn't be bigger. Crackdown promised a lot, never delivered. Still waiting on seasons in open world games, rain actually affecting the world and stuff that Populous the beginning already did in the 90s.

Still hoping for a new Motorstorm with Spin tires like persistent terrain deformation. Games can render sand, snow, water, yet still fail spectacularly when it comes to mud. And it' so much fun to play in the mud!

I'd broaden that to destructible/deformable persistent world, where every object has physical properties. We're getting there actually, albeit slowly, since consoles (being in AAA focus) don't have enough juice to run fully voxel (or something similar) worlds, so we might be seeing some PC experiments until we come to Tim Sweeney's estimate of 25-30 TFLOPS from many years ago for fully voxel worlds. Next-gen perhaps, or maybe smaller games toward the end of this gen...

My pick would be (though I don't know if it failed, since it seems it's been in development hell for at last 4-5 years) Ken Levine's "narrative LEGO" idea ("The idea was for every person’s experience with the game to be unique. Characters would react differently depending on a player’s actions, and they would be thrust into different scenarios every time they played"). I'd love to see that game, it would probably be closest to AI narrator/Game Master, which will eventually come sometimes in the future. Pair that with fully deformable persistent world...oh, boy...

The fault is focusing on shiny graphics and pushing more pixels (yeah I said it, 4K is a waste of resources) instead of stuff that might improve the games with things that can improve the gameplay.

People should not care that they can see individual pores on the face of characters or that light diffuses trough cartilage in the ear. Heck even raytracing in games is mostly just a waste of resources.

Even physics is more used as a gimmick in most games to make dead bodies slump or flags and fabrics move in a "realistic" way. At least with physics there are instances where the physics do play into actual game play but it is still mostly used as a gimmick for stuff to look nice.