Hey, you'll never catch me bashing cheap wine!
This makes me think about Spore, and what could have happened if it had been a success. Regardless of how shallow, bad, and just mistaken the game itself was (make anything you can imagine… and play through this dull, linear campaign with bizarre "balance" restrictions in the final, real sandbox stage!), you have to admit it showed off what can be done with procedural animation.
Spore was an interesting experiment, but like most Maxis games - it wasn't really a "game".
I feel the same way about what Molyneux tries to do. They're making toys that do interesting stuff, but they're not making cohesive games.
I'm all for interesting experiments, but I knew that Spore wouldn't be for me way before release.
From my point of view, we already have a very good understanding of what gameplay is - and what is required for entertainment. Certainly, that's what I tell myself.
I'd much rather we evolved what we know than try to desperately come up with "new" stuff.
Much like movies and books, there are only so many stories at the core - and it's much more about trying to tell the same story in new ways, than trying to come up with something unique. For games, I think it's about taking established game design paradigms - and then taking them further. That's what I would do, if I was in a position to do so.
When I think about "peak" designs like, say, System Shock, X-Com, or Master of Magic - I have wonder why developers haven't tried to evolve them.
Oh, we've seen a zillion clones or inspirations - but nothing to actually bring those designs forward.
Even the most popular genres, like shooters or MMOs - seem to revolve around taking established stuff from other genres and implementing it in otherwise archaic designs.
It's as if high profile developers are oblivious to what game design is and how to go beyond what was before.
Maybe they just don't care.