Thursday 15 February 2018

Bottling Lightning Twice: the challenge of following up a phenomenon



Occasionally a game comes around that surpasses all expectation. Such games become phenomenal, smashing genre conventions and presenting critically-acclaimed, excellent mechanics that other games scramble to replicate. I like to call such successes ‘bottled lightning’ games, as these titles tend to hit at just the right time and scratch just the right itches that make such phenomena practically impossible to feel ‘for the first time’ again. 

One example of such a game is Minecraft; in a games industry that at the time was dominated by linear action experiences and cutscenes, this game created a unique mix of survival and free-form creation unlike any other experience at the time. The true measure of the game’s bottled-lightning status was in its imitators; Minecraft clones became a dime-a-dozen; before it went multi-platform, developers raced on consoles to have their own ‘Minecraft-like’ experience to capitalize on the game’s immense popularity by presenting near-imitations. A renaissance of sorts happened in the genre of ‘survival games’ (a genre I’d argue didn’t so much exist pre-Minecraft), where hunger and thirst meters, as well as the mechanic of crafting from gathered materials, became commonplace in the market, even in games where it made no sense. 

With Minecraft being a billion-dollar product nowadays, and therefore the go-to-target of hipster scorn, it’s easy to forget the game’s early status as a pioneer that launched many modern trends we see today. Like it or not, Minecraft indeed bottled lightning. Who doesn’t remember the unique feeling of discomfort and newness as they launched the game for the first time, and how exciting the community was when they were discovering and re-telling every little legend and myth that formed around the game? It’s impossible to recreate that feeling in the game today; to play Minecraft for the first time again is impossible.

Dark Souls exists in a similar vein to Minecraft, and achieved widespread popularity in a similar, albeit less extreme way. As mainstream RPGs, such as Skyrim, became perceived as being simplified and ‘too easy’, and with the industry suffering from a perception of being ‘dumbed down’ to fit with an increasingly mainstream audience, Dark Souls came along as a punishing, opaque experience that offered deep, complex systems and a high barrier to entry. The game was a celebration of everything that had, up to now, been accepted tropes of videogames being so niche. As a phenomenon, Dark Souls gained notoriety rather than outright affection at first, as a difficult game accessible only for a certain kind of gamer and unapologetic of that fact. But as an industry trend, Dark Souls was a bona-fide cult hit, and it was undoubtedly helped by its unique flavour of gameplay that was rare to see in the games industry. 

Arguably, Dark Souls was the only game of its kind to truly strike its own unique formula that has been difficult to replicate, even for its sequels from the same company; for all the love Dark Souls II and III get, most fans now agree that the original Dark Souls is undoubtedly the quintessential experience of its gameplay. Even the game that preceded it, Demon’s Souls, doesn’t quite scratch the same itch. Dark Souls is certainly not without its imitators, many of which are excellent games, such as the sublime Japanese mythology-inspired Nioh. 

This leaves the problem of how to bottle lightning a second time; how does one follow up such phenomenal success with the weight of expectation? Fans would arguably want a sequel which would bottle lightning a second time and so uniquely feel new and exciting to play. But the sad reality is that this is, by definition, impossible to achieve with a sequel. Even if it succeeds in being so unique that it becomes its own phenomena, much like how Dark Souls did with its following-up from Demon’s Souls, a quitter hit that didn’t quite match its successor’s dizzying heights, it’s arguably because that game is so uniquely its own that it is instantly set apart from anything else. Instantly a game like this would set itself apart from its predecessors. Such games may bottle lightning in their own way but not their original inspiration’s lightning. So maybe the best way to approach such sequels and follow ups is not to expect this to happen and instead be happy creating new and interesting interpretations of the lightning formula; arguably, Dark Souls has already found some success in doing this with its sequels and with Bloodborne. Its sequels are successful and well-liked by critics and present interesting takes on the formula their predecessor founded. While not quite the same as playing the original, sublime title, what these games do is create unique interpretations of their own that make for great videogames. 

Bottling lightning may be something to aim for, but for audiences to expect the same to happen with follow-ups to the game would be foolish; a Minecraft 2, for example, would probably not nearly be a successful venture because it wouldn’t go off on quite the same tangent that Minecraft did and scratch the unique itch in quite nearly as impactful a way as the original. But instead creating new formula that expand on and interpret gameplay in new ways is still a worthy aspiration for any sequel and can sometimes be its own bottled lightning.

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