The article brings up a few reasons for why this has happened, such as the end of ZIRP and the complete lack of curation on platforms like Steam making it hard for titles to stand out. I guess if you're a publisher, you have a better chance of making a return on investment by funding 20 pixel art or friendslop titles and hoping one of them goes viral rather than funding 1 title like the new Myst sequel and hoping it doesn't get buried on Steam and the Nintendo eshop.
Indie devs have the time and freedom to pursue any new ideas, and it seems like every couple of months a new indie game goes viral on Steam. But many of them are passion projects that were done in someone's spare time outside of their day job. If devs could give investors more confidence that a game will sell well or go viral if it hits a certain development stage, we could do a better job of directing game dev funding towards indie devs making truly fun games.
I know a guy who works with one of those publishers.
According to him, almost nobody at the publisher actually games. The ones who do, limit themselves to gacha games or Bejeweled-tier games. Gaming, at least at that one, is considered childish.
Now, normally you could use pedigree to make smart bets about who can make a game but there have been so many buy outs and shake ups that a lot of the AAA studios have been gutted. Who is a hit maker now?
Do they? That doesn't seem like a guarantee. Battlefront 2 was the most high profile game in recent memory I can think of. An otherwise fun game that bombed so hard because of microtransactions EA had to remove all of them and basically gave up on developing it.
What has happened is the number of people working on games has become ridiculously large.
Seems no one has written "The Mythical Man Month" for the game industry yet.
The problem is once you push into the slightly higher tier of games, the 1-15M budget, the expectations of everyone (players, publishers, executives, developers) go through the roof. It’s very hard to look at those projects and not compare them to projects that are 4/5x that.
Another problem is, their games were popular at a time when most people didn't even have an internet connection, and therefore had far more patience for offline gaming. Their games require a LOT of patience.
Getting games installed and working in that era was often a chore. So when people sat down to play, it was already there for them.
Myst's sequels didn't sell as well as the first, despite the power of the brand, either. Likely because of competition.
I think every single shareware/demo disc I had also had some variation/sequel to Myst in one way or another too, somehow.