It’s the Texas sharpshooter fallacy writ large. You can always pick the winners after the games are written. The hard part is picking a winner of a game beforehand.
Those are books published by Disney written by established individual authors. They’re not gang-writing books the way they make movies.
You have to include the risk of not succeeding. Without high graphical fidelity to differentiate yourself, you’re forced to compete on gameplay alone. Large companies like Nintendo do not know how to make hits reliably. That’s why Nintendo keeps recycling old franchises.
Look at all of the indie games that no one plays. There are thousands and thousands of developers out there making games. The vast majority of them never succeed. It’s just like trying to become a New York Times best selling author. Notice how Disney hasn’t cracked the novel as a medium. That’s why they spend all their money on big budget Star Wars and Marvel movies and TV shows.
Nothing like Prince of Persia. Has that overwrought modern platformer control scheme (with a zillion different things you can do in the air) that every single other modern platformer has. No thanks!
Anyone know of any modern platformer games without all that nonsense? The idea is to feel more like a human who actually needs to think before jumping. I want to feel the weight of my character, feel a strong sense of momentum, and be fully committed to jumps. Air jumps and mid-air momentum control are not my style.
My point here is that none of these cases feature Microsoft inventing a brand new product and trying to market it for the first time. Their whole strategy from the very beginning was to look for existing products with existing markets and try to conquer them. They even had a name for a variant of this strategy (targeted at open standards) which the US DoJ famously discovered during the antitrust trial:
This is how Microsoft has operated since day 1:
If they don’t spend enough money to differentiate themselves then they risk being drowned in a sea of indie games.
Every year the number and quality of indie games increases. The ferocity of competition makes it extremely hard to get anyone to play your game, let alone survive as a developer. This raises the bar on quality to a ridiculous degree.
Take any AAA game from the 1990s. Today that’s a single person project which can’t even compete with the most basic of indie games out there. To actually make money and support yourself as an indie developer is ridiculously hard!
I never use AI. Can’t stand it. Wish it would go away!
I also think it’s completely stupid and overhyped. I took a course in 4th year on building and training neural networks with PyTorch. I know how it all works at an intimate level. It’s not going to lead to a singularity any time soon (as so many people think).
I think there’s a lot of explanations for the decrease in value of the ads:
I’ve heard YouTube video ads pay a lot less to the creator than they used to. A lot of creators are struggling and feel pressured to release a lot more videos and more consistently. But this can all be measured by view counts where the numbers drop off as engagement disappears.
One of the worst things a YouTube creator can do is completely change the type of videos they make. This often gets people to stop clicking videos and YouTube’s algorithm takes this as a sign to stop recommending that creator, causing their views to drop off a cliff.
I wonder if there’s a similar issue with the ads on game review sites today. I have seen some YouTube video reviews that include a sponsored segment for a game I’d never in a million years consider playing (which has no relevance to the video at hand). Maybe if people are reading reviews the ads aren’t relevant to the games they’re playing so they never bother with them?
Video game reviewers used to provide a valuable service. Back when all video games were Nintendo expensive, we needed trustworthy reviewers to guide us towards making the correct purchase. Paying the inflation-equivalent of $100+ for a single video game made a single bad purchase really hurt.
Nowadays, people log on Steam and scroll through hundreds of previously purchased (never played) games they picked up for a few dollars each during a Steam holiday sale 3 years ago. They can just click download and start playing anything that tickles their fancy!
Plus I’d also add that many gamers have found games that have enormous replay value (especially multiplayer games like League of Legends or Hearthstone or Fortnite) and they sink thousands upon thousands of hours into that one game.
What room is there for professional game reviewers reviewing new games every week and writing about them? Most gamers seem to have more games than they could ever want, plus single games that could last a lifetime by themselves.
The same could really be said for music reviews. People used to read magazines like Rolling Stone in order to get reviews of the latest songs from the hottest bands. Nowadays people just listen to the music themselves and decide whether or not they like it, no reviewers needed.
_Edit: _ I forgot to mention streamers and lets players. People can watch a lot of these videos by amateur or professional content creators and judge whether or not they like the game based on how it plays. Reading an article, even a very well-written one, pales in comparison to a gameplay video at the job of communicating how a game looks and sounds in motion.
It’s self-consciousness (less charitably called hack writing or selling out). These are game developers trying to chase market trends rather than following their hearts.
Some are honestly trying to make games that they themselves would love. But it does have a bit of the feel of “I love ice cream and I love dill pickles, so why not dill pickle ice cream?!”
That’s probably why I haven’t bought a Nintendo console since the original Wii. I keep looking for a reason to do so but coming up short.
I still love the NES and SNES, as well as some N64 and GC games. I definitely would like to try some of Nintendo’s newer games, just not at the prices they’re asking for! I am absolutely spoiled for choice on games to play.
Yeah I don’t like banging my head into a wall either. What I mean by enjoying getting lost is being in a dangerous area where I don’t know how to get back to safety. It’s a mini adventure within an adventure to figure out how to escape without dying.
One game I play, Dungeon Crawl Stone Soup, has a built in mechanism to create situations like that: shafts you can fall down that put you into an unexplored level that’s deeper and more difficult than the one you were on. It’s pretty effective at creating these mini adventures though fans of the game complain about them all the time.
Getting lost is definitely a love it or hate it kind of thing. I love getting lost in games. I wish more games had it as a feature. It’s extremely rare these days. Most games hold your hand like a toddler at Disneyland.
It’s okay to hate getting lost. There are loads and loads of games out there for you. I just cross my fingers for a few more games for me!
You owe it to yourself to try some traditional Roguelikes:
Both Apple and Google take that stance all the time. Google is legendary for the number of products they killed (many that had millions of users). One of my biggest annoyances is how much they’ve dumbed down Google search and gotten rid of Boolean operators and other features I used all the time to narrow things down.
It was easy and fun until you had thousands of fonts in there, then programs would just crash when you opened the font selector. They weren’t expecting to be rendering previews for all those fonts and just ran out of memory. To solve this issue people invented font managers to allow you to carefully enable and disable sets of fonts before launching the apps you wanted to use them with.
Source: I briefly worked for a local printing press that had thousands of fonts.
That’s an interesting take! I’m getting to be an aging gamer myself and I no longer really play story-focused games. I play Roguelikes which I can pick up and drop any time, 5-10 minutes at a time, here and there. These games are designed to have maximum replay value. So even though I don’t have a lot of time I spend it on replaying rather than playing new games!
It’s an interesting difference and I think it depends on what we both look to get out of games.
I think it was inevitable. Before HL2 we had Deus Ex. It was glorious. Fans loved it. Game devs looked at it and went “F*%@ that! We’re not making 3 games worth of content when you’re only going to see 1 on a given play through!”
So that defines the basic tension. Gamers love replay value and multiple paths and different character builds and tons of secrets to explore. Game devs on the other hand want players to see every little blade of grass and tree they worked so hard at placing in the game. I think they also have a lot of data from achievements that show most gamers barely finish the game once, let alone discover all the secrets and alternate endings etc.
I read a piece not too long ago by one of the developers of WC1. He originally had it so you could select all your units at the same time and just order them to attack. The lead designer said that was too boring and easy, so he had him limit the unit selection to groups of 4.
After trying it both ways, they agreed the smaller group limit made the game more skilful and interesting to play. Ever since then RTS games have gone towards increasing the selection cap more and more! I think it’s a mistake.
The question is: did Disney commission the Percy Jackson series or did Rick Riordan shop around for publishers like a traditional book author and happen to get picked up by Disney?