I totally disagree about all shooters on the PC being clones of UT.
If you note in my article, I take game designers to task for a lack of originality in titles. I blamed this on many, many articles and industry talks I;ve read the transcripts of, that all basically agree on the same poijt: that the current huge budgets that games require are making them almost "Hollywood-like". Top-20 tiltles are rarely made any longer by 4 guys in a basement office... they take armies of coders, artists, designers, writers, skinners, mappers, marketing people, lawyers, intelectual proprerty specialists, etc. etc. etc. and with that kind of investment (think: 2-8 MILLION bucks) for a huge title, of COURSE the venture capitalists aren't generally going to want to take a chance on some experimental concept- they'll want to make something like Unreal Tournamemt 2007, a game with hundreds of thousands of loyal fans, an acive mapping and mod community and a guaranteed sales base of legions of players.
Even still, the PC market is pretty varied for "shooters"- you have action-oriented games like UT and Quake III, you have beefy, story-driven ones like Half Life 2, you have creepy ones that emulate modern horror films like F.E.A.R., you have over-the-top, arcade-y ones like Serious Sam.... the list could go on and on.
Are most of the B-grade games knock-offs of these other successful titles? Sure they are. But they are on consoles, too. Saying that "all shooters are like UT clones" is like me saying "all conole fighter games are Virtua Fighter clones" or "all exploration games are Mario 64 clones". Sure, knock-offs, by their nature, copy successful formulas, but that's not the same thing as saying that there's NO innovation (and you'll notice that I never once dinged the console world for a lack of innovation.
Hell, the Nintendo Revolution looks like it will be nothing BUT innovation and taking risks/chances.
If you note in my article, I take game designers to task for a lack of originality in titles. I blamed this on many, many articles and industry talks I;ve read the transcripts of, that all basically agree on the same poijt: that the current huge budgets that games require are making them almost "Hollywood-like". Top-20 tiltles are rarely made any longer by 4 guys in a basement office... they take armies of coders, artists, designers, writers, skinners, mappers, marketing people, lawyers, intelectual proprerty specialists, etc. etc. etc. and with that kind of investment (think: 2-8 MILLION bucks) for a huge title, of COURSE the venture capitalists aren't generally going to want to take a chance on some experimental concept- they'll want to make something like Unreal Tournamemt 2007, a game with hundreds of thousands of loyal fans, an acive mapping and mod community and a guaranteed sales base of legions of players.
Even still, the PC market is pretty varied for "shooters"- you have action-oriented games like UT and Quake III, you have beefy, story-driven ones like Half Life 2, you have creepy ones that emulate modern horror films like F.E.A.R., you have over-the-top, arcade-y ones like Serious Sam.... the list could go on and on.
Are most of the B-grade games knock-offs of these other successful titles? Sure they are. But they are on consoles, too. Saying that "all shooters are like UT clones" is like me saying "all conole fighter games are Virtua Fighter clones" or "all exploration games are Mario 64 clones". Sure, knock-offs, by their nature, copy successful formulas, but that's not the same thing as saying that there's NO innovation (and you'll notice that I never once dinged the console world for a lack of innovation.
Hell, the Nintendo Revolution looks like it will be nothing BUT innovation and taking risks/chances.