I know this is probably part of the Saudi strategy of "sportswashing"[1], but I don't really care about EA or their legacy anymore.
[1] https://www.eurogamer.net/ea-sports-fc-24-boss-on-sportswash...
I know this is probably part of the Saudi strategy of "sportswashing"[1], but I don't really care about EA or their legacy anymore.
[1] https://www.eurogamer.net/ea-sports-fc-24-boss-on-sportswash...
Not only did they get out of the way, but they actively hired the studio that sprung up from the corpse of the original developers (Westwood): Petroglyph. Not only letting the original designers/developers do their thing, but giving them a chance to work on their own baby again.
It’s rare for larger companies to be willing to humble themselves for something like that, so they gained an iota of respect from me.
I still remember the “Westwood Studios Proudly Presents…” on the RA2 intro cutscene and that pride really shined through. Even the installer for the game was a blast (full-screen, dropped you into a faux game-UX and gave you a military briefing with their kickass soundtrack while the progress bar ran). Modern AAA games lack the soul that games of this time had.
The tracks in FIFA 14-15 was also so much better than the tracks in today's FIFAs. In every way. They handpicked not-mainstream songs too
The quest for realism without gameplay of many AAA games, with exorbitant prices, and GB sized textures, is not something I care about.
I may spend more time playing something with Atari 2600 graphics, and enticing gameplay than caring about latest COD.
I would be busy for hours playing Laser Squad, Quazatron, ATF,....
The big difference she observed is that older games don't hold your hand the way modern games do. They expect you to think hard, work hard, use trial and error, and generally, in her words, "use your brain." She spent a while talking about how old games have a manual where new games have a lengthy tutorial, automap, quest log, helpful companion constantly telling you what to do next, etc. etc. etc.
She didn't quite get there herself, but the juxtaposition really brought it home for me: the reason modern AAA games hold your hand is because they have to. Because they're just too big: too many game mechanics, too many locations, too much story, etc. etc. etc. If they tried to just sit back and let the player play the game for themself, nobody would would even scratch the surface of the game before they get bored and leave.
It was a little liberating because I finally realized I really can just stop paying attention to AAA games in general, and I don't have to feel weird about it. I'm not going to say they're bad. Plenty of people enjoy them enough to support a company the size of EA. But I'm now prepared to recognize that the kind of gameplay experience that I grew up on and continue to find most compelling is fundamentally incompatible with a AAA-sized budget.
Their target consumer now is as high a percentage of the population as possible; they aim for the lowest common denominator being able to play and thrive in the game. Hence, needing insane levels of handholding and guidance in the game.
In the past, it was mostly just geeks/nerds playing video games, and so things didn't need to be dumbed down to that level.
Plenty of my friends who were less than geniuses enjoyed these same games I did.
Games now just focus more on lower engagement players. It's easier than ever to get into a game but, easy come, easy go. Frustration just serves to get someone to move on rather than buckle down and persist. Previously, when gaming was less easy to get into, the population of gamers self selected to people who had already significantly invested in the hobby and were much more dedicated to it.
I think the ability to solve the obtuse puzzles and deal with unexplained mechanics had a lot more to do with lack of alternative options and the sunk cost fallacy rather than superior intellect.
I remember playing Myst as a not-particularly-bright grade schooler and banging my head against puzzles for weeks without making any progress. It wasn't some great intellectual challenge -- I was just bored and didn't have any other games to play. I can't imagine I would have stuck with it if I could have watched YouTube or played Fortnite instead.
This just isn't true. I was there in the 80s and 90s. To an approximation, everyone played video games. The limiting factor was wealth more so than nerdiness; games cost a lot more in real terms back then.
Some specific games, like CRPGs, tended to be aimed at nerds. But that was about fantasy RPGs more so than video games - it goes along with tabletop RPGs and Dragonlance books. But you also have people who went out and bought a new computer with a CD-ROM drive just so they could play Myst, because that game was legitimately a pop culture fad that summer.
And then in modern media we have some selective retelling because a lot of the history is being told by people who themselves are deep into geek culture and also have a case of main character syndrome.
This doesn’t touch on one key difference between games now vs. games then: there were some secrets in games that you just didn’t ever know about unless there was a (printed) walkthrough, or through the word of mouth of friends. The Legend of Zelda is a great example.
Nowadays, many games can be 100%’ed without even having to jump online or ask someone for help. I’m not saying that’s necessarily a bad thing.
I’m playing the Metroid Primer Remaster on the Switch 2 (originally for the GameCube), and even it can be 100%’ed without having to look much up or without even a manual.
At a base level, it tells you about abilities that you have from the beginning of the game but don't know the buttons to press to trigger them, but it goes much deeper.
Great game, 100% recommend.
Shoutout for the Chris Houlihan room.
Moreso than needing handholding due to game mechanics or "too much" anything, I've always felt that it stems from a developer need for players to experience what you made. Or even just convincing the accountants that each additional cost of development will directly impact the majority of players (aka they don't get stuck or give up halfway through.)
That's why I think novelty and 'old AAA game' richness has a ceiling development_cost : unit_of_content ratio.
There are things that were feasible for Fallout 1 to do that accountants would lose their shit over today, precisely because they were relatively cheap then and astronomically expensive now.
... the real travesty is the corollary of that though: that gameplay/difficulty must ensure a maximum number of players see all the content.
Which has led to the 'impossible to fail' gimmicks that make modern AAA games feel less satisfying.
Honestly, it feels like Rockstar and Valve are the only ones making truly great AAA games these days...
(But mostly because they're on stable financial footing and willing to take as long as it takes)
So I wouldn't pull in questlog with rest of stuff. You need history if you have any sort of side quests.
I enjoyed the exploration, the setting, the cryptic writing. Even some of the more obtuse game design decisions appealed to my tastes, such as the lack of a quest log and a map that is just a geographical representation of the world, with minimal markers. It forced me to pay more attention to the world, recognize the terrain, learn the paths to navigate, etc. It was a game where I really was ready to lose myself in.
But it ultimately failed to have minimal respect for my time, and for that I hated it.
First when I accidentally killed a boss that could be spared. I didn't want to kill him, I just happened to be too strong and failed to react mid combo when he surrendered. The game fucking auto saved and I had to start over from scratch.
Second time when I was in the middle of a conversation when I was interrupted by my wife. I couldn't load a game to watch the cutscene again. It fucking autosaved again. I had to read a transcript online to understand what was going on. Total immersion killer.
Lastly, I remember a boss that took me like 40 attempts to kill. I am okay with the challenge. I am not okay with having to go through a mostly boring gauntlet of enemies for each attempt. It offered no challenge, I just felt like I was filling a form before each attempt. A long, 10m long form.
After killing that boss I uninstalled.
Rant over.
Maybe 4 things in that game are what I would describe as quests and mostly they don't matter if you do them or not
I am, however, very with you when it comes to not paying attention to AAA games despite being the kind of person who plays games every day. I agree that no one is offering deep experiences anymore outside the Soulsborne genre, which just isn't fun for me, so I end up focusing on novelty more than anything. My favorite game of all time is a top down roguelite stealther called Heat Signature that I've put hundreds of hours into and done at least one thing that the developer believed to be impossible based on the tutorials (kidnapping someone using only a lethal weapon). The last game I was truly excited about was a quest 1 VR game that was called Help Yourself at the time. Its changed its name since, but the idea is still really cool: it's a puzzle game that involves shooting targets with a gun. It's a bit hard to explain but the tldr is that you have to orchestrate multiple copies of yourself across multiple runthroughs until you shoot all of the targets. A typical level might have to targets with a wall between them such that there is no place where a player has line of sight to both targets, but there is a gap between the wall and the ceiling. On the first runthrough, an instance of you shoots the target on the right, then throws the gun over the wall. On the second runthrough, an instance of you is recreating the action of shooting the target on the right and throwing the gun over the wall, and another instance of you that you're currently in control of walks over to where the gun will land, waits for it to be thrown, then picks it up and shoots the other target. https://www.youtube.com/watch?v=GENqINO7pXY has some gameplay footage. I haven't had my brain bent by something like this since Portal came out.
The first good console for me was the NES. I enjoyed the Atari 2600, but only because it was the best at that time. But I can still enjoy a good NES game.
There aren’t many games on the Atari 2600 that I would still consider fun today. Maybe not necessarily because of graphics, but the graphics were pretty bad too.
It’s interesting that most modern retro-style games seem to keep a higher color and resolution than even the last great 2D generation (SNES/Genesis).
There are some games that hold try to that generation’s specs, though, but I don’t see many go as far back as the NES (and especially not the 2600).
There’s a small niche of people that make/have made modern NES games (actual cartridges for the actual console or remakes of the console), and those that play them, but I’m not aware of any super popular ones. If anybody’s aware of any, let me know!
https://www.gamesradar.com/retrogamer/
They tend to have a section with homebrew for classical systems, there are also a few quite good podcasts around,
And even then it's just the aesthetic that's fun. I don't think anyone aside from a small core of enthusiasts who really enjoy a technical challenge are particularly nostalgic for the 2600's sprite count or palette limitations, let alone the compute, memory, and data storage constraints.
When I to find joy in recent titles, it is typically indie games, or titles from small studios.
Part of it may be that photorealism as a graphical style does not appeal to my senses, but that is not all. I think that in many ways contemporary games have the need of keeping me busy and engaged. When I hear that a game is 200+ hours of content, instead of being intrigued I feel just overwhelmed.
One of the most groundbreaking trilogies in gaming with tons of potential and it’ll get relegated to the dustbin of history no doubt.
If I was absurdly rich I’d buy up lots of underused and/or abused IP and start a game studio around it. I feel like that would be a good business if you have the capital to handle game dev costs
https://store.steampowered.com/app/1328670/Mass_Effect_Legen...
Part of the EA autumn sale. More discounts here:
https://store.steampowered.com/developer/EA/sale/ea-autumn-s...
Maybe I started with BioWare too early, but everything after NWN felt incredibly empty... in that 'world breaks if you look left or right of the main plot' Call of Duty way.
Which is fine, but always gave me an itch that I was really strapped into a plot-on-rails amusement park ride rather than a world.
When first person games became a destination for gaming (and not just another genre that we move on from — like "fighting games") is when I checked out of gaming. I know, I know, there are no doubt plenty of cool indie games out there (and other genres) but I guess in the meantime I found other ways to spend my time and haven't really looked back into games.
(I think too "AAA" as a moniker is kind of a huge red flag for me anyway. Like how "Now a Major Motion Picture" means it will be artless and instead appeal to a broad demographic in the most banal of ways.)
It's thanks to capitalism that you get to choose which one you want to play.
I'd argue indie games exists despite of capitalism, not because of it. But that's my opinion, I won't claim that's some universal truth.
You're statement about EA and capitalism implies that the current market is a result of capitalism. If the market is a capitalist market, as you a state, then all the products of that market can be equally attributed to capitalism, can they not?
Capitalism (the free market, more accurately) is what led to those games existing and your ability to choose to play them. You can easily imagine a world where software engineers were subject to licensing requirements (like lawyers, doctors, etc) and software that was run on your PC was subject to a state approval process.
The ability of a single person to use their time and money how they see fit to create products that other people can choose to use (or not use) based on their own personal choice is the ideal of capitalism.
Why does it imply that? The only implication that is clear from what I initially said is that capitalism can turn good companies like EA into whatever it is today, not that every single product on the market is the result of capitalism.
They own the entire sports gaming genre, and it's a massive money maker.
There are two big audiences for sports games, I think, and I'm in the one that doesn't give a shit about realism or real team names or real-world rosters. I have no interest whatsoever in modern EA-type sports games, and most (not quite all) of my favorites for any give sport are from the '90s or '00s. I would characterize myself as a pretty big fan of sports games, actually (look at that list! I have put lots of time into pretty much all of those! I didn't even list all of them, like snowboarding games) but don't have any interest whatsoever in the latest EA NFL games and such.
fr tho you and the OP are talking about two different things here. it's possible to be an avid gamer who just does not care about sports games, in which case EA is both an absolute titan of the industry and of little to no relevance to you
NBA Live hasn't caught up to 2K for a long time and Sony still has MLB
The consolidation of publishers/developers in controlling all of the online experience has started limiting online gaming's ability to be a reasonable third place.
The further they moved away from that, the more generic it became. I don't want to say any one was really the "last good one" but the last one I put significant time into was BF2 but I played all pc versions up to 4 and you're right, it was absolutely broken on launch. It's not why I haven't played one since but I never did go back to BF or even really FPSs since. They all seem like CoD clones now, even (or especially) the CoD franchise and it's tiring.
They're even shipping Godot based modding tools.
The maps I've played are pretty much all close quarters maps with the exception of liberation peak. It's pretty clear they're courting the COD playerbase. The maps that do have vehicles are so small it makes no sense to have anything but humvees. They've once again given assault pretty much everything it needs to be a god class. No thanks. Not my battlefield, and I say this as someone who's got like 4k hours in bf3/4.
How much of the new Battlefield actually been coming from EA though? I feels like the relatively new "Battlefield Lab" (which EA seems to have a really hands-off approach with so far) seems to be the main credit for that.
Has there been any interviews or anything that clarifies how much EA been involved? Otherwise I'd continue give credit to the developers rather than the publisher.
Labs is the name of their playtest program.
I've noticed this attitude is not yet "mainstream" but the first and the second derivative of its prevalence ought to worry the AAA industry. If their moat essentially collapses to "we can afford to spend a bazillion dollars on marketing" their death won't be too many years behind.
You should try Factorio, it'll find the time for you.
Sports:
- Madden
- FC Soccer
- F1
This area should grow to cover other major sports. Others have mentioned how strong the sports offering is, and it’s also worth noting how strong Wii Sports was for the monumental success of the Wii.
FPS:
- Battlefield more or less
The Battlefield universe can cover anything you can dream of when it comes to FPS, so that’s another platform that is still a growth sector imho.
I think this is a very lucrative approach.
I wonder if the new owners would care to port it or sell it again.