
Looking at the game design zeitgeist through the lens of GDC, you can start to get a clearer image of what videogames are going to be like in the next decade. More small games, more downloadable games, more mobile/iPhone games, more user generated content. This is the way of the future. It isn’t a future unique to GDC 2009, though. These have been the trends dominating futurist industry discussion for five years running. We know it’s the future, dag nab it! Enough. Let us talk of the past.
One design trend that everyone and their Commodore 64-programming uncle was talking about just three years ago was episodic content. Episodes! This is how big games will be delivered from here on out! Wave of the future, by gum. Gabe Newell and Valve were the poster children of the episodic games movement. They’re also the poster children of how well that movement has worked out. Almost two full years on from Half-Life 2 Episode 2’s release and Episode 3 is nowhere insight, and this trend has been emblematic of episodic gaming as a strategy across the industry. Telltale Games have managed to create multiple episodic series, namely Sam & Max and Strong Bad’s Cool Game For Attractive People, but they’re the sole developer to deliver true episodic content and not larger games supported with smaller downloadable appendixes.
David Braben’s Frontier Developments never billed LostWinds, WiiWare’s finest offering to date, as an episodic franchise, but they may as well have. The game, for all its quality, is very brief and can be finished in three hours or less if the player doesn’t get lost in its maze of a world. It also ends with an explicit “To Be Continued” screen promising that a second chapter in Toku’s adventure soon. Eleven months after LostWinds release, Frontier hasn’t even mentioned its continuation. Whether its because of business concerns or some other reason, it’s very strange that there hasn’t been so much as a peep out of Frontier concerning its development. What gives? I thought the idea of bite-sized, downloadable, sequential-narrative based games was that they came out quickly!
I admit it. I’m just impatient.
Previously on Where Is?:
Shadow Hearts
SSX
The PSP
Hydrophobia
Prototype
Shuichi Sakurazaki, Creator of Ninja Gaiden
Yasunori Mitsuda