It seems spurts of progress and nuance are all but lost in the despicable genre condom being passed about the industry, and Bushnell quickly falls into the usual prominent designer cliché of harping on a lack of oh-my-god-there-it-is innovation in games. Among the experiences that aren't the same, Bushnell lists the alternate input methods of Guitar Hero and Dance Dance Revolution (which, sans peripherals, are essentially the same game) and of course, the Wii. "Even though the bowling is the same, doing it on the videogame, using the Wii controller, that's an innovation," says Bushnell. That's good news for Wii
Pong Tennis, not to mention Truth or Dare (now played by rubbing your greasy finger on a touchscreen in your local uWink restaurant.)
"There's a lot of people [who] think that bigger, faster, better is an innovation. It's not. It's just bigger, faster, better." Innovation is marvelous, but not when it's used as a simplistic and meaningless buzzword which somehow implies that innovating just for the sake of it takes precedence over making games better. If only innovation could be so simply marked, torn out and served on a plate! We think Bushnell was right to levy criticism against the majority of games -- which, much like ten years ago, aren't "better" in any way whatsoever -- but don't believe that ticking an obvious innovation box gets you a free pass. There are a plethora of factors that can yield a fun and engaging title, which is ultimately what gamers are looking for. Finding innovation in a box might be more likely in a world where you only experience the things you like once, experience new genres every ten minutes and play Tetris with your toes.