Post
by :FI:Moog » Mon Jul 24, 2006 2:05 pm
CoD2 was a clear indication of the malaise affecting computer game franchises these days... chiefly that the early title(s) in a good series struck gold in terms of gameplay and (at the time) graphics but the developers then got so pent up trying to work the franchise across several platforms that they invariably neglected the game's core competency in favour of unit sales. The publishers are likewise resposible.
CoD2 was nothing more than a console game, even on the PC. Good riddance to CoD3, I'm glad that it'll lurk solely in the XBox domain.
Take the Battlefield series as another example... BF1942 was ahead of its time in terms of multiplayer scope. Unfortunately it demanded a very high-powered PC and by the time most punters possessed a rig decent enough to run the game, the genre had moved on. The bugs associated with early incarnations of BF1942 were due largely to its ambitious scale and not necessarily to a rushed development cycle as is typically the case these days.
BF:Vietnam and BF2 improved on the original title only by 'borrowing' the best features from the two most popular third-party BF1942 mods whilst adding whatever eye candy the latest and most expensive video cards could churn out. The developer's cross-platform focus divided its resources and led to a PC game which is still bug-ridden up to the latest patch. Payware add-ons simply compound compatibility issues and increase economic pressures for the end-user. And these are not strictly content booster packs; each of the three add-ons released thus far for BF2 has been little more than a thinly veiled attempt on the developer's part to address problems which should have been solved before the game ever hit the shelves.
There's a good reason behind the fact that Counterstrike, Medal of Honor, and Call of Duty remain the most popular multiplayer FPS's years after their original release dates... gameplay!!! These games work as they're supposed to, have a large third-party mod community supported by the games' developers, and stand head and shoulders above their better-looking, newer FPS counterparts.
CoD3 isn't a game, it's just another marketing opportunity in a now-homogenised gaming franchise. Of course any developer with business acumen will exploit the advantages of an initial success, but there is a wide gulf between taking advantage of, and building upon, success. One leads to progress, improvement, and reward for player and developer alike; different AND better. The other causes wallet-fatigue and frustration; different, worse.
Infinity Ward didn't even release mod tools for CoD2, not that the community should have to fix the mistakes of the developer. At the very least they would have been able to keep track of the natural gaming trends of those people who were playing their games. IW could have pursuaded their publishers, with the added weight of black-and-white statistics to back them up, that they were going to deliver a product which would not merely sell more units than its predecessor but would exceed commercial expectations because they had heeded the wants and needs of the market, instead of simply imposing wants and needs on them in the form of a console-only release.
Activision took CoD3 away from IW and put it in the hands of Treyarch who had previously developed CoD2:Big Red One for XBox. That is symptomatic of a publisher cutting its losses and consolidating. The console community is significantly less vociferous than its PC web-bretheren and is far more easily disposed to forking out money on a game which they will digest (happily or otherwise) silently. When a PC developer drops the ball, they're the first ones to hear about it on web forums and via reduced sales on future titles. Console users have a different mentality, a sort of 'out of the box', take it or leave it, vibe... meaning that ANY console product with sufficient marketing will achieve at least minimum sales figures.
Perhaps this PC/console schism is precisely what CoD, what the WWII FPS in general, needs. Hopefully IW or another potentially decent company will apply their expertise and experience to future titles without the overbearing pressures imposed upon them by global multi-platform publishers. Obviously it's a catch-22 situation but there will ALWAYS be that addictive and rewarding feature of any great game which bubbles away underneath the fancy bells and whistles, the HD/Widescreen/SVGA/VGA/text graphics, and once again that feature is gameplay. Doesn't matter if the game's an RPG, a Flight Sim, Action, Strategy, whatever. The best developers focus on gameplay and let the other bits complement it. They do not build a game around the latest version of Direct X fogging, or some physics card feature which won't be properly implmented for another few years.
The best developers give the publishers what they want simply because they give the players what they want. The worst developers fail to give the players what they want because they give the publishers what they want. The blame doesn't fall in any one place and there are huge market forces at play but as long as computer game fans chug down sub-standard games without protesting economically, the general standard is gonna get worse and worse, and before long we'll be seeing Oleg Maddox developing a futuristic space action shooter for FoxXboXMicroCokeMcConsole.
Ooh, a digital revolution! Imagine that: the virtual proletariat brandishing chainsaws and BFG9000s in the pentagonal office of Bill Gates...
"Can that thing fire?"
Loopy Girdlekisser...