09-09-2014, 09:38 AM
I've sat on my response for a while, and this is what I have to say; it's still anything but innovative.
Using Portal as an example, this game was truly innovative. Using the idea of a portal that instantly translates objects from one location to another, and the reality of physics, these mechanics were combined to create a new mechanic, Portal Physics, and a game experience that was never before seen within the gaming industry, and instantly became a hit. The game is well designed all around having the player think outside of the box, within the realm of its newly executed idea of Portal Physics.
Five Nights at Freddy's does no such thing here. What it does is takes three concepts, camera switching, trap usage and limited resources, and doesn't actually bring a new gameplay style to the table. Just like its predecessors, you still sit around and do absolutely nothing, waiting for things to happen, before you gauge when to activate the traps. If the game were to actually allow the player to have more hands on interaction with the world, and allowed you to activate traps around the area through a remote switch, while you navigate around to escape/catch the baddies, then it truly would have been innovative. Instead, it retains the same exact gameplay style as Night Trap and Double Switch, and therefore cannot be called innovative.
As I've said before, this doesn't mean the game is bad. It just means, it's not doing anything new. A game can still be decent, but not be innovative. I personally wouldn't call this much of a game though, since there's barely any interaction here. It's about as interactive as playing with the menus on a DVD.
Using Portal as an example, this game was truly innovative. Using the idea of a portal that instantly translates objects from one location to another, and the reality of physics, these mechanics were combined to create a new mechanic, Portal Physics, and a game experience that was never before seen within the gaming industry, and instantly became a hit. The game is well designed all around having the player think outside of the box, within the realm of its newly executed idea of Portal Physics.
Five Nights at Freddy's does no such thing here. What it does is takes three concepts, camera switching, trap usage and limited resources, and doesn't actually bring a new gameplay style to the table. Just like its predecessors, you still sit around and do absolutely nothing, waiting for things to happen, before you gauge when to activate the traps. If the game were to actually allow the player to have more hands on interaction with the world, and allowed you to activate traps around the area through a remote switch, while you navigate around to escape/catch the baddies, then it truly would have been innovative. Instead, it retains the same exact gameplay style as Night Trap and Double Switch, and therefore cannot be called innovative.
As I've said before, this doesn't mean the game is bad. It just means, it's not doing anything new. A game can still be decent, but not be innovative. I personally wouldn't call this much of a game though, since there's barely any interaction here. It's about as interactive as playing with the menus on a DVD.