In class today we talked about how games, like Tamagotchi, were really popular in Japan but experienced little or short-lived popularity in the United States. I think it’s interesting that the same game can have such a different reception by different demographics. Essentially, the game play is the same, but the different values of the cultures cause the games to be received differently. This also applies to how different groups of people within a society accept a game with different results. One example of this is the mobile phone games that are geared toward the “casual” gamer, as opposed to the more serious games for consoles and PC. This made me think about how people will obsess or dismiss games just because they have a certain stigma attached to them.
As someone said in class, the Wii U is a good example of this as it is actually a “pretty good system,” but many people just ignore it because they associate the Wii brand with family-friendly, kid games. In fact, when games are being marketed, they are often marketed to a specific demographic, which causes them to be alienated from other demographics, which can severely hurt profit, as seen with Tamagotchi, or drastically help it, as with the Wii.
I dislike how society instantly judges and categorizes games, but I hate the fact that it influences many games meant to be “hits” to be the same formula over and over again, like the Call of Duty series, following this logic of marketing to specific markets. For a game to be financially successful, many companies think they have to repeat every year with essentially the same game with minor improvements and it will be successful because of the immediate reputation attached to it as part of the series. A new Call of Duty game will instantly be received well by the Call of Duty fanbase. This is the reason why I feel independent games have been doing so well lately: they allow the gaming community to not experience what they think they want, but what they unknowingly crave. I feel a game like Minecraft could never have been made at a large firm like Activision because it was too risky. Minecraft has poor graphics, the opposite of the trend, no story, again the opposite, and no set ending, again opposite. It was focused on creation, playing, testing, and learning. Not a lot of people could have conceived of this type of game before it was created, but following its success, there are many copies, which almost signifies its success.
That’s not to say that established video game companies are not innovating. Ubisoft took a slight risk with Watchdogs to try to create a new game with unique gameplay. I just feel independent games, which have little marketing and cause the gamer to have little knowledge beforehand, are what’s pushing the market ahead and breaking down barriers between the “established” gaming demographics. Minecraft might be loved or hated by certain people, but the important part is that the game has to be played to be understood. There was nothing that was like it when it came out, which caused all gamer types to try it. It had the potential to have a gamer base much larger than any particular demographic because it was not designed for any particular demographic.
The creator, Notch, had a dream and he realized it, with no coercion from a sales or marketing department. I feel that this is how game development used to be when games were still new and not mainstream yet, and I feel that the more successful independent firms become, the more the whole gaming industry will change to follow suit. Games will become more expressions of passion than methods of profits again, and the gaming industry might be able to revert back to the days of originality and innovation.