Humanity has risen!
SasqWatch
I have been thinking about this for a while. When I play an older game, there is just some kind of special touch, some focus to it that I can't pinpoint. What I have been thinking for a long while is that even if there are advances like Steam and Kickstarter, things are never going back to the way they used to be, for many reasons.
-The Internet
I actually think that the Internet is a big source of distraction from any of us which saps away our energy and modifies the way our brain responds to dopamine, since it always triggers many dopamine rushes. I think there is so much information and constant feedback that it makes our abilities to truly focus on something much poorer. I also think that the time spent dealing with a community or worrying about it, is time not spent working properly in a more quiet and secluded environment. I think games were better when the game developers were more insulated from their fanbase.
-Lack of limitations
Cleve Blakemore said one of his letters to Sir-Tech that limitation was the mother of human ingenuity. I think I agree. When you have unlimited horsepower and unlimited space, you have no incentive to make everything work tightly. When you have more space and horsepower at your disposal, you have a lot of pressure to show it off, whereas a limited system is more a level playing field, and you cannot make anything wasteful.
-Programmers of lesser quality, and less of them
Nowadays a lot of people who work in game development don't know how to program, or they use automated tools like Unity which cuts off a lot of the work needed to make everything run. But when you're not well acquainted with your technology, ultimately it's going to make the experience suffer.
I also think a lot of people are lacking in discipline. You don't really see genius, fabulously talented programmers like Sid Meier, Will Wright, or the Simtex founder anymore. People who used to be the best at their craft used to be very accomplished computer engineers. Now there are many posers, and even programmers are more disconnected "from the metal".
-Pressure to streamline
When the average gamer is older, it means he has less patience to deal with annoyances, with playing a sequence all over again, to figure out a complex but rewarding interface or control scheme. You can say that you're just removing things that are hassles... but bit my bit, they add up, and ultimately these hassles are part of the experience as well. A lack of hand holding is what made a lot of these games unique.
-The new business models are nearly always not enough to make a company viable
The only ones who can truly fund very expensive games on Kickstarter are those who have a lot of notoriety like Brian Fargo and Chris Avellone, and even they had to inject millions more than first anticipated. Most Kickstarter gaming projects are made by young starry-eyed college kids who can live at below or barely above poverty levels. But what happens when they want to get married and found a family, and such miserable pay doesn't suffice anymore? They might enjoy living their dreams, but the dream will be over soon enough, and they know it. They're riding the wave while they can still afford it.
I am not convinced at all contrarily to popular belief that a medium like Steam is the solution, because there is such a flood of software nowadays that to get notice you have to compromise a lot, either with your price, or with the quality of your content in order to have hope that the popular sites and youtubers give you your 15 minutes of fame. It is the App store effect all over again.
-The Internet
I actually think that the Internet is a big source of distraction from any of us which saps away our energy and modifies the way our brain responds to dopamine, since it always triggers many dopamine rushes. I think there is so much information and constant feedback that it makes our abilities to truly focus on something much poorer. I also think that the time spent dealing with a community or worrying about it, is time not spent working properly in a more quiet and secluded environment. I think games were better when the game developers were more insulated from their fanbase.
-Lack of limitations
Cleve Blakemore said one of his letters to Sir-Tech that limitation was the mother of human ingenuity. I think I agree. When you have unlimited horsepower and unlimited space, you have no incentive to make everything work tightly. When you have more space and horsepower at your disposal, you have a lot of pressure to show it off, whereas a limited system is more a level playing field, and you cannot make anything wasteful.
-Programmers of lesser quality, and less of them
Nowadays a lot of people who work in game development don't know how to program, or they use automated tools like Unity which cuts off a lot of the work needed to make everything run. But when you're not well acquainted with your technology, ultimately it's going to make the experience suffer.
I also think a lot of people are lacking in discipline. You don't really see genius, fabulously talented programmers like Sid Meier, Will Wright, or the Simtex founder anymore. People who used to be the best at their craft used to be very accomplished computer engineers. Now there are many posers, and even programmers are more disconnected "from the metal".
-Pressure to streamline
When the average gamer is older, it means he has less patience to deal with annoyances, with playing a sequence all over again, to figure out a complex but rewarding interface or control scheme. You can say that you're just removing things that are hassles... but bit my bit, they add up, and ultimately these hassles are part of the experience as well. A lack of hand holding is what made a lot of these games unique.
-The new business models are nearly always not enough to make a company viable
The only ones who can truly fund very expensive games on Kickstarter are those who have a lot of notoriety like Brian Fargo and Chris Avellone, and even they had to inject millions more than first anticipated. Most Kickstarter gaming projects are made by young starry-eyed college kids who can live at below or barely above poverty levels. But what happens when they want to get married and found a family, and such miserable pay doesn't suffice anymore? They might enjoy living their dreams, but the dream will be over soon enough, and they know it. They're riding the wave while they can still afford it.
I am not convinced at all contrarily to popular belief that a medium like Steam is the solution, because there is such a flood of software nowadays that to get notice you have to compromise a lot, either with your price, or with the quality of your content in order to have hope that the popular sites and youtubers give you your 15 minutes of fame. It is the App store effect all over again.