I just watched a fantastic interview with Peter Molyneux from Lionhead Studios. I've been a big fan of his work for a long time (I spent many hours on a 286/12mhz playing Populous with a two button mouse), and it was neat to see him talk about his new work and the direction of his company.
At the end of the interview, he talked about Lionhead Studio's Mission: "Firstly, what’s Lionhead stand for? Innovation. Innovation. Innovation, and we more than ever before have said, we must make landmark games, we must make landmark, things that are landmark in the history of gaming, so you know that it’s gonna have innovation in it, and we’re going to strive further than ever."
And I thought to myself, "Imagine the pressure he's under, having to constantly innovate." and I wondered to myself what life would be like if every game designer was forced to innovate.
If Keiji Inafune had thought to himself, "No, I'm not going to make a side scrolling shooter with a guy who can jump because that's just Defender and Super Mario Bros.", would I have grown up playing Mega Man 1 though 20xd6?
You see it's our strong belief that the overwhelming power of our passionate and talented community will create a more rich, fulfilling, and innovative experience than our meager team could ever possibly aspire to, and that the best course for us is to build a framework that will allow us to leverage that opportunity.
That means a platform designed for constant refinement as the experience develops. For us, this refinement is our innovation: The idea that what we're building will be something that we never anticipated and no one has ever seen before is actually built into goals of the product, but the innovation doesn't have to come from us, leaving us free to NOT innovate in other areas, and focus on designing an experience that builds upon the successes of every other experience like it that has come before.
We're building a tactical command and space combat game, but the mechanics for that have been demonstrated in every other space shooter and RTS. I've played them all, and I can safely say we're not innovating in the department of space flight or dogfighting mechanics. You can expect a full fledged next-gen 3d experience, one simultaneously similar to every other space flight and dogfighting game (you're flying ships around in space and shooting weapons), and uniquiely it's own, but there's really no innovation here. Fast paced action and tons of fun, yes, but it's not going to change space flight dynamics in games forever.
Our games focus on social networking as well, but does this mean anything really innovative when compared to Facebook, MySpace, LinkedIn, or any other social networking site out there? To put it bluntly, no. Nothing we're doing in the "social networking features" space hasn't already been done before in one form or another. In fact we're going to rip the basic ideas off wholesale.
I wouldn't call what we're doing innovative. Actually I'd call it obvious, and inevitable. And if you saw a bunch of hungry people and you knew how to build a machine that would keep them fed for a long long time, you wouldn't call building it innovation either: You'd probably call it common sense.
Does that mean our game won't be original, or fun? Of course not. Taken as a whole it will be unlike anything you've ever seen before, because it's a completely original work. But it doesn't have to "change everything" to be entertaining, let alone be a huge success.
Does what we're doing "change everything"? A few people have suggested so, but we want to be more humble than that. In fact we have embraced the concept that what will come of our products on a larger scale is impossible to predict, and therefore we cannot take full credit for it because we will only be the catalyst. This is our model, and we embrace the humility of being the builders who make the swords, not the heroes who wield them and claim the prize of victory and glory. We reserve that right explicitly for our users, because it is they who will be doing the changing.
Now I've read a lot about how players don't have any idea how to make a game fun, and left to their own devices, will drive a game into the ground. And I've seen it happen. I've also seen the opposite happen, where the players are screaming for what they know would be fun, and no one will give it to them. I am not advocating design by community, and I well know the dangers (and potential benifits) of letting the inmates run the asylum, so please don't start in about Vanguard or SWG. Rest assured we will not be making those mistakes.
Perhaps the one area we are trying to be innovative in is finding... not just a healthy balance... but the zen of that inner-peace when your team, your product, and your community resonate in perfect harmony. This is our secret ingredient, one we've spent years refining, and will continue to do so. Refinement is our innovation.