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@Sabin_Stargem

I have to wonder whether you are truly attempting to understand me. I spoke of pride of workmanship and respect for the player's time and intelligence in terms of the quality of games. When a person comments on the falling quality of a model of automobile or cellular phone, I don't believe most people would take it as a disparagement of the hundreds or thousands of employees who contributed to its production, because they clearly are only doing their jobs. Perhaps you really didn't know this, but the ultimate quality of a product is not determined by some kind of aggregation of individual employee morale or work ethic. It is determined by the decisions of executives and upper management.

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Sabin_Stargem: Anyhow. "Low hanging fruit" isn't just in terms of ideas, but also technology. As any given technology is developed, the improvement decreases with each generation, until it grinds to a stagnant crawl...
Moore's Law once held true...but the law started to wear down around 2010. In effect, developers no longer had major performance increases to power revolutionary techniques or ideas.
But I've already explained this--your assessment is incorrect. There is a vast amount of power available right now over and above the amount of power that current AAA titles are designed for--which is the XBox One/PS4 (Remember, gameplay cannot be designed for the extra power of the One and Pro; it can only be used for increased framerate and resolution.) Most people who don't really understand hardware would be flabbergasted at the graphical realism--but most importantly gameplay innovation--that would be seen this very day if a AAA game were conceived, designed, and coded for PC hardware instead of for 2013 (or until recently 2005) console hardware and simply toss-ported to the PC.

You are right that increases in CPU performance have slowed in the last several years, though GPU performance increases have not, and vector processing can be used for a lot more than just the processing of pixels. The point though is that there is a vast amount of PC power that has gone untapped since 2008; your assertion that technological innovation was forced to slow is simply false. It was entirely the result of the Great Consolization.

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Sabin_Stargem: In any case, consoles are a good thing for gaming: they offer a stable environment for a developer to build games within, and the machines are cheap and approachable for the layperson. That allows for many more games to be created and spread, permitting the medium as a whole to evolve over time
I disagree. Consoles used to serve a legitimate purpose. I still love to play old console games. And I'm not "anti-console hardware" of course. What I am against is the control of the entire AAA gaming experience by billion-dollar console overlords. There is simply no defending it. The entire modern console paradigm is defined by compromise. I support the open environment of the PC, where--just as one example--I can use a controller or a mouse for my FPS. The console player cannot use a mouse because his overlord forbids it. It's perfectly possible--it's just that Overlord forbids it.

Anyway, your argument for consoles is well and good if one is content to design games only for the "layperson". There is nothing wrong with designing games for the "layperson", but I do think there is a problem with designing games only for the "layperson". Your assertion that the modern AAA console paradigm has permitted the medium to evolve simply does not comport with reality. The degree of gameplay innovation in the last ten years is incomparable to any previous ten-year period.
Post edited November 12, 2018 by Dryspace
I personally think that the gaming industry is doing well. Divinity:Original Sin 2 and the Witcher 3 expansions were beyond great. Kingmaker has great potential even when it is plagued by bugs. Warframe released a new update. Smaller games like Dead Cells have been awesome too. There are so many games to play that i personally don't have the time to play them all and end up playing them in parts. Cyberpunk 2077 is also on the horizon and everything i saw from the gameplay demo has me super excited.
Post edited November 12, 2018 by Screamshield
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Sabin_Stargem: The games before the millennium were so innovative, because there was lots of room for technological growth and experimentation. The low hanging fruit has been taken, so modern developers have a much more difficult time pushing forward the envelope.
I wouldn't call it low hanging fruit back then as a lot of stuff that came after that time period could be described as such. They could just make games to the bare minimum of what was expected.
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Darvond: Square-Enix is a simple case of gross incompetence. I have no idea what organization is like over there, but it is very clear that things had gone horribly wrong years ago and yogurt wasn't the end product. FF15 was already a disaster in the making. With 3 bloated projects that had been in development, (FF7R, FF15, KH3) and tepid reception from other titles (Whichever is the newest Tomb Raider), it is understandable how Square might be bleeding money. This is their problem, and not indicative of anything larger.
I think it's also the sum of the whole being worse than its parts. I think, considering what happened to Enix properties after they bought Square, it was truly a tragedy. I LOVE Square games but I think Enix games generally have better gameplay, definitely innovative at times. Square has better stories in my opinion.
The ONLY good things that came out of this was Eidos properties like Deus Ex getting revitalized; however, what defined Square started to die off when Sakaguchi screwed up with "Final Fantasy: Spirits Within" and he was placed quietly in a backroom with no control over anything. Only NOW with "Octopath" are we seeing shades of the old Square
FF15 was a mainline FF with no turn based combat. From what I've heard it feels most Western than some old FF fans would like.
I would add another problem - japanese games trying to parrot western games.
Even worse with recent SONY censorship that reach amish lever of purity.
They were like fresh air compared to boring stale AAA blockbusters, now there will be less and less alternative. Even lesser studios have to eat and deal with massive costs of living and developement, so they either develop same garbage as everyone or join dark side under publisher's wings.

Indie? Don't make me laugh, there were no blossom and renaissance with a birth of indie segment, only spam of 2d platformers and pixel mess.
Post edited November 13, 2018 by SpecShadow
no it is all as normal

there is only certain amount of monies in the world, so some do well and other do not, and then it changes again. fortunes comes and goes.

the game industry is stronger and more varied than ever before.


and to all those complaining about AAA games and comparing it to older games - AAA is a new development, "back then" it was all "indie games", all games were made by small groups and individuals in the garage and the bedrooms. you can not compare them at all.
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SpecShadow: Indie? Don't make me laugh, there were no blossom and [renaissance] with a birth of indie segment, only spam of 2d platformers and pixel mess.
Exactly. Indie games being characterized by innovation? What I see are me-too survival games, me-too Rogue-likes, me-too platformers, me-too Interactive Experiences/Stories, Anime, and miscellaneous garbage. And as far as technology is concerned, games designed to a literal 30-year-old state of the art. Are there good games poking out here and there? Yes. But the Indie arena is no more a font of innovation than the modern AAA arena.

There certainly is one innovation in the Indie arena, though: the minimization or elimination of gameplay altogether, which is an effect of artists and writers having discovered several years ago that Steam is a potentially great way to make money from their art. The problem is that I don't want a video game designed by an artist any more than I want a vehicle or building designed by an artist. The result is going to be something that is perhaps aesthetically pleasing, but sorely lacking in necessary functionality.

I mentioned the effect on Steam: If Steam were a brick-and-mortar store, one would need a three-day supply of food and water in order to make it to his first quality AAA game.

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amok: and to all those complaining about AAA games and comparing it to older games - AAA is a new development, "back then" it was all "indie games", all games were made by small groups and individuals in the garage and the bedrooms. you can not compare them at all.
This is not correct at all. There have always been AAA video/computer games. 'AAA' is a relative and not an absolute designation: it refers to the state of the art, or some might say the highest team size and/or level of production resources. If this were not true, then we would have had to continually create new designations such as 'AAAA', 'AAAAA', 'Super AAAAA', etc. as the state of the art evolved, or production resources continued to grow.

Pong was a AAA game. Zork was a AAA game. The Legend of Zelda was a AAA game. As were King's Quest V, Ultima VI, and The Longest Journey.
Post edited November 13, 2018 by Dryspace
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SpecShadow: Indie? Don't make me laugh, there were no blossom and [renaissance] with a birth of indie segment, only spam of 2d platformers and pixel mess.
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Dryspace: Exactly. Indie games being characterized by innovation? What I see are me-too survival games, me-too Rogue-likes, me-too platformers, me-too Interactive Experiences/Stories, Anime, and miscellaneous garbage. And as far as technology is concerned, games designed to a literal 30-year-old state of the art. Are there good games poking out here and there? Yes. But the Indie arena is no more a font of innovation than the modern AAA arena.

There certainly is one innovation in the Indie arena, though: the minimization or elimination of gameplay altogether, which is an effect of artists and writers having discovered several years ago that Steam is a potentially great way to make money from their art. The problem is that I don't want a video game designed by an artist any more than I want a vehicle or building designed by an artist. The result is going to be something that is perhaps aesthetically pleasing, but sorely lacking in necessary functionality.

I mentioned the effect on Steam: If Steam were a brick-and-mortar store, one would need a three-day supply of food and water in order to make it to his first quality AAA game.

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amok: and to all those complaining about AAA games and comparing it to older games - AAA is a new development, "back then" it was all "indie games", all games were made by small groups and individuals in the garage and the bedrooms. you can not compare them at all.
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Dryspace: This is not correct at all. There have always been AAA video/computer games. 'AAA' is a relative and not an absolute designation: it refers to the state of the art, or some might say the highest team size and/or level of production resources. If this were not true, then we would have had to continually create new designations such as 'AAAA', 'AAAAA', 'Super AAAAA', etc. as the state of the art evolved, or production resources continued to grow.

Pong was a AAA game. Zork was a AAA game. The Legend of Zelda was a AAA game. As were King's Quest V, Ultima VI, and The Longest Journey.
Agree with most of your comments and I must say THANK you for not listing story there. I love Zelda and Mario but they have no real story to speak of. Miyamoto couldn't write a story to save his or his families life, he would be screwed.
Anyway, in terms of innovation overall and challenging things, Sega really pushed that near the end of the DC and at times before. I've always argued in a lot of ways SEGA pushed the industry forward and pioneered Arthouse games. Sega didn't do it intentionally they would just fit into that category in a lot of ways with the some of the games they made. I mean they just did it like humans breathe at times.
Sadly Sega got neutered after Sammy bought them or bailed them out, whichever way you perceive it(the last pre-bailout game I believe is "Blood Will Tell" over here). The management at Sammy proved they knew nothing about the gaming market, telling Sega to focus on arcade games at the time even the market was and HAS been dying everywhere but Japan. Sammy is known for making Pachinko machines so they should've stayed silent.
Everyone who came out after Sega arguing they were doing Arthouse games were doing it consciously and it has that kind of smug and self-awareness about it, even from the Project Ico team....keep in mind this is coming from a Foreign and Arthouse film fan so I know that attitude. These game companies either have that attitude or they try too hard to be Arthouse or both.
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Spectre: A lot of people making games back then were educated and driven plus they had to solve problems themselves or build game objects from scratch.

I found this retro interview on Goldeneye that talks about the making of the game, making an example of these points.
It's aiming system was ahead of the time. I don't think there were any FPS games before it that had free aim on the guns or dual wield in a proper fps.

David Doak, developer: There was no paradigm for what games would be in 3D. Everything was coded from scratch, particularly making a 3D game on a completely new piece of hardware [like] the N64. Literally, the engine was built by sitting down with graphics textbooks and figuring out every step of the way. Since we had this very broad license, we were pretty much allowed to use anything from the Bond universe and gathered all the data points we possibly could.
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Spectre:

Doak: By today’s standards, it was a tiny team — it was less than 10 people, and we were all in our late 20s/early 30s and mostly single. Thus, we didn’t have big commitments outside of work, so we could spend a lot of time working — and we did. In the last months of the game, it wasn’t unusual to be doing 100-hour weeks. We all kind of suffered from the imposter syndrome, in that we all thought we were really lucky to be having a chance to work on it at all. We were really worried that it wouldn’t be any good, and we’d let everyone down.

Hilton: For all of us, it was our first job in video games development specifically. We were basically a bunch of university graduates who had far more enthusiasm and ambition than actual game development experience. We knew we wanted to make a shooting game with a first-person perspective, and we all loved playing multiplayer games like XPilot, DOOM, Bomberman and Battle Zone, and spent a lot of time and money at the local Sega World arcade playing Daytona USA and Virtua Cop, which was an early inspiration for GoldenEye.

Doak: The N64 controller wasn’t finalized when we started, so we used some kind of hacked Sega Saturn controller cobbled together. It was very much, “Put some stuff together, see how it feels, is it capturing the story and do we need extra stuff added in?” Then I’d go back to Mark Edmonds and say, “If we could do this, it’d be better.” And Mark would fiddle about and say, “Well, there aren’t tools for doing that, so try to go and build it from scratch.”

Edmonds: The hit-test and detection-work probably came about as we originally started making the game in the style of the arcade games Virtua Cop and Time Crisis, where aiming and hitting the right thing was a crucial part of the gameplay. Martin Hollis wrote the code for hit-testing, then I took it and kind of bodged it so it could be used for shooting tests as well. Then I added on some simple cuboid hit box testing on the character limbs and other props, like crates, so you could actually shoot and destroy stuff.
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Spectre: https://melmagazine.com/en-us/story/an-oral-history-of-goldeneye-007-on-the-n64
That's cool. Thanks.

Check this out: The developers of System Shock play the game 20yrs later, with comments..
https://www.youtube.com/watch?v=-LDiTZ89j-Q
(Warning: Might be some language)
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joelandsonja: ... and then we heard about Nintendo's sales slowing down due to a [possible] lack of interest in the Switch (as well as Nintendo's failed attempt with their online platform),
Huh? As far as I know, the Switch, as well as Nintendo's retro mini consoles, have been selling like delicious hotcakes... ? I don't keep track of actual sales numbers, but that's the impression I got from gaming sites, youtube etc.
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Emob78: Trouble? We need a complete crash. Industry crashes are like wars. Thins out the bad blood, brings in new blood and new ideas. I've been gaming since the early 80s and PC gaming since the mid 90s. I've never seen such a horrible time creatively than right now. The entire gaming world has become one giant vending machine, spitting out the same garbage over and over again, with little in the way of innovation or imagination.

DLCs, loot crates, online only, restrictive DRM, hyped features never realized, politics seeping into game development, social media having way too much influence on dev opinions, early access shovelware, games and mods promised but never finished, the list goes on and on. Trouble? We need a damn hurricane to come and wash it all away. How could what replaces it be any worse? Wait. I might regret saying that.
I agree that there's a lot of bad stuff going on in the gaming industry -- Perhaps more so than ever before, but it has also grown bigger and more mainstream than ever before, so that consequence is to be expected. However, there are still many great new Indie games which aren't affected by any of this, and even the occasional AA(A) game.

Just as an example: Last year's "Evil Within 2" is an all around high quality game ( arguably one of the best Horror games released during the last 10 years ), yet it came without any microtransactions, DLCs, multiplayer modes, or other modern trends and business tactics. As far as I know, it didn't even have any additional protection, aside from Steam. Now, here comes the sad part: As far as I know, it didn't sell very well. And with that in mind, I can't help but wonder, if perhaps the video game audience is largely to blame for many of these business developments. The publishers will obviously go for the fastest and easiest way to make more profits. And if high quality, customer friendly single-player games don't bring in any money, it's not surprising that most of them are jumping on the mobile/ free-to-play/ microtransaction train.

As cliché as it sounds, I think it's a matter of voting with our wallets. Just support devs which still deliver quality, old-fashioned video game entertainment, and don't invest any money in all the half-assed cash-grabs, and lootbox lotteries. We might not be able to change the overall direction of the industry, but at least we can support promising smaller and mid-sized game projects.
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joelandsonja: I was wondering if anyone had any thoughts on the recent problems that a number of game developers were having over the last several months. First we saw the end of Telltale Games, and then we heard about Nintendo's sales slowing down due to a [possible] lack of interest in the Switch (as well as Nintendo's failed attempt with their online platform), and then we heard that Square-Enix was having problems (cancelled DLC's and main director leaving), and now we're hearing more issues with Blizzard/Activision and their change of direction. Do you think these recent developments are a sign of things to come in the gaming industry, or are they simply the result of a natural progression of how things are changing in the gaming world? What are your thoughts?
Well, this is all self-inflicted trouble to be completely honest. Those are almost all examples of companies trying to sell things that a significant portion of their customers are not going to be interested in buying. I have no more interest in the switch than I do other handheld games or even mobile gaming. That's where blizzard has made a huge miscalculation. Imagine doing that sort of thing in another industry, for example consider if you have a high-end car convention and a high-end car company does a big presentation for people who buy high end sports cars and similar, 'We've got something really exciting for you! I'm sure you like driving, so here we are to unveil our budget family minivan!' You would have the exact same reaction from the audience. They would get booed off the stage and asked if it was a joke. And then imagine the high end car company saying 'We're putting all of our best engineers towards budget minivans!'

Square is a good example of the problem of game companies trying to appeal to everyone to increase your market. There are less and less good niche games because more casual players won't be interested. Many, many of the best old games were created with a fair amount of complexity and that is what made them interesting. Most modern games actively try to avoid complexity, which makes them less interesting and more mindless. That sort of backwards evolution has been around for quite awhile though, if you look at the progression of games like mass effect to its sequels, dragon age to its sequels, deus ex to its sequels, heroes of might and magic to its modern sequels, etc.

In addition to these problems, we also have people trying to destroy gaming in general by harping on about politics and trying to push their racism and sexism onto gamers and gaming(ie. articles like gaming has a white male problem), with an intent to destroy what others enjoy instead of creating new games that they enjoy. It's a destructive ideology that tries to destroy entertainment, we've been able to mostly avoid the problems that comics had, but there's no guarantee that will continue.

I don't see these as problems that will completely destroy gaming, but they are certainly hurting it. DLC, lootboxes, games as a service, allowing activists to undermine gaming, increasing casualization of gaming, simplified control schemes/ less impressive games due to wanting games to be cross platform and work on consoles(which are significantly underpowered compared to a PC), and resources being diverted towards mobile gaming are all hurting gaming to varying degrees. All of those things just create a market for actual good games made by someone else to come in and fill, though, so I believe the problem should sort itself out.

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CharlesGrey: Just as an example: Last year's "Evil Within 2" is an all around high quality game ( arguably one of the best Horror games released during the last 10 years ), yet it came without any microtransactions, DLCs, multiplayer modes, or other modern trends and business tactics. As far as I know, it didn't even have any additional protection, aside from Steam. Now, here comes the sad part: As far as I know, it didn't sell very well.
Eh.... for me I had no interest in Evil Within 2 because of what a mess and disappointment the first one was; I didn't even finish the game. That's why I didn't buy the second one. (and I own literally thousands of games)
Post edited November 13, 2018 by devoras
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Fuz: I wish I could upvote you a thousand times.

Yeah, we need another E.T.
We had ME:A recently. Didn't change much.
Post edited November 13, 2018 by LootHunter
Almost unrelated to OP's question, but since this is about a potential video game crash...

... I'd love for the 'Gaming Community' to crash and revert back to just people playing games and MAYBE coincidentally finding people who like the same games that you do, rather than jacking into the hivemind and regurgitating the same opinions that everyone else has. Sorry for sounding so snooty about it, but I hope some of you understand where I am coming from.

Everybody always talks about the greedy corporations trying to get us, but I think the whole 'digital influencer' culture and this terrible, garbage idea of there being a 'Gaming Community' is much more harmful than any microtransaction can be. That's because it's actually harder to escape from it imo. I can just ignore the big AAA games and not buy them, but digital influencers are everywhere and online algorithms keep trying to shove you into the mosh pit of regurgitated opinions and 'drama of the week' discussions. Cool thing is, a gaming crash would be the one stone that could hit both those birds and end this pathetic, cringe-inducing, fake and purposefully manufactured drama play that is ... Freaking video games.

But no, the examples OP mentioned of companies having some trouble is no problem at all. They're making more than enough money to balance out all these relatively small setbacks, and companies like TellTale won't be missed by most 'HARDCORE GAMEEEEEEEERS' and is only relevant because digital influencers needed to make a quick buck off the news story. Everything you hear about companies experiencing financial difficulties is another result of 'gaming news' and 'video game discussion' videos blowing every little news story out of proportion for the clicks.

... I deserve the down-votes, I know.
Post edited November 13, 2018 by Karterii1993
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devoras: Eh.... for me I had no interest in Evil Within 2 because of what a mess and disappointment the first one was; I didn't even finish the game. That's why I didn't buy the second one. (and I own literally thousands of games)
Maybe that was part of the problem? I know the first one has a mixed reputation. Personally I enjoyed the first game, but I can also agree that it had its flaws. Unless you completely hated the first one, you might still want to give the sequel a look, at least at a discount. They made many changes, and overall it feels more consistent and polished. Also has more of a classic Survival Horror feel, while the first one had a stronger focus on intense action.