I hope that you will respond to this email on the site, because I would like you to have the strongest argument possible, and a few things I have noticed that seem rather odd and out of place for your platform. I just have a few questions I’d like to see answered.
#1 I notice you have a grudge against game creators who fancy themselves rockstars and game gods and such. However, peppered through out your and its history are several interviews and videos with Richard Garriott and Sid Meier. Why are their opinions important?
The notion of ‘Game God’ depends on the ‘Cult of Creativity’. The ‘Cult of Creativity’ is a modern notion, and it is that fictional universes and all, say Metroid, resonate and exist because someone created them. This is a radical change in the relationship between artists and the art. For most of Human history, the artist was seen as ‘holding a mirror up to Nature’. Shakespeare would say ‘Hamlet’ resonated because it held up a mirror to Human Nature. He would not say ‘Hamlet’ resonated because he, Shakespeare, fashioned himself as a god-on-Earth who would create whole new universes.
To illustrate just how perverted and rotten the ‘Cult of Creativity’ has become, consider Roman Polanski. Polanski was convicted, not accused, convicted, of raping a twelve year old girl. Polanski is a famous movie director. The response from Hollywood is that you should overlook this because Palanski is a movie director, he is a creator of fictional universes and all. The ‘Cult of Creativity’ believes in the ‘Creative god’ in the literal sense. ‘Creative gods’ are believed to not have to follow the same rules that the rest of us mortals do. We are chop liver compared to them.
If Shigeru Miyamoto went on a rampage and murdered people, would you excuse the crime because ‘Miyamoto is an artist and has made very popular video games’? I would say, “He goes straight to jail. He does not pass Go. He does not collect his money.”
When I talk against ‘Game gods’, I am not referring to individuals. I am referring to the cult-like belief system. When I complain against Sakamoto, I am not referring to the individual but the belief system that Sakamoto is a ‘Creative god’ who no one can disagree with because he ‘creates imaginary universes’. The ‘Game god’ label is not figurative or tongue-in-cheek. People use it in the literal sense. This is why the response against me for not liking Sakamoto’s direction is so hostile. In the supporters’ eyes, I am doing the equivalent of blasphemy, of pointing out that the god has clay feet.
Wii Music, and the entire cause of ‘User Generated Content’, is all about the ‘Cult of Creativity’. However, instead of the developers being the ‘creative ones’, it is shifted to the ‘consumers being creative’. But no one thought to ask whether the entire premise was incorrect. What if ‘creativity’, as is popularly known, does not exist?
All of Nintendo’s hit games this generation are not the fruits of a developer’s “creativity”. In Nintendogs, Miyamoto did not invent the concept of a ‘dog’. The dog has always existed. The dog’s relationship to Man has existed before civilization existed. Since petting puppy dogs is found in Nature, it resonated with people all over the world. Everyone understands the concept of petting puppy dogs.
In Mario 5, there was little to no ‘creativity’. Indeed, Mario 5 seemed like a game made against the Nintendo developers’ will. Yet, it sold huge. Why? Perhaps it is because ‘creativity’ does not create quality content. Show me a ‘creative writing’ class, and I will show you the worst garbage to ever been made.
Mario Kart Wii and Mario Kart DS have been very successful. These are racing games. It is hard for someone to demonstrate their ‘creativity’ in such a game. Since the mission is racing, Nintendo developers are very limited at what they can do. This is, perhaps, why Mario Kart is the most stable of Nintendo franchises. When Nintendo developers show off their creativity such as with Wind Waker or Super Mario Sunshine, sales fall off a cliff.
Is Wii Sports the product of creativity? While many people use creativity as a synonym to ‘cleverness’, this is not what the ‘Cult of Creativity’ means. Wii Sports sold well precisely because it was uncreative. Nintendo did not invent Tennis or Bowling. It already exists in Human society.
Let’s look at other franchises. Why have ‘realistic’ games been selling well such as Grand Theft Auto or even Modern Warfare? ‘Realism’ doesn’t allow ‘creativity’ in that sense. The Final Fantasy series was very fun when the game series was pinned more on mythology, literature, history, and all. The more creativity is put into Final Fantasy, the more bizarre and screwed up it gets.
The notion of a ‘creative scientist’ is absurd. The nature of science does not allow the scientist to be ‘creative’ (i.e. make stuff up). The notion of a ‘creative journalist’ is absurd. The nature of journalism does not allow the journalist to be ‘creative’, to make stuff up. The notion of ‘creative priest’ is absurd. The nature of religion does not allow the priest to be ‘creative’, to make stuff up. If the priest doesn’t follow the religion, then it is a crackpot instead of a priest.
So why is it that the ‘artist’ gets to have standards no one else does? It wasn’t always like this. Bach never saw himself as ‘creative’. He saw himself as orientated to Heaven and trying to make music in that sense. Beethoven never saw himself as ‘creative’ in the modern sense. He looked to Nature for inspiration. Remember the old saying of ‘art imitates nature’?
The ‘Game Industry’, as well as many entertainment industries, are in a ‘content crisis’. The virus that is at the heart of the ‘content crisis’ is the Cult of Creativity.
One thing you never hear any game developer talk about today is ‘nature’, e.g. the teleological view. If left to their own control, the game developer would embrace his ‘creativity’ and the game would fall off a sales cliff. Onlookers will point and say, “Gaming is in trouble,” and will think the medicine is “Game developers need more creativity.” And more games keep falling off the sales cliff.
Game companies that have very smart business arms are not having their games fall off a sales cliff because not only is the business side reigning in the mad ‘creativity horses’ before they charge off the cliff, the business side operates on a more teleological view. At least, far more than the artist side does. The business side *has* to make customers, *has* to make sales. And this forces the artist side to make games that resonate with customers.
At Blizzard, there is the notion of not fighting the customers that try to follow the path of least resistance. At Blizzard, they recognize that customer behavior is showing them which way the river flows. And Blizzard will adjust their game based on which way the river is flowing. They know it is ridiculous to fight the river. This, as I understand it, comes from Rob Pardo or one of the other business heads there at Blizzard. For example, when World of Warcraft was in development, rest xp had 100% experience while once that ran out, you had like 50-70% experience. Everyone hated it. So Pardo changed regular experience to 100% and rested experience to something like 150% and everyone was happy. There was no real change except in the labels. Another example is in the Starcraft 2 Beta with the ladder rankings going from Copper, Bronze, Silver, Gold, and Platinum. Copper players felt bad. So a change was made to make it Bronze, Silver, Gold, Platinum, and Diamond. Now people felt ‘better’. My point in this is to show that Blizzard uses the natural flow of Human Nature as the ultimate decider of design changes. There is a reason why you never hear of any ‘Game gods’ from Blizzard.
I have said, repeatedly, that game developers of the past acted very differently than game developers do today. They did not see game development as a way to ‘express themselves’ or to ‘find themselves’ and all. They looked at ‘game development’ with the astonishment they don’t have to get a real job! And games were made based on other elements of pop culture.
In fact, in the ‘Making of Super Mario Brothers 3′ interview in Nintendo Power back in the early 90s, a younger Shigeru Miyamoto gives the advice to young game makers to look at pop culture for inspiration. While Miyamoto made Donkey Kong, everyone recognizes the resemblance to King Kong.
At GDC 2010, Sid Meir had a speech where he said ‘Everything you know about gaming is wrong’, and he says many of the points I’ve talked about here. The overall theme was that he was trying to figure out Human Nature as to why it was reacting to a game a certain way. It most definitely wasn’t about ‘his vision’ to inflict on the poor player.
The ‘Game god’ is someone who believes Nature is irrelevant and that his ‘creativity’ is the source of the game’s resonance. It used to be believed that Nature was dominant and that a game resonated only because it connected to something within Human Nature.
Today’s followers of the ‘Cult of Creativity’ may believe Nature is dominant in one thing: gameplay. But the other parts of the game, Nature plays no role. The ‘content’ of the game is not to be governed by Nature, for example. This would explain why there is less and less new ‘game worlds’ successfully appearing in the market. Since Japan seems more afflicted with the ‘Cult of Creativity’ than the West, it would also help explain Japan’s content decline.
The reason why I quote Richard Garriott or Sid Meir or even Miyamoto at times (especially his younger days) is because they understood gaming revolved around Human Nature. Not just the gameplay, ALL of it including the content. It is not about ‘Game gods’, it is about the ‘Cult of Creativity’.
People say the older games are better because it forced developers to ‘be more creative’. I think the older games were better because it did not allow developers to ‘be creative’. Nintendo’s Expanded Market games work so well because the developers are not dumping their ‘creative visions’ into them. Note that the problem software of the Wii (Wii Music, Galaxy 2, Other M) all began gestation after the Wii was a huge success. In other words, the business side had eased the reins and developers decided to ‘get creative’ and look at Wii momentum blowing up on them.
#2 As an addendum to #1, Richard Garriott and Sid Meier are some of the first game programmers. However, when they were creating their games, they slaved away in garages perfecting their arts. Even though they struggled through it, they worked away as they used their creative powers, until they achieved games they were happy to sell. The question is, why do they get to be “artists with vision,” and modern game designers with the same attitude do not? Are these “when I was a boy we have to walk 4 miles in the snow” feelings?
I understand I am trying to do something very radical here, something more radical than talking about business books and strategies to gamers. I am trying to slay the ‘Cult of Creativity’ beast and re-orient the context of game making toward a more teleological view.
Your question rests on a premise that the early game makers, like Meir and Garriot, were trying to be ‘creative’. They weren’t. If you actually look at the games they made, there is very little ‘creative’ in the sense as we know it today. That is why their games are so good. Sid Meir did not invent the concept of railroads or pirates. He knew they would make interesting games because railroads and pirates are very fun themes. What boy didn’t want to have a toy railroad? What boy doesn’t want to be a pirate? (As kids, we played games outside where we would ‘shoot’ one another. And we would play games like ‘Capture the Flag’. Are FPS games doing anything different that is not found in Human Nature?) Richard Garriot clearly was influenced by Lord of the Rings to make Ultima (and Ultima II was based entirely on a type of time travel movie, forgot the name).
The author of Lord of the Rings is Tolkien. Lord of the Rings is entirely responsible for the fantasy genre. Is Lord of the Rings an example of Tolkien’s “creativity”? Hell no! Tolkien was a researcher of myths and mythology in real life. This is why fantasy writers today try to imitate Tolkien by trying to use some other myths not seen before.
Let us take the author of “The Hunt for the Red October”. Is this an example of ‘creativity’? No. The author got the idea of the plot from reading a newspaper story of a Russian sub who was trying to defect to West. They were captured. He wondered, “What if both the West and Soviet Union raced to try to find the sub? What an interesting story that would be!” Tom Clancy did tons of research on the military to the point where he could speak their vocabulary and their mannerisms. The book, of course, was a huge success. But it was Clancy’s first novel.
Do you think any of the great science fiction authors were trying to be “creative”? Science Fiction was, originally, interesting because it was all framed by science. It wasn’t magic. Do you think an author like Asimov relied on his ‘creativity’ or on his vast research of history, science, and everything else to write his stories?
My point is that game developers did not start off believing in the Cult of Creativity. The Cult of Creativity is a very recent thing. And I can assure you they did not believe they were ‘gods’ back then. In one sense, they felt ashamed because there was so little money in what they were doing. There was no respect for the profession. It wasn’t even considered a profession. They were deliriously happy that they could do what they loved instead of ‘getting a real job’. Iwata described his parents being very upset when he went to work for HAL after college. Iwata’s parents probably thought their son was a failure. But I think he turned out OK.
#3 I noticed that, earlier in your blog’s life, you listed several games as “smash hits and sales phenomenons.” Among these were Zelda 2: Adventure of Link and Link’s Awakening. I also noticed that you seem to have ire for Wind Waker and Phantom Hourglass. But when given to the market, both handily defeated the “smash hits” you described. Why is that? Phantom Hourglass even defeated Link to the Past. According to the market, is it not the better game?
Halo outsold PONG. Does that make Halo the bigger phenomenon? Of course not.
When comparing markets of today to markets of the past, you absolutely must do the following:
You must adjust for population growth.
You must adjust for globalism. Remember, there was no globalism during the 80s and early 90s. The NES, for example, didn’t have time to make any deep inroads in Europe.
You must adjust for gamers having more disposable income. Most console gamers were children back in the 80s. Today, most gamers are adults and have disposable income. This is why multiple console ownership has increased is because adult Tim can afford two to three consoles where little Tim could not.
Analysts not doing the above is why they could not see the decline setting into the gaming markets. This is a big reason why they all missed the Wii. They didn’t understand the Wii because they didn’t understand the problem the Wii was attempting to solve.
An entertainment phenomenon must be seen in the context of its times. Zelda II, like Mario 2, was sold out everywhere. Parents were driving from state to state just to get it. There was a shortage of supply in part due to the overwhelming demand but also because of the cartridge shortage of 1988. Zelda II was so well received that other game companies imitated its style such as with games like Battle of Olympus.
This clearly didn’t match the experience of Wind Waker or Phantom Hourglass. Complaints were made, and people called Wind Waker as ‘Celda’. None of the games were sold out. No other game company tried to copy its style.
Note to bean counters: the study of sales is the study of people and society. You cannot just look at the numbers in order to gauge social phenomenons. Markets have grown and multiplied since twenty years ago.
Here’s a riddle, which console was a bigger phenomenon? The PlayStation or the Atari 2600? Without a doubt, it is the Atari 2600 even if it sold less than the PlayStation. But keep in mind the Atari 2600 never exactly made it to markets like Japan (until after the Famicom) or in other parts of the world. It is because the year was 1977 and not 1997. The world has radically changed since then. No one refers to themselves as the ‘PlayStation Generation’ as those who grew up with Atari call themselves the ‘Atari Generation’.
The ‘growth’ of the gaming market has not been true growth. Gaming has not been made more popular. To the contrary, the ‘growth’ of gaming has been in the growth of population, the additions of more markets throughout the world, multiple console ownership, gamers who had more disposable income, but none of it was gaming, as a medium, becoming more popular in society.
The Atari 2600 and NES were held in such golden memories, different from any other console, because they grew gaming. The Wii, which was designed to grow gaming, which has more in common with the Atari 2600 and NES than the other consoles (both in terms of its mission as well as its marketing, its advertising, even its games) ended up rocketing like a banshee out of hell and was sold out in the United States for three years. Unprecedented.
How could this occur?
The Old Schoolers have been saying forever that gaming was better in the past, that gaming was more exciting in the past, that the phenomenons of gaming were better in the past. Can modern gaming have anything compare to the phenomenons of Pac-Man or Space Invaders? No, they can’t. The Wii phenomenon was very similar to the Atari 2600 or NES phenomenons. The Old School phenomenons were very strong. But today, these same phenomenons will out-eclipse anything made today. That is the Old School argument.
Look at Mario 5. While the game will outsell Mario 3, I could say the phenomenon of Mario 3 was stronger (because the market was very different back then with much less population). But Mario 5 is very much imitating Mario 3 and 4 and so it is following a similar phenomenon. Note that this Mario 5 phenomenon is playing out similar to how it played out over twenty years ago.
Zelda games were once held in much higher esteem then they are today. If a Zelda game was made with the values of the old school Zeldas, it is not unreasonable to predict that such a Zelda game could break out into a big social phenomenon.
#4 Also about Zelda. The #1 selling Zelda Game of All time is Ocarina of Time. The #2 game is Twilight Princess. These games bested the original. In what ways are the aforementioned bestselling Zeldas superior to the original games?
I’ve already said Ocarina was the biggest Zelda phenomenon. But against see my previous answers. The gaming market was a completely different place back then. I loved the original Legend of Zelda, for example. I never bought it though. I just borrowed it from friends because the game was never available. Other people borrowed my Zelda II due to the Great Cartridge Shortage, and they couldn’t find the game.
It is clear that Zelda has been in steep decline. Twilight Princess didn’t do well in Japan. And the excitement and respect the Zelda series once held is no more. Zelda used to refer to the quality of a game “It is like Zelda. It is like a gold cartridge.”. Today, Zelda is referred to as just another franchise.
#5 More Zelda. The Original Zelda sold 6 and a half million copies. Zelda II only sold 4 and a half. In what ways is Zelda 2 inferior enough to cause a third of the fanbase to leave?
More competition. There were a ton more Zelda like games out when Zelda II came out. There was also the Great Cartridge Shortage. In Japan, Zelda II wasn’t even on the cartridge format if I recall. Zelda II also came out later in the lifecycle of the NES. Zelda I, along with Metroid, also got a reprint later in the NES lifecycle.
I can even show you news reports of reporters, in 1988, standing in front of a game store literally saying, “Games like Mario 2 and Zelda 2 are sold out,” where they would interview people lining up in front of a store and the people would say they drove from another state just to buy games like Zelda II or Mario 2 for their kid (also for themselves too). There was a 20/20 report that was done that was up on Youtube. I would link to it but the video was taken down for ‘copyright violations’.
I suspect even if I put up that news video, that still would not be enough to convince you that games like Zelda II and Mario 2 were extremely popular back then.
There has been much myth making by ‘game journalists’ who have been writing their own bias into the historical record. These clowns write that “Zelda 2 was not well received.” Really? Then why was it sold out? Why did so many game companies copy its formula? “Mario 2 was not received well.” And that is an absolute crock. Mario 2 sold like hotcakes everywhere.
One myth is that Mario 64 was a ‘massive success’. It was only popular in America and even then, it was far less popular than the 2d Mario games. The 3d Marios that followed have been a decline in Mario 64 in terms of phenomenon and sales. Yet, game journalists write as if 3d Mario is very popular. It isn’t. It never has been. It is chiefly responsible why the N64 got the mediocre sales that it did.
#6 In some of your latest posts, you seem to define the content of what is “Mario” and what is not “Mario.” “Finding stars” as you describe it, is “not Mario.” Running to the left to reach a flagpole, is “Mario.” These facts stated, what do Go-Karts have to do with Mario, and why is Mario Kart the best selling racing game and the second best selling game with “Mario” in the title, despite this obvious flagrant disloyalty to Mario’s content and defiance to the old school fans?
The content of Mario is the Mushroom Kingdom. If I put Mario in Hyrule, it would be Zelda content not Mario content, wouldn’t it? Mario Kart is racing in the Mushroom Kingdom. It is as simple as that.
The “Finding Stars” is a type of ‘missions’. 2d Mario did not have that at all. In 2d Mario, the game was entirely about platforming, and you could beat the game as small Mario. The Power-ups were there only to assist you. In 3d Mario, the gameplay is not about platforming. The gameplay is about ‘missions’. In order to get this star, you MUST use Yoshi and you MUST blow up like a balloon. Or you MUST roll a ball around.
I have many complaints about 3d Mario. The complaints are not just about the content, they also refer to the gameplay. When I complain about the ‘Star Finder’, that is a complaint of the gameplay. Keep in mind I complain about Mario 5 on a ‘content’ issue (e.g. it presents no new content).
If you want to talk about old schoolers rejecting Mario on content, look no further than Yoshi’s Island (dislcaimer: Yoshi’s Island is a good game, but it is not Super Mario Brothers 5). Yoshi’s Island retconned Mario from being a plumber from Earth into becoming a citizen of the Mushroom Kingdom. Yoshi’s Island was criticized back then because it had crayola graphics. The game world didn’t make much sense. Why is Yoshi turning into a helicopter?
Yoshi’s Island didn’t become a phenomenon that pushed hardware. The game that did was Donkey Kong Country whose gameplay was a little closer to traditional Mario platforming than Yoshi’s Island was. It is rumored that Miyamoto was furious that Donkey Kong Country did better than his Yoshi’s Island which could explain why Miyamoto did not work on another 2d platformer for almost 18 years.
I hope that you respond.
And there you go.