Oh, well I meant in terms of content, not necessarily in terms of form. I meant restrictions (and more on topic) in terms of what should or should not be permitted in video games, much like with films in terms of not just MPAA ratings and all that junk but in terms of Studio control over ideas and screenplays and whatever else. Is there a tremendous diversity in terms of types of movies? Not really, there are action movies, independent movies, comic movies, romance, foreign movies, animated Pixar, etc.
I suspect people's frustrations in terms of those limitations has fueled video games as much as anything, and so basically all I was saying is if you do the same kinds of things in video games it will likely just fuel an alternative entertainment form to take it's place. It's not just extreme examples, but just someone who would want to make say a more Japanese type of game in the western video game world might get the same answers that Studio executives gave a person wanting to make Mario once upon a time "Oh, that doesn't fit our 5 categories."
How many AAA games are you allowed to make these days anyway, not necessarily regarding any particular issue but just in general? Open world, MOBA, RPG, 3D Zelda action, platformer, military FPS. It's suspiciously looking a bit like the film perspective.
The point was then if you insist on a bunch of limitations for video games (in the same way there are those limitations for films), then all you really do is set the stage for an alternative (perhaps even more interactive) form to take it's place (in the same way video games often displace movies)
I'm a little confused then, because video games and novels and movies are not defined by content, but by form.
And I don't really see your statement about content limitations either--they may not be AAA, but there are plenty of AA games that break the mold. Space sims by Deep Silver. Racing games, arcade and simulation, by everyone from EA to Codemasters to unknown brands. Heck, EA even has a hugely, hugely popular series based around what could broadly be termed "life simulation." I don't think it's as restricted as you say.
But I understand your point.
I would say sales are actually pretty closely tethered to how ambitious an idea is, it's something I read somewhere... the idea that taking chances is actually better sales wise for the most part. Isn't it more risky to do what everyone else is doing? Then you are guranteeing yourself a great deal of competition, which is actually a very risky move, paradoxically.
In theory this sounds nice, but in reality it doesn't seem to bear out too much. It's as simple as if there's a demand for something, media that supplies that demand will be popular. Or, if something is found enjoyable by many, it will do well. it isn't necessarily tied to how risky it is.




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