How Sales Stop Progression

“If it ain’t broke, don’t fix it.” That seems to be the general attitude of gamers and developers alike for the last several years. The cost of development has gone up, as well as the number of ignorant buyers. Are you going to get the next Call of Duty game fully aware that the game engine has hardly seen a tweak since Call of Duty 4: Modern Warfare? Making a few map variations, weapon adjustments, kill streak additions, and periodically adding zombies seems to be the formula for creating the number one selling franchise worldwide.
Call of Duty is just one example. Rather than updating their engines between games, the majority of companies seem content to fall back on their original engines for each sequel. For a large part, Epic’s Unreal Engines seem to be the gaming standard for this generation. Not that incredible games can’t be made this way, but relentlessly pushing the available hardware to its limits has become a rare aspiration.
Another, albeit small reason, is that developers fear a lack of sales when pushing content past the volume of a single disc, or adding features that could only be available on one competing console. Microsoft’s demands state that “Should content not be shipped simultaneously with competing platforms in all regions where the content is available, or should the content and features available on the Xbox 360 not be in parity with versions on competing platforms, then Microsoft reserves the right to not allow that content to be published for Xbox 360 or released on Xbox Live marketplace.” One of Microsoft’s fairly strict retail policies for independent and some major companies is that if content arrives on a Sony platform first or has more content on a Sony platform, Microsoft won’t publish it. Of course, there are exceptions, but this is just another example of how developers are limited to the confines of one console at the risk of losing well over half of their potential consumers.
This isn’t a bash on Microsoft, it’s just a rant about common sense and dollar signs. It does, however, break my heart a little as each sub-par game is released, proving each time that most developers have no reason to try their hardest to bring us the highest quality entertainment this generation has to offer. As consumers, it’s really our own fault.
The thing is, Call of Duty is still an impressive technical feat, and I'm sure updating it involves more than just changing a few lines of code here and there.
Every game company is guilty of milking a franchise, though, and releasing too many sequels too soon. In the same console generation, we're seeing three Gears of Wars, three Uncharted games, and three Mario & Sonic at the Olympics. And these were supposed to be new, "revolutionary" IPs! But nobody's complaining about them. Well, Mario & Sonic, maybe...
I have no problem with developers reusing a game engine, though, if the content of a game is different enough to set itself apart from its predecessors. I don't play Call of Duty, so I can't speak from experience, but I would imagine that if the sequels were really that minimal, people would have caught on by now and stopped buying them.
The point is that it takes a constant effort and major upgrades to consistently squeeze the capabilities out of current generation hardware, and developers have no reason to put forth that effort.
I do see a change in the wind starting this fall, hopefully.
There are different attitudes with using a written engine. One is to not have to reinvent the wheel every time so that the developers can focus on making the gameplay more unique rather than making sure the characters don't glitch and fall through invisible holes in the floor.
Or it can totally be a cost issue, especially in the case of movie games (like Wolverine: Origins) where the games have expected low sales, the point it to make money for the publishers.
While some of the best games out there that I love have their own engines, I hardly think that is what makes the game good, bad, innovative, cookie cutter, lazy, or a masterpiece. I would like to think that developers are using premade engine code so as to focus on making new experiences better.
This article is about how high game sales, and business sense are keeping developers from "relentlessly pushing the available hardware to it's limits." You made some fine points.
Let's hope that the more sophisticated engines showcasing over the next several months start a bit of a revolution and developers as well as consumers realize that it's time to take things up a notch. Let's push these technological boundaries all the way and see what these devices can REALLY do.
If Naughty Dog can squeeze such sweet juice from the current consoles, surely others could too.