Somnia
Contrarian Extraordinaire
This is interesting to me because I remember being a kid and not beating FF7 for over a year because the story for that game was just "something I could do". Nearing the end of disc 2 I would just endlessly explore the overworld and find new optional areas, grind out materia levels, breed chocobo or play minigames. In Shenmue I get sidetracked all the time just snuggling into a routine and enjoying the day-to-day life in a time period and region I will never get to experience for myself. Whenever I play Old School Runescape I am constantly playing sub-optimally by doing things haphazardly or spending more time exploring rather than doing suggested content in the suggested order.Minecraft isn't a video game.
Legos is a toy, not a game. You can play with it, but there is no win or lose state. No goals. Just a thing to play with.
Hell with Bethesda RPGs - especially Skyrim - you are constantly seeing people joke about how they spent hundreds of hours in-game doing whatever they felt like without ever finishing the main quest.
The only real distinction I can think of is that in a game like GTA or the above examples, the game will tell you where it /wants/ you to go but allows you to ignore that because they are not wholly linear games. Is the presence of explicit instructions of how to progress an ultimately optional narrative in these games really worth making the distinction between them and toys?
Fwiw, when you get a set of Legos you are explicitly given instructions on how to build the set you just bought, but you can also of course just ignore that and do whatever you want with them. Is that no different than choosing to ignore the main quest in Skyrim or the next story beat in Final Fantasy?
Bad news: Pikuniku is based on the PSP game Locoroco, down to the bloody title. (With added millennial politics writing, of course.) This is exactly the kind of thing I’m talking about. Even Lovely Planet is clearly pulling from Katamari Damacy (I actually like that game, but it still counts) and World of Horror is straight-up meant to be an old Apple II point-and-click a la Uninvited or Deja Vu.
Again, with some exception on that list, why would I celebrate these games? They haven’t achieved anything — they’ve just repeated what’s come before. They may even be better than the old games they’re copying — World of Horror almost definitely is — but they’re still unoriginal and, yes, tedious.
I honestly think your standard is just unattainable. If you look at Lovely Planet and call it derivative of Katamari despite existing in an entirely different genre just because it has smooth textures and bright colors then it almost feels like you are just really intent on being discontent, if that makes sense. If Pikiniku is derivative of Locoroco despite being a vastly different gameplay experience because the art styles both feature 2D shapes then I really don't know what you're asking for. If you are demanding that every indie game somehow both invent new modes of gameplay AND have an entirely unique art style then I'm afraid that 99% of video games released /at any point in time/ can be deemed unworthy.
My point is that I see neither as harming anything unless someone feels entitled to have a game appeal to them specifically for it to justify its existence. The reason people are too forgiving of these games is because ultimately there is nothing to forgive. The games that are extremely unique have their obvious place but so does the 50th card based roguelike. If I ask my friends who love that genre to distinguish between One Step From Eden, Slay the Spire or any other examples they could do just that either in setting, story or mechanics.Whether or not it’s doing more harm (the fact that we’re using that phrasing speaks for itself) is debatable, but think of what you wrote above — if innovation is supposed to be coming from the indie space, shouldn’t we hold it to a far higher standard than AAA gaming? Shouldn’t we be more strict and critical of it, not less? It’s like I said at the start: I think gamers are much, much too forgiving of these games, for all sorts of dumb reasons.
Giving Sonic a pass feels kind of arbitrary to me. Again I can bring up your Lethal League and Jet Set Radio comparison. The only similarity is cel shaded visuals and composer. So Lethal League is derivative but Sonic taking the very concept of a platformer isn't? Neither of them are ripoffs in my mind but the foundation that Sonic is built from is far more central to the experience than Lethal League's use of cell shaded characters (that have completely different design principles mind you).
Fwiw I don't think innovation /should/ be coming from anywhere because I don't necessarily see innovation as the goal of art. I see expressing yourself and creating what you want to be the intent, whether that does end up being an extremely unique experience or it ends up being just a somewhat fresh-if-clearly-inspired take on an existing genre.
Also for your list of 10 quirky RPGs. All of those are extremely unique experiences and half of them released /before/ Undertale did anyways. No two of those games share the same battle system, art style or storyline and you could pick them all out of a lineup instantly. Some of them share themes or a single one of the above attributes, but that has been true of storytelling as a medium for thousands of years. Is Earthbound the only video game that is ever allowed to have been a quirky RPG? Is that avenue for expression just locked away forever because someone already did it? Is every rock band after the 60s derivative? Is every subgenre of rock pointless because it all technically did spin-off from rock. Is every comedy released just derivative because someone already made a comedy?
It just feels overly harsh and extremely reductive to so many amazing games to just write them off for extremely surface level comparisons to other games.
Wrote this up quickly before heading to work so apologies if it sounds overly mean. Again I'm just tryna have a good faith discussion <3
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