The game industry is full of innovation. It’s one of the
most exciting mediums because it is constantly changing and trying to become a
more interesting and engaging way to tell stories and create a fun and immersive
experience. Sometimes these attempts at innovation can be plain bad (Game Boy
Printer, anyone?), but sometimes there are some great ideas that may have just
been ahead of their time. Here are five of the coolest ideas in gaming that
haven’t quite lived up to their potential.
5. Virtual Reality
Virtual reality got a big push in arcades during the mid 90s.
Everyone thought VR was the future with games that literally put you into
another world. It seemed like the logical next step to bring players that much
closer to the gaming world; however, it had major drawbacks. In its early
stages, the VR tech was extremely cumbersome, usually involving a large booth
and headset along with a controller. On top of all this, each of these had to
be wired together, severely restricting the player’s movement. Players
usually ended up looking less like Robocop and more like…this guy. The games
were expensive to purchase and upkeep, and arcades were all too happy to pass
that expense to the customer by charging ludicrous amounts for a single chance
to play (or even limiting your play to a few minutes). In its early days, VR
was much too expensive for the kind of market penetration that game companies
hoped for; however, things are looking up for the technology now, with the advent of
Oculus Rift which may finally give new life to the long dead VR market
and help reach the potential that the early technology promised.
Ma'am? Your family left the mall 20 minutes ago. |
4. Augmented Reality
Much like virtual reality, augmented reality should be a no
brainer. It should already be well implemented, fun, and interesting. It should
let players add layers onto their favorite games in the real world and then
interact with those layers in distinct and fun ways. Instead, the idea has been
mostly used for games targeted at younger or more casual audiences or as simple
tech demos. There’s nothing wrong with developers creating experiences for
younger audiences, but the technology has the potential to do much more. The
3DS and Vita shipped with AR cards that promised implementation in a wide range
of games, but neither company has done much with them that didn't launch with
their respective systems. That’s a shame because I would love to see Mario or
Nathan Drake running around my living room in a game that can measure the 3D
space of the area I’m in and make a simple platformer from that. Imagine being
able to jump from shelf to couch and then up to a bookcase to beat a level. It
wouldn't be Earth shattering, but it would much more interesting than what
we've seen so far.
Don't play too hard; your cowboy hat might fall off. |
3. Motion Controls
Motion
controls promised games and gamers more immersion than ever before with the
ability to control your character with your body. When the player moves, Ryu
does too; when she or he jumps so does Sonic. That was hardly the reality. A legacy
of financial bombs or functional disasters spanning all the way back to the
8-bit era to a current generation of empty promises showed gamers that motion
controls hardly ever work out as planned and are never as fun as they should be.
And when Sony and Microsoft came to the table with their motion control
solutions, most people saw them for the cash grabs they were and largely
ignored them. All of the big three are still using motion control prominently
in their newest consoles, but all have yet to give gamers a reason to care. All
of this is unfortunate since motion controls could still be an interesting and
fun way to play certain games. The Sega Activator showed that developers can’t
just remap buttons to waving arms, and the current generation is showing
developers that people like to play certain games with a controller. Hopefully,
publishers can find a nice middle ground where motion controls can shine.
For better or worse, this little guy changed everything...for a while. |
2. SIXAXIS
Why separate SIXAXIS from the rest of the motion
controllers? Because it’s a different beast altogether and one that had a lot
of potential in its own right. SIXAXIS was a last minute, last ditch effort by
Sony to seem interesting, to justify its $500-$600 price tag, and to counteract
the Wii’s waggle in the process. Out of these, it failed all 3. However, even
though most people saw a shallow attempt by Sony saying, “We have motion
controls too!!!” there was potential with SIXAXIS. Motion controls don’t always
translate well into established genres, so think about light motion controls sprinkled
in with normal games. Much like a gyroscope on a handheld device, it could add
to the game in new ways. Most games that used SIXAXIS tried to do just that,
but since they could only do so much with the apparently lackluster technology in the
controllers, none of these control schemes worked all that well. Motorstorm
didn’t handle easily if you tried to steer by tilting the controller; controlling Batarangs in Arkham Asylum was much more difficult; and Lair had to
be patched just to get it working. Sony seems willing to try again with the
Move tech built into the PS4’s controller, so these input methods could still
add a lot to certain games while still giving players familiar control options.
This isn't really what I meant. |
1.
3DO
Imagine for a moment that the fanboys didn’t exist. Imagine
that everyone could have the same console and every game on this console worked
the same no matter what manufacturer’s name was on it. Anyone would get to play
all the games that come out because every game works the same on everyone’s
machine. This sounds strange and impossible now, but that’s exactly what the
3DO was attempting almost 20 years ago. They wanted to create a unified console
design that any interested parties could buy licenses to and make their own
3DO. The major problem was the $700 price tag while competing consoles like the
Super Nintendo, Sega Genesis, and even the TurboGrafx-16 were priced around
$200; however, the low licensing costs were attractive to manufacturers who
could reap much more profit from a machine they made rather than only being
able to make games for another company’s system.
This 3DO... |
...and this 3DO did the same thing. |
This one is a tossup between bad timing and simply a naïve
idea. A unified console could be a great thing for gamers. However, something
like this could lead to market stagnation with little need for consoles to
improve at as fast of a rate as they do now. Competition fuels innovation, and
gamers benefit in other ways from that (we get console manufacturers pushing
for great games to differentiate themselves from their competitors). It’s a
future that we are never likely to see as console manufacturers have worked for
decades to instill brand loyalty in certain consoles. However, Valve is
attempting a similar concept by means of the Steam Box, a system built by
multiple manufacturers to run anything that can be purchased from Steam. The
system is just now getting off the ground, but knowing Valve, this will work
out much better than it did for the 3DO.
So there you have it. Concepts that could have been great,
but as it turns out, they haven’t been fully realized. Some of these are
unfortunate missteps, and others were company ending failures, but all of
them could have been really cool, and maybe one day they will be.
No comments:
Post a Comment