Author Topic: Game Theory  (Read 1968 times)

Lennis

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Re: Game Theory
« Reply #15 on: June 07, 2010, 01:28:40 am »
Back to the facinating discussion of murder in virtual worlds.  Reading this thread, I was reminded of a number of episodes of "Caprica" where much of the story took place in a virtual gaming world called "New Cap City".

For those who are unfamiliar with Caprica, "New Cap City" is a direct copy of the real "Caprica City" transmitted directly into the user's mind through the use of a "holoband" - the difference being that there were no rules in the virtual world, save one: If you died in "New Cap City", that would be the end of you.  Not just of your avatar/character - you would lose your entire life in that virtual world.  You would still be alive in the real world, but you would never ever be allowed to create a new character in New Cap City again.  Game Over.

To clarify things a bit, New Cap City is essentially an environment of gangsters and sociopaths in a never-ending state of civil-war.  Virtual killings between player/characters are commonplace.  Now with so much at stake in a virtual sense, would it be considered murder if you headcapped another player crossing the street with the full knowledge that doing so is essentially banning that individual from the virtual world that he joined of his own free will forever?  I think it is.  With the direction gaming is taking in the form of virtual communities, the question of what constitutes murder is one well worth discussing.  What does everyone else think of the "New Cap City" terminal world that can end so abruptly on a sadistic player's whim?

tripehound

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Re: Game Theory
« Reply #16 on: June 07, 2010, 10:04:20 pm »
Why would one want to institute a permanent "one life to live" policy? I would think that, after about 30 days or so, the place would be rather empty; with the combined results of avatars being killed off, and the subsequent lack of interest in a world that a good portion of the populous can no longer access.

What meaning is there for a multiplayer environment when there are no players?

Lennis

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Re: Game Theory
« Reply #17 on: June 08, 2010, 12:57:41 am »
A valid question.  I can only assume that the "one life to live" policy is appealing to realists - especially the realists good enough to stay alive.  The really good players create criminal empires with themselves as the kingpin, and have dozens - if not hundreds - of player bodyguards to protect them from random acts of murder while they're online.  I agree that the business model for such a game would be highly questionable, but "Caprica" is a sci-fi show, so we can suspend our notions of reality to explore interesting questions.

Lord J Esq

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Re: Game Theory
« Reply #18 on: June 09, 2010, 02:00:23 am »
What does everyone else think of the "New Cap City" terminal world that can end so abruptly on a sadistic player's whim?

The real world is often a wretched place for people, but it has the distinct advantage of being the only show in town. If you don't like reality, you don't have anywhere else to go. A virtual world is fundamentally different: People can dissociate from it at any time without giving up their core identity (although their identity-in-context certainly may change). Thus, I think that the most likely result of a "one life to live" policy would be more likely to marginalize such a virtual world. I don't see it retaining mainstream status for long (if at all) unless it included one or more aspects that are vital to real-world life. Having your player character murdered such that you yourself would never be able to return would be only one of many sources of negative pressure on the population. If the virtual world were to survive, it would require strong public safety institutions just as is the case in the real world. These institutions would in turn require at least a moderately stable society to underpin them, or else they would not be functional. Like the Biosphere experiments, artificial sociological spheres--virtual worlds--are prone to instability, primarily because people do not fully understand emotionally or conceptually the differences between the driving forces in them versus in the real world.

I haven't seen Caprica, but from the way you describe it it sounds as though this virtual world is actually a virtual reality in which people fully immerse themselves into a simulated environment, losing sight of their actual physical environment. If that's the case, then social instability (including murder) would be all the more powerful a negative pressure on people wanting to remain there.

Lennis

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Re: Game Theory
« Reply #19 on: June 09, 2010, 05:37:21 pm »
Yeah, putting on the holoband is like stepping into a holodeck on the Enterprise.

You make very good points, J.  And some of them are echoed by one of the show's main characters.  A middle-aged man is looking for someone in the virtual world and has an experienced young kid guiding him.  The man asks the kid what the point of this game is, and the kid doesn't really have an answer.  Caprica is a very dark show, much like Battlestar before it.

Temporal Knight

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Re: Game Theory
« Reply #20 on: June 10, 2010, 12:26:33 pm »
I honestly, as much as virtual reality awes me, still would like to see the console remain in the long run. There is something about a tiny computer with controllers that can play a form of super-interactive entertainment that cannot be beat.

Especially these little guys. *pats on his SNES and his N64*

FaustWolf

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Re: Game Theory
« Reply #21 on: June 11, 2010, 12:59:23 am »
Ooh! Interview with Soraya Saga! Gnarly. Still waiting for part 2.
http://www.siliconera.com/2010/06/04/reflections-with-soraya-saga-part-1/

Also, "JRPGs: Going Back to the Basics."
http://www.siliconera.com/2010/06/06/jrpgs-going-back-to-the-basics/

Hmm, I'm unsettled by the spirit of some of the commentary, which seems like it might be debasing the importance of stories in RPGs -- at a time when one of the biggest corporations in the 'biz has dissed their importance. However, I need to read more thoroughly. I'm hopefully just overreacting.

Xenogears totally got it right IMO, and the Chrono series wasn't far behind. What these games did was impressive: deliver both interesting gameplay mechanics and downright fascinating plots.
« Last Edit: June 11, 2010, 01:02:29 am by FaustWolf »

Lennis

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Re: Game Theory
« Reply #22 on: June 14, 2010, 02:32:30 am »
Faust, I read through the depressing commentary in these articles and more with as open a mind as I could manage, and I've been thinking about it all weekend.  I don't think you're overreacting.  In fact, things may be more dire than any of us want to admit.  I don't want to sound too pessimistic here, but unwarranted optimism risks ignoring the issue at hand.  There is an unhappy reality in play, the way I see it.

The ugly truth?  The role-playing genre as we know it may be on its last legs, and the failure of this genre may be a harbinger of worse things to come for the video game industry as a whole.

I sometimes wonder if RPGs have become a victim of their own success.  Not so very long ago, the industry was begging for new technologies to make in-game worlds more realistic than ever before to entice gamers to buy the latest hardware.  Now the technology is there, but game companies are finding out just how much money and talent is required to use this technology to its fullest.  Recent comments by Square/Enix regarding a Final Fantasy VII remake are very worrisome.  If a company with the resources of Square/Enix no longer believes it is possible to make a profit on AAA titles that push the boundaries of the genre, then RPG's (and maybe even video games in general) may be racing toward a very near and very solid brick wall.  Right now, we are paying between $60 - $70 for most new games on the big consoles.  The sad truth is that in order to create new RPGs of epic scope - whether they be old franchises like Chrono Trigger or something completely new - the prices of new games may have to go up.  A lot.  Under current economic conditions (don't be fooled, the stock market is going up but the overall economy is not) that would be problematic.  Hardcore gamers might be willing to pay more for quality titles, but casual gamers would not.  And game publishers like Square/Enix would not be content with the negative or stagnant growth that would result from pricing out a substantial slice of their audience.  They want to always be moving forward, because that's what businesses do to survive.

What we are most likely to see in the coming years is the industry moving away from epic storytelling, world building, and character development in favor of less time-intensive game development cycles.  In other words, playing it safe with less ambitious genres that can turn out new titles quickly and hoping that the dollars of the less critical casual gamer can continue to turn a profit, even if the alienated hardcore gamer bolts.  This might seem to be an attractive option for corporate executives who see the hardcore gamers of the 80s and 90s pushing 40, but this conservative approach is not a sustainable business model.  Why?  Because we have seen a similar conservative approach fail in the past - 26 years ago.  Some of us older gamers can still remember the malaise called 1984.  It was a brick wall that brought the home video game industry to a screeching halt.  I won't pretend to claim knowledge on all the particulars of “the crash” since I was pretty young at the time, but it was abundantly clear even to this little boy that games were all starting to look the same.  The novelty of controlling stick-figures on our TV screens was wearing off, and people stopped buying.

The arcades and Nintendo thankfully broke us out of that funk, since they continued to innovate and take risks – both with gameplay and the way that games were presented.  But the arcades are now gone, and Nintendo is no longer on the outside looking in.  Nintendo is no less vulnerable to another “video game crash” than anyone else (and possibly more so with all of the shovelware ending up on the Wii).  There will always be a market for the simpler games aimed more toward the casual gamer, but no way will that be enough to maintain the video game industry at its current bloated level if all of these games start looking the same like they did in 1984.  Who will come to the rescue if the home video game industry fails again?  There is no one.  Innovation will have to come from within.

There is no way to sugarcoat this.  The only way for the video game industry, as we know it, to survive in the long term is to innovate right now.  That means, for the RPG genre, presentation, scope, and most importantly - character development, must become grander than ever.  Not less so.  Gameplay innovations in RPGs are certainly welcome, but this genre cannot rely solely on a new “system” to maintain interest from game to game.  (We've all played the numbers game to death since Dragon Warrior I appeared on the NES.)  RPG's do one thing particularly well that other genres really can't, and that is tell a deep and rewarding story filled with interesting characters in a colorful and unique world.  As the technology available to developers has gotten better, we have come to expect more realistic depictions of these fantasy worlds and their inhabitants, and – graphically speaking – the developers have delivered.  But things are starting to get stale.  We see the same character archetypes game after game, and they are consistently played by voice actors of questionable ability.  We've played this game to death, too.  What's wrong with the writers mixing things up with familiar-looking archetypes and giving them character quirks you don't expect?  Why not create a protagonist that knows exactly who he is and doesn't suffer from amnesia or the old-school malady of muteness?  Why not have the characters have a lot more interaction with each other through the normal course of the game rather than just through intrusive intermission scenes?  And why not use A-list actors to voice these characters and make them believable?  These things would go a long way to improving the genre without using any more graphical power than developers are using now.

Of course, taking the time to develop more fully realized worlds and characters and adding experienced actors for the voice talent would be a significant investment.  Smaller developers would not be able to do it.  But Square/Enix can, or at least they could if they had their priorities straight.  Square/Enix has no right to complain about the rising costs of developing quality titles, seeing as they are spending so much money gobbling up smaller developers in their quest to become the Electronic Arts of Japan. They are trying to grow their way out of a problem that cannot be solved through growth.  Flooding the market with mediocre titles did not work in 1984.  It will not work any better in the future.  Imagine the kinds of games Square/Enix could be developing now if they invested all that money in-house?  They could be remaking Final Fantasy VII, or Chrono Trigger, or maybe they could make Kato happy by green-lighting the Chrono sequel he always wanted to make.  Yeah, the games would have to be more expensive to do them right, but if they are good enough wouldn't the volume of sales make up for the original investment?  It sounds like a much more sensible plan than what they are doing at present.

Innovation can be risky, but Final Fantasy VII worked out just fine and it was in development for years.  I wish Square/Enix would get back to its roots and do what it used to do better than anyone else: tell stories.

FaustWolf

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Re: Game Theory
« Reply #23 on: June 14, 2010, 03:35:14 am »
That was a fascinating read Lennis, and with the weight of cited examples and further analysis of specific games, sounds like something that could be submitted to a game...journal...thingie, should any be out there. Or maybe a gaming mag.

I hadn't made a connection before between the era we're heading into and the early 1980s videogame crash, but I must admit your assessment appeals to my sense of alarmism. More importantly, I find myself agreeing with your insight about how the profit motive is encouraging developers to churn out simpler games, and how that simplicity could eventually replicate, or at least prove analogous to, conditions surrounding the earlier crash. I'm really getting this vibe from the iPhone games market, where everyone's producing huge innovations in gameplay but leaving scenario design completely in the dust in most cases. The result is a market glutted with some really cool simple games, but because they're simple, the player's experience tends to feel more like a flippant diversion rather than a grand adventure. One can only gobble up so much of this stuff before they get kinda bored.

Yeah, I've been noticing this topic come up more and more since the Miwa Shoda interview. I'm not sure if her quip set off some kind of firestorm or if I just hadn't been paying attention until that point. What unsettles me more than anything, though, is the number of rank-and-file gamers responding to these articles with: "Yeah, they're right, games don't need stories after all! Game developers just screw up storytelling, so they shouldn't even try!" When I read these comments I reflect on the first time I fired up Ninja Gaiden II in my childhood, and something visceral inside me just screams: No, this anti-plot attitude is just not right!


Of course, a gaming effort undertaken today demands a far more complex story than some of the NES and SNES-era greats, and a well constructed plot takes time to germinate. However, there were some grand examples accomplished during the PSX era both inside and outside the RPG genre, the stories of which remain robust even when examined by today's standards IMO. It would seem that gamers agreeing with the companies on this one must stem from some disappointment with PS2-era storytelling, but that's grabbing at straws for a quick explanation on my part.


Harumph! In any case, now I'm more determined than ever to do a special "12 Days of Final Fantasy XII" on my Youtube channel, containing the game's cutscenes accompanied by an analysis of its storyline. I've really taken away some great writing lessons from both its strengths and its flaws, and I consider this a sign that there's some worth in treating videogame storytelling just as seriously as story delivery via novels, movies, plays, and other traditional media.
« Last Edit: June 14, 2010, 03:53:58 am by FaustWolf »

Lennis

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Re: Game Theory
« Reply #24 on: June 15, 2010, 06:56:48 pm »
Hmmm...  Maybe I should send a modified version of my previous post to EGM and see what they think?

Unfortunately, the gamers who agree with the "less story is better" philosophy are considerably younger than the generation that grew up with Final Fantasy IV - VII + Chrono Trigger.  That puts them in a very attractive age demographic for game developers.  For every three or four old-school gamers who says a given title is not as good as it should be, a younger gamer says that it's good enough.  That one positive vote outweighs the negative ones because it's within the target demographic.  It's a sad state of affairs.  It makes me wonder how the aging developers of the classic Squaresoft titles feel about the direction the industry is going.  Maybe they feel as neglected as we do.

I'm 95% done with Final Fantasy XII, and I really should find the time to break away from my agonizingly slow fan-fiction work to finish that gem.  I haven't gone through FF 13 at all yet, though I plan to.

I found a couple more links on the current state of JRPGs to continue this discussion.  (please ignore all of the porn ads on the side btw) :oops:

http://www.sankakucomplex.com/2010/06/16/the-jrpg-is-dead-5-reasons-why/

http://www.sankakucomplex.com/2009/12/20/why-final-fantasy-xiii-is-a-bad-game/

Lord J Esq

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Re: Game Theory
« Reply #25 on: June 16, 2010, 03:00:32 am »
Faust, you're fighting a hopeless battle...

The video game industry is changing. The early adopters, the lifelong gamers who were into video gaming in the 1970s and 1980s, and even as late as the early 1990s, are now a small minority of the overall video gamer community. What we want—we the old RPG stalwarts who were but a slice of yesterday's gaming community and are an even smaller slice of today's—may well be story-rich plots and good writing. But what “we” want—we the entire gamer community—is good graphics, novelty gameplay, multiplayer options, self-righteousness, and genre content. It's important to remember that the industry we knew no longer exists. What was good for yesterday's industry may not be good for today's. Given the weak emphasis many gamers place on strong writing in the games they play, it may very well be the case that video games generally don't need good writing. Video games can be taken as art, but the industry itself needs to turn a profit. Profitability always trumps quality in a capitalistic system, and the video game industry firmly belongs within the private sector—it is one of the great contemporary icons of private enterprise.

What you need to recognize is that there are almost certainly far more gamers today who desire good writing than there were in the past. The difference is that the numbers of other gamers has grown much more rapidly, and thus the voice of gamers who desire good writing has lost influence in an increasingly vast marketplace. There are still development studios who will turn out games with good writing, or who at least will place a premium on good writing even if they fall short. What won't be the case is that these kind of games typically become “blockbusters” with universal appeal to the gamer market. The “good writing” segment of the gamer market is a niche; it has been a niche and it certainly will continue to be a niche. Developers usually can't spend the Big Bucks on games for a niche market. There will be exceptions, but generally we shouldn't look for sterling writing in big-budget games.

With the advances in technology over the past decade, today even you and I could create another “Chrono Trigger.” If you're willing to abandon the premise that RPGs must continue to remain on the cutting edge of technology, with ever more artists and programmers, and a production budget that increases without end, then the possibilities for games with strong writing instantly soar. Just look at the independent studios, and look to the amateurs. You'll find the good plots, the strong writing. They may be technologically reminiscent of '90s-era games—with synthetic music, 2D graphics, and other budget-saving production values—but they'll have good writing. And you can make your own, too.

Just don't expect these kinds of games to dominate the market, because most gamers are caught up in the idea that a game is no good if it isn't on the cutting edge.

FaustWolf

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Re: Game Theory
« Reply #26 on: June 16, 2010, 04:05:00 am »
J, I'm curious if you could direct me to any currently operating studios that have released games with writing that is solid in your opinion. Studio Archcraft did a fair job IMO, and I'm glad to see they survived their first game and are moving on to another. Ironically their site's down as I write this, but I think that's a temporary thing...

It's interesting that when we speak of indie studios, what we're also implicitly talking about is a move away from the corporate model. The example of Square Enix suggests to me that corporations - with their rigid ownership of intellectual property and profit maximization goals - ought not be entrusted with the creation of things that have great artistic value. Vagrant Story, Xenogears, Chrono -- there were entire, rich, organic worlds in those games squashed not by the core development team's decisions or limited creative capacity, but because dispassionate managers made certain project funding decisions. I think all of these products turned a profit too, just not profits in line with the corporation's strategic policy. Such a sad outcome!

The constant churn of low tech re-releases and ports Square Enix and some other biggies are using to pad their profits instructs us as to the existence of substantial markets for comparatively low tech games, and it's certainly drawn in indies like Archcraft. What I'm most curious to see is whether, and under what conditions, these markets will shrivel. I think there's a good chance they'll survive long-term due to this huge portable console push we've been seeing for the past decade. The big devs - in what I suspect is an effort to dampen their own development costs - seem to be perpetuating a market for lower-tech games in which indie studios, too, might continue attempting to compete. A Chrono Trigger style game isn't nearly as out-of-place on the Nintendo DS as it would be on the PS3, and therein lies some hope!
« Last Edit: June 16, 2010, 04:29:20 am by FaustWolf »

Lord J Esq

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Re: Game Theory
« Reply #27 on: June 16, 2010, 04:45:53 am »
J, I'm curious if you could direct me to any currently operating studios that have released games with writing that is solid in your opinion.

I am sorry to say that I cannot. I do very little actual gaming these days. I recently played Twilight Princess and that was a big occasion for me. My energies are spent overwhelmingly on the production side rather than the consumption side. It was, I am a bit ashamed to say, a statement of faith on my part that there are games being made today that have strong writing--faith in statistics. It's hard for me to envision the scenario where there are no such games.

It's interesting that when we speak of indie studios, what we're also implicitly talking about is a move away from the corporate model.

Are you mistaking "the corporate model" with "large corporations"? In other words, are you saying that, essentially, the people who create games should also control their production and distribution? Or are you actually suggesting that this kind of intellectual property should not be commercially developed, in order to preserve its artistic qualities? Or is it something else?

A Chrono Trigger style game isn't nearly as out-of-place on the Nintendo DS as it would be on the PS3, and therein lies some hope!

Hah, now there's a thought! 32-bit games on the PS3. If consoles could laugh...

FaustWolf

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Re: Game Theory
« Reply #28 on: June 16, 2010, 06:07:02 am »
Quote
Are you mistaking "the corporate model" with "large corporations"? In other words, are you saying that, essentially, the people who create games should also control their production and distribution? Or are you actually suggesting that this kind of intellectual property should not be commercially developed, in order to preserve its artistic qualities? Or is it something else?
What I'm most concerned about is the structured legal division of artists from their work. My line of reasoning when I posted above was that this legal wall is most likely to erupt within the context of the Corporation as a business structure. I guess "corporate structure" would be clearer than "corporate model."

When I think of a "studio" I'm envisioning a group of artisans who aren't managed aside from any agreements they might choose to make collectively; structures such as Proprietorship and Partnership would be more applicable here I think. I suppose particularly messy situations, like the breakup of a Proprietorship or Partnership, could also result in discontinuation of a franchise, and perhaps even a Corporation could theoretically allow contracts that don't prohibit game design teams from exercising rights over what their intellect produces.

Crimson Echoes was fascinating in that it nearly completed absent a profit motive, so I wouldn't balk at your suggestion that a large undertaking could be done purely for art's sake. What's so sad is that already-established intellectual properties are the most likely candidate for gathering talent all in one place and inspiring all members to completion, and yet fan projects are themselves prone to legalities. Once the Corporation has locked its iron fist around a piece of interactive art, all who dare defy it - be they the design team or the fans - do so bearing some risk. It's just, this, vicious creativity constricting cycle.


As for indie teams, the main place I can think of finding more with interesting stories to tell would probably be the RPGMaker communities. The iPhone seems very accessible to indie teams, but the market culture there is focused on making a quick buck with as simple a game as possible for the most part, so writing is often nonexistent or left severely undeveloped even by smaller teams. Ironically, a Square Enix product - Chaos Rings - has probably delivered one of the best stories available on that platform.

Speaking of which, I just read Square Enix is re-releasing Secret of Mana and Final Fantasy Tactics on the iPhone. Big corporate love for low(er), cheap(er) tech continues! I wouldn't put a Chrono Trigger release on the iPhone past them at this rate. Maybe it would be good for the Compendium.
« Last Edit: June 16, 2010, 07:02:13 am by FaustWolf »

Lennis

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Re: Game Theory
« Reply #29 on: June 17, 2010, 10:07:13 pm »
There's no question that the videogame industry is changing.  Faust brings up a good point with how much bigger the portable console market has gotten in the last ten years.  In fact, I would go so far as to say the growth of the portables is the single biggest trend gaming has seen this decade.  Bigger than high-def gaming, downloadable content, and motion controllers.  It may very well be a push by developers to tone down the ever-increasing production costs of games demanded on high-end consoles.  From a business standpoint, that's smart - at least in the short term.

I have to say, though, I'm not optimistic that an independent developer can bring a high-quality storytelling experience to a portable console.  For one thing, playing that kind of game on a portable would be extremely uncomfortable.  (RPGs are supposed to consume entire evenings, not 30-minute chunks.)  And secondly, they would run into the same problems that the big developers experienced with the previous generation of hardware.  The technical limitations would make it very difficult to raise the bar.  Voice-overs take up memory that could be devoted to other aspects of the game, including the script.  You can have superb writing, but without quality voice actors to bring the script to life, you would be left with a silent RPG of the PS1 era.  The majority of gamers have moved on since then and expect a fuller experience.  A new silent RPG would appeal to only a niche audience.

Back to the issue of change, the fundamental question to ask is if the path of that change is sustainable.  Sometimes a change that seems perfectly reasonable at the time can lead to serious problems down the road.  Sometimes a change can create short-term financial conditions that are so appealing to game companies that they decide further change is not needed.  That can lead to stagnation, which was my argument for bringing up the 1984 example.  Gaming has evolved drastically since then, but it is by no means immune to an industry-wide downturn.  If you can equate the gaming crash of 1984 to the Great Depression, then a future downturn could be equated to the great recession of today - not as catastrophic, but still painful.  And as was the case with this recession, there are going to be casualties.  It is too difficult to predict what gamers are really going to want in the years to come, but one thing is clear: the companies that give the gamers what they want are going to survive and flourish, and the companies that don't are going to wither and die.

So the question, for Chrono Trigger, becomes one of increasing mass-market appeal to the point where Square/Enix would have to consider releasing an update to their beloved franchise to counter gamer apathy about the future state of gaming - if such a downturn comes about.  (This is where the Compendium comes in.)  :)  A future discussion between S/E executives might go something like this:

Exec A: "The market is really down right now, but we need to come up with something new in order to maintain marketshare.  Any ideas?"

Exec B: "We can't do it.  It would take up to five years to create a breakthrough product.  The financial risk is too great."

Exec C: "I agree.  Five years is too long to work on anything.  A lot can change in that timeframe.  We should just do what we're doing now and ride out this storm until attitudes change."

Exec A: "But Final Fantasy XV has sold well below expectations.  Metacritic gave it only a 74.  Attitudes are turning against us right now.  What is to be done?"

Exec B: (dismissively) "Those reviewers are old men who are stuck in the past.  They've had it out for us for years.  Their scores mean nothing."

Exec D: "Old men or not, the sales figures have been consistent with their scores.  Marketing tells me our target demographic is also disappointed with the game."

Exec C: "You are being defeatist!  74 out of 100 is still a majority in our favor.  There is no need for anxiety.  We are still making money."

Exec A: "But the trend is moving unmistakably downward.  If our flagship title cannot do any better than this, what will it mean for our smaller projects?  We may very well be at a crossroads where staying the course is the long road to failure."

Exec D: "Then we should take the other route and try something else while we're still able to."

Exec B: "And where do you propose to get the money?  You've seen the reports from our development department heads.  We can't launch a new flagship product in anything less than five years.  Pre-production alone would take almost two."

Exec C: (nods)  "The board would never approve it.  We need quicker sources of income."

Exec D: (thinks about it) "What about Chrono Trigger?"

Exec B: "Are you daft?  We already did that on the DS, and there's still a market for that old relic.  We can't sell a 20-year-old game on a modern portable for anything more than $20.  The board would laugh us out of the room!"

Exec D: "I mean do it for the PS4."

Exec C: (laughs) "You've been surfing around those fan sites too much!"

Exec D: "Actually, it may be quite feasible.  It's an already existing property that has a well-established storyline.  Pre-production time would be greatly lessened if the developer didn't have to start over from scratch.  We could make the game in four years instead of five."

Exec A: "I don't know.  A lot would have to be changed to remake that game on a modern system.  Players would expect a greatly expanded experience.  The pre-production time may be greater than you realize."

Exec D: "Perhaps not.  The fan community has already expanded the world of Chrono far beyond its original vision.  What if Kato-san incorporated some of their ideas to the game in addition to his own?  We might release the game in under four years."

Exec B: (derisively) "So we are to put our fortunes into the hands of amateurs?!  What do they know about videogame design?  We are wasting time even talking about this crackpot idea!"

Exec A: (thinks about it) "Let us bring in Kato-san and see what he thinks."


(Of course, I'm being very optimistic here.)   :(