It was never really like this, I’m not sure what happened. I really don’t know where it all went wrong.
It’s a hits driven industry at this point.
It was never really like this, I’m not sure what happened. I really don’t know where it all went wrong.
It’s a hits driven industry at this point.
We programmers expect all our tools and libraries to be not only free, but open source too, and then will bitch if they have bugs.
Gamers, though? AAA games release with loads of bugs, clunky DRM/anti-cheat rootkits, often have cheat problems anyway, hundred-gigabyte downloads, online services going down on christmas day, online voice chat full of race hate? They'll pre-order before a single review has come out, at a cost of $70.
These are some of the least fussy customers in the world.
We on the other hand, can use the open source thing, or roll our own, or pick another thing that’s freer. That’s why we don’t pay 70 bucks.
But in general, yes, there is an heir of entitlement in the gaming space right now.
The most harmful, IMO, is the knee-jerk visual shaming of every game. We can criticize the devs and publishers for focusing on graphics over fun, but it's a chicken-and-egg problem. When every game trailer or demo is immediately torn apart for "not looking amazing enough", and every non-critical visual bug of a player model's hair clipping into her face is turned into a meme, it shouldn't be a surprise that the focus is on screenshot worthy visuals first, and gameplay can be "fixed later".
It is a hits driven industry, but the stakes for making that hit are high, and often times the things you need to do to get buzz before release is mutually exclusive with the things it takes to keep the player base after release.
There's also the reactive demands to "just give me this game mode" or "just nerf this weapon" without realizing how much work goes into implementing things in a balanced and fun way. If you've never sat down with a game idea and coded a demo with stick figures before, then you've probably never had that moment where you realize the idea you had in your head just doesn't work when implemented. Or, conversely, how you can then tweak a couple variables and make it unexpectedly fun in ways you never would have thought of otherwise.
That said, I would LOVE a return to modding and more open source extensibility to gaming to converge the two.
There’s such a good case for this when you realize two of the most profitable game modes ever emerged as shitty custom map mods in StarCraft and Warcraft (Tower Defense and the entire MOBA genre). Counter Strike was a mod as well.
The industry has sort of turtled and sheltered itself away from this. In pre-CS:Source/Global Offensive days, players made weapon skins/models/sounds and distributed it for free. Instead of making a marketplace and platform for gamers to create assets, the industry monopolized asset creation and cornered the market in these spaces so they are the only ones that can sell content. This is true across the board, gamers are not being given a chance to take place in the marketplace and effectively shut out. The new map, skin, game mode, all come from the game company only.
Roblox is kind of the only forward thinking platform at the moment because they serve as a platform, but even that is not enough. You still have to be a developer to take advantage of their platform. I don’t think their tools are the same as well designed map creation tools, model creation tools, etc. There’s no effort being put into this, and I believe it’s mostly because there is simply more money in monopolizing content creation.
Weirdly, I think the rise of the Sandbox game (your Minecrafts, every survival game) is an offshoot of the dereliction of player created content. That, in the absence of this initiative, what you have is an admission that the players want to contribute to the game in their own way. Instead of giving them the well thought out tools and monetization platforms, you instead give them a half-assed open world where they construct their gameplay, with no chance of ever making anything more of it (like a whole genre, skins, models, game modes, to share and take credit for).
We have a thriving indie scene full of pixel art action platformers, RPGs, and rogue-likes, often built by a couple dozen developers at most. And we have the AAA scene that is expected to eke out every bit of performance and effects out of your RTX 3080, often developed by hundreds of people.
What about something in between?
Some of the newer strategy games have great, polished visuals with some modern sensibilities, but they aren't super high budget productions with infinitely detailed high res textures and countless objects filling every scene. But neither are they going for some C&C or Dune 2 inspired pixel retro look.
And the player base is just fine with that. As long as there is a certain sense of polish and creative direction to the art, then the most important part is "is the game fun?", "does it have solid gameplay systems", "is it balanced", those sorts of things.
This space doesn't really exist much for first person shooters or third person action games. There have been a couple of examples (Yooka-Laylie, A Hat in Time, Pumpkin Jack?) and certainly some rogue-likes like Strafe or Ziggurat that come close, but the market seems small and spotty. I'd argue in part because player expectations don't allow for this as much in the FPS space as they do in the strategy space.