The Game Boy: Why Gamers Need to Wise Up and Realize That “Streamlined” Doesn’t Mean “Dumbed-Down”
That’s only one example, though. Over in Console Land, two games have (semi) recently come under fire for eschewing genre traditions and trimming away unnecessary fat. First up, Final Fantasy XII – in many ways the most progressive game in its entire 400,000,000 game series – bellyflopped its way right into the bargain bin because, as many gamers put it, “the game played itself.” Is that such a bad thing, though? Final Fantasy XII allowed players to program their characters for specific battle situations, all but eliminating the mundane menu-crawling that so characterized the series’ random battles for its entire existence. Again, Final Fantasy XII aimed to streamline and refine its combat system, but close-minded gamers were too stuck on their preconceived notions of what an RPG – and, on some level, videogames – should be, so they turned up their noses, scoffed, and went back to enduring random battle after random battle because that’s the way it’s always been. And guess what? Square Enix listened. Final Fantasy XIII’s a “return to form” for the series. Talk about a hollow victory.

More recently, PS3 heavy-hitter Heavy Rain took its fair share of flack for fusing a number of game genres with the cinematic flair and pacing of a movie. “It’s just a series of glorified ‘press A to not die’ quick-time events!” skeptics cried. “It might as well be Dragon’s Lair.” Again, however, by shaving off a few layers of interactivity, Heavy Rain created an entirely new form of videogame. But instead of embracing the notion of something new, many gamers hesitated to even call Heavy Rain a videogame. And yeah, it’s difficult to find a nice fit for Heavy Rain in the larger tapestry of videogame genres, but that’s the point!
And therein lies the rub: We’re operating on an outdated, utterly arbitrary notion of what makes an RPG an RPG, a shooter a shooter, and even a videogame a videogame. We’re taking our cues from a canon that’s still very much in the making. But really, if we want videogames to take off and reach their full potential, we need to stop binding their wings with our short-sighted ideas. We complain that videogames have stagnated – that they’re not innovative enough anymore. But when someone puts a new spin on an old idea, we roll our eyes and suddenly become cynical old museum curators, shooing away every piece that can’t fit in a frame and hang on a wall.
With the rapidly climbing price of game development, it’s already difficult enough for developers to breathe life into new ideas. So when a developer makes its very own Frankenstein’s monster of game genres, let’s at least wait until we’ve actually played the result for ourselves before raising our pitchforks and torches.