* Triple-A games are often-times yearly releases of a series priced at $60 (Battlefield, Call of Duty, FIFA), but are hardly ever new games with new technologies. Most times they last about a year before they're effectively EOL'd.
* Indie games are much lower in comparison and receive more love from their developers
* Nintendo are renowned for their titles and IPs, but their games are far from innovative at times, and their prices are not competitive in the slightest.
* Pricing of modern video games makes players turn to free-to-play games which receive more updates on a regular basis.
* The only way to play classic games reliably is emulation. Getting modern versions of old games from devs/pubs is very unreliable currently (Silent Hill collection, Super Mario 3D Allstars, etc)
(Well, the F2P one seems a bit weird, given the wide range of options of getting games cheap-ish if you don't insist on only playing the newest AAA titles)
I've been seriously considering selling off my collection, but I'm too lazy to do it piecemeal.
I did try it, and I think I'm doing something wrong because I can't see how they fit together. Could you expand on this?
KiwiFarms murdered the person who could bring emulation within spitting distance of real hardware. So yeah, now there's even more reason to collect gaming hardware.
You're right, but of course the nature of emulation is that it can actually be better in a lot of ways. More power efficient than original hardware, no cartridges or discs, no composite or NTSC artifacting[0], save states, networked multiplayer, automated translation, etc.
> There will always be glitches.
It is at least theoretically possible to build a perfect emulator. Practically, though, we are already so close that it is more than good enough[1] and fake it for the rest if anyone cares.
> KiwiFarms murdered the person who could bring emulation within spitting distance of real hardware.
Yeah, that was horrible and tragic without even connecting it to emulation and those fuckwits can die and rot in hell.
[0] Ok, that one being better is debatable since the art was designed with that in mind. Of course, there's always shaders.
[1] With the exception of a few systems, like my beloved Saturn.
I'm intruiged by the fpga emulation stations though. They seem to have the posibility of more accuracy with less latency, but it depends on how good the people making the cores are.
> Nintendo are renowned for their titles and IPs, but their games are far from innovative at times, and their prices are not competitive in the slightest.
They aren't priced competitively, yet they are incredibly successful (depending on the decade). Could other companies, especially indie devs, price their products similarly? I'm no game dev, but I assume it doesn't feel great to sell your game for $0.99 on Steam.
Dunkey uses the tried and true method of SaaS selling in this video too. Start with the pain, then move to the solution that you definitely didn't start your pitch with.