>>1048970
>If it's just another slight variation of a genre I've extensively played before, why bother?
Because if it's fun, then I want more of it. To take one of the ultimate examples, let's look at Mega Man. People complain that there are six fucking Mega Man games on NES alone, and say they're all just "expansion packs." But guess what? They're good. It's a good formula, each one improves incrementally, and they all have new levels. Even if they didn't do the little (but more substantial for this series) changes like the charge shot or sliding, I'd still just enjoy the new levels.
In fact, it's very easy to try to do something "novel" and just fuck it up. Mega Man X did some novel stuff with having more exploration than the previous games (though Mega Man 6 was already introducing a bit more exploration than the earlier ones), but I'd say the idea of the armor upgrades and how you explore to get them worked. But Mega Man X5 and V6 introduced complete bullshit gimmicks that just fucked things up. The basic gameplay is the same, but X5 having a stupid timer and RNG that decides what ending you get, and if you even get to play the full game, didn't help, even if it made things "different." X6 having you rescue NPCs to get upgrades, with the rescues being time sensitive and permanently missable, sure changed up the gameplay, but not in a good way. Alternatively, we can look at Mega Man X4. It plays almost exactly the fucking same as Mega Man X, but with better graphics and anime cutscenes. It's awesome. Better than X2 and X3, I'd argue (because X2 and X3 also had minor gimmicks that I'd say dragged them down). They had a good formula, and when they kept trying to fix it, they just made it worse.
Another series that gets totally fucked up with a constant search for innovation is Sonic. Sonic 1 was a good formula, Sonic 2 and CD and 3 and Knuckles improved upon it. (CD was kind of a tangent that improved on Sonic 1, but 3 clearly descends from 2 and not CD.) Then they tried to get a bit experimental in the Saturn era, partially because their hand was forced, as everyone wanted a 3D game and they didn't know quite how to do it properly. So then there was no "real" Sonic game on the Saturn at all, which probably contributed to it not selling as well as Sega hoped, especially outside Japan.
But eventually Sonic Adventure came out on Dreamcast, and I love Sonic Adventure, but it eventually garnered a controversial reputation, and I think even the developers realized quickly that it was perhaps just too ambitious. They tried to do so many new things in that game, as it was really a showcase for the Dreamcast overall. Not only is it the first real 3D Sonic game, it's also an adventure game, introducing hub worlds as a substantial part of the game. Before there were three playable characters, each mostly like Sonic. Now there are six, and three of them play very little like Sonic (and Tails and Knuckles each have their gameplay modified significantly to work in 3D, too). Nobody expected a fishing mode in a Sonic game, or a third person shooter. And there are also rail shooter and snowboarding levels. And an incredibly robust virtual pet mode (which is an evolution of NiGHTS Into Dreams, another game that was too clever for its own good). And of course casuals got all caught up in how the game has lots of cutscenes and voice acting (though I'd argue that's a natural evolution of the anime story from the Genesis games with the expectations of cutscenes and voice acting on a CD based console).
The developers clearly felt they were overly ambitious, as the sequel, Sonic Adventure 2, cut more than half the gameplay elements, including the adventure game elements (the hub worlds). Now there were only three main gameplay styles (Sonic, Knuckles, and third person shooter), and instead of rail shooter and snowboarding levels, there were just two driving levels. The virtual pet stayed, though, and got expanded and refined, as did the Sonic, Knuckles, and shooting stages. There is much less variety in the sequel, but everything that remained has been refined. I'd argue it ends up being the better game because of it, though I appreciate the ambition of the previous one.
But they couldn't just be content with that formula. I'd have been. I wish they just kept making new levels for Sonic Adventure 2 forever. Instead we got Sonic Heroes. Now, in a way, Sonic Heroes is refined. It essentially takes the three gameplay styles from Sonic Adventure 2 and condenses them into one. It's essentially just Sonic's gameplay but with new moves to make it feel like you're also Tails and Knuckles. It sort of makes sense, since they played similarly to Sonic originally. But mashing them into one character was a bit too ambitious. Tails doesn't control very well and you end up just using him to help you fly back to the ground when the bad controls result in you slipping right off the stage. Knuckles previously was given exploration-based 3D levels, but that doesn't work as well for Sonic, so instead they made him more beat-em-up-like, but that meant that for the first time in the series, regular enemies now have health-bars, which slows the game dramatically, which clashes with the basic gameplay, which is still basically the same as Sonic's gameplay from Sonic Adventure, but now with a bunch of gimmicks mashed on top of it. Some people say they didn't like the alternate gameplay styles in the Dreamcast games, but at least there they were their own modes, and fleshed out accordingly.
So after Heroes they simplified things a bit, and the next game was closer to just being Sonic's gameplay only. Shadow the Hedgehog was made as a guy who plays exactly like Sonic, so his solo game was like that. And that's all I ever wanted. A game that's just Sonic's gameplay from Sonic Adventure 2. That's the full game. Perfect. Except they had to add a gimmick, so Shadow uses a bunch of guns he picks up from everywhere. They aren't the most fun to use, and the levels are designed around them, and the health-bars from Heroes are still around since you'd want different attacks to have different strength. I wouldn't say it makes it a better game than Sonic Adventure 2. To be fair, the game also has a significant gimmick of the branching storyline, and while controversial, I actually like that gimmick, as I think the little bit of repetition it requires near the beginning of the game is okay, since the Sonic Adventure 2 formula is meant to facilitate a lot of replayability (with a robust grading system). I don't think that one successful (in my opinion) gimmick is enough to make it as good a game as Adventure 2, though, because the guns are more important, and they detract from the formula more than they add.
Sonic '06 tried to be Sonic Adventure again, complete with its overambition. But now it's not literally the first one to try most of these things, so some things are refined. Shadow is a little different from Sonic, with more attack power but less agility, for example. Tails finally gets to play 3D levels without them being a race, or in a mech. It's Tails like you'd expect him to play in 3D, for the only time in the series (until Frontiers DLC). Of course on the other hand there is Silver, who plays nothing like Sonic and could easily have been a completely different game. But this is Sonic '06, and the game clearly wasn't even close to finished. It's very clear that many elements of the game, including things as basic as character speed and attack power, would have been tinkered with significantly if the game were finished. So it's hard to say if trying to be different was really this game's problem. Though maybe if they just made a few new Sonic Adventure 2 levels but with fancier graphics, they would have had a simpler development cycle, and thus would have been able to finish the game on time.
So then they threw the baby out with the bathwater and basically started the entire series from scratch, with Sonic Unleashed. Completely new formula for 3D Sonic gameplay. Or well some people say it's kind of an evolution of one minor gameplay type from Sonic '06, but it's hardly fair to compare the two games. And while I don't like it as much as the Adventure formula, a lot of people loved it. But the devs tried to get fancy again. So half the game is a God of War clone where Sonic turns into a werewolf. Critics and "fans" lost their shit over this and Sega clearly wishes they didn't do it. Now Unleashed gets a bit more love in retrospect, but the next game was considered the successful one. Because Sonic Colors was just the formula from Unleashed but without the Werehog. For the first time since Sonic 2, there was only one gameplay style with no gimmicks. And it was a massive success. And actually I personally think it's one of the lesser games in the series, and now some people seem to agree with me, but it was a massive success.
So then they did Generations. It's the same gameplay from Colors for half the game, and the other half is just trying to be Sonic 2 2D gameplay again. It doesn't quite succeed, but close enough, so it was a massive success and everyone loves it, even if now some people, in retrospect, think it was a bit overrated. But the gimmick this time was just bringing back the old gameplay style. Perfect. It worked because it wasn't actually new.
Lost World then tried to get fancy and build on the Colors gameplay with Mario Galaxy inspired stages (no, the devs confirmed it wasn't based on the cancelled Saturn game that would have had similar gameplay ideas). I think it improved upon Colors, but apparently this gimmick didn't succeed and the game didn't do very well. Maybe being a Wii U exclusive didn't help.
Forces then deliberately just made itself Generations 2, but tried to get fancy by adding a third gameplay style where you make a custom character. People hate on this game.
But from what I can tell, not because of the custom character specifically. Honestly I think this game is fine. I think Generations is good but overrated. I think this isn't quite as good as Generations, but still pretty good. Okay, maybe the response to this game goes against my thesis. I don't personally get why people hate this game.
Frontiers then tried to be mostly new gameplay and people seemed to like it, but honestly I think a lot of the goodwill is from marketing, getting autists online excited because the guy who writes the comics wrote the game, as opposed to the idiots that wrote every game since Colors, even though it ended up just exposing his weaknesses as a writer.
Interestingly, even though people seemed to like Frontiers, Shadow Generations changed things quite significantly. It has open world elements, but the controls are quite different and a lot better, and the discrete levels play very differently. But people seem to like it.
So fine, I guess Forces, Frontiers, and Shadow Generations don't fully support my thesis. But all the previous history of 3D Sonic games supports my point that sometimes being different for the sake of it isn't good.