Yeah, I can agree. I suppose one thing I don’t commonly tell people I think about is, my idea of Multiplatform is something I think about differently than it is in the development world. I reformed this idea. My idea is multiplatform = multi-genre also = multi-control types. The goal is to avoid cloning games, to inspire creative progress in the game world. Develop things that require a solution uncommon to the business structure world. And attempt risky developments, to prove there’s a way to improve gameplay.
Example of a problem I think many companies have.
A company has been building a game that’s base audience is controller fighter/brawler, so they made melee characters.
These characters are deigned to work for the controller using AI targeting systems, skills and button combinations all for melee, it’s a lot of work. Now they want to add ranged characters because as the developed, they had a lot of inspiration and ideas for ranged. The problem is the characters their testing, are not working well on controllers. They need a solution. They know their ranged characters work really well on keyboard and mouse, testing was a hit in the community. The problem is if they want to release the ranged characters, they’ll have to add support for keyboard and mouse. So, they agreed they’ll release the characters, but they’ll do so for K/M. Not all characters are supported by keyboard and mouse, and that could be misleading to the customer. Not all characters are fun with controller or keyboard and mouse, and that’s not a good representation of their game. Nether is releasing a game the requires two separate control types for characters. Though they did what’s best, for the goal they were trying to accomplish.
The company knows what problems this could create. So, clearly identify they are releasing character, using two different control requirements. But some of the customers didn’t like that, and they complained and asked for refunds. The company lost money, even with customer stating, the game plays very well, and unique game style keeps me playing. But the companies still failing because they tried something risky and fresh. What could they have done differently to accomplish their goal to improve the public image and success?
Personally, I think nothing could have been done differently, to accomplish their best image. But now they have some loyal customers, trusting them to do the best at what they do.
The same kind of example can be made for multi-genre games. Information becomes misleading and customer are accustomed to genre strict games. What’s the solution? Identifying to the customer what their selling you, is one way.
Developing things that don’t work because they aren’t supported by the system only means to develop systems that support the extended needs of the developers. It takes time and effort, and we can’t promise these things will be released to the public Ever. And that’s not what employees or companies want. I think what I am trying to say, I want to think of ways to break the line. The dependencies that have been developed into the industry are old and getting boring and that’s not good for the industry. There has to be means that change rules and ideas of the customer, in order to achieve our goals without punish or damaging repercussion.
Okay now imagine a less extreme example with the same problems. The cost will be less, and the repercussion will be lessened as well. All because the common genre dependency. I mean doing multi-genre risky types will be intuitive still, there for less damaging to a reputation. Because it’s harder to distinguish the problem and, harder to exploit it because it’s intuitive.
P.s
I didn’t watch the video, though I saw enough to ask. Is that the curse? And at any point are you stuck in that desert? If yes, is the problem, you need to be able to make visual adaptations? Or need visual support to make logical adaptations? If so, studies of cultures may help. My cultural sections are assuming you’ve learned about cultures and can adapt them to a video game. Studies of Native species will help because again, I assume you’ve some reference to native species. Studies of RTS, ARPG, CRPG and survival games again will help, as I assume you’ve knowledge of those. I think that the context is assumed, leaving the work up to you, in order to accomplish something. What that something is, is interesting to me. Like trusting you’ll do a good job. Unpromised like faith.
Is the problem cope write laws? I was hoping to inspire ways that haven’t been developed, to avoid consideration of that. Multi-genre development could help to prove that. I’m not currently working for a company who holds any sort of copy write or intellectual right over me.
There is no context. It’s freeform ideas that requires work. I mean if I gave you too much information, I might as well do the work myself. I would protect that idea, develop it and release it. Instead, I am trying to think creatively that might remind or inspire, to accomplish something I hope to enjoy without spoiling it. In other words, I don’ think, I would play my own game. Not because it’s bad, because I know it to well.
Imagine a CPU has limits. Like the core logic each CPU has, is predefined to accomplish one goal and complement that goal. Imagine the complexity is growing, so it can be complimented in more ways. Adding other services means, more complimenting of that one goal. What goal do I build, if I’m limited to one? Now think a genre is that limit, predefined by history. Development has supported/complimented that development. What genre do I develop? Now the context is changing what genre I goal, in order to make an impression. That impression will compliment that goal, and with time it’ll have support to optimize the complimentary. Will I work on the same goal, using the new tech? Or will I redefine my goal, to develop the next generation of supportive features, complimentary to the legacy. Allowing the legacy to continue, strictly because complexity has allowed me too? We use the same code and systems to do so many different things, and define them by supportive means. Each genre is built differently on a logical level, then clones are complimenting them uniquely. This allows faster development and deployment. Though we suffer from having vary similar core logics, driving the sales. How then do we change the logic, allowing for a new genre to be born?
I think that’s what I am trying to say. In order to accomplish the goal, it’ll have to increase complexity of the core logic. This mean shallow multi-genre establishment, to increase the complexity. Then relying on supportive/complimentary means to make it stand out equal in depth. Hence the impression. But the tools have to be developed, in order to see the way to unite them.