The graphics can only carry you so far. There's indy adventure games with SNES level graphics that have millions of daily users.
Yes, 100%. I love good graphics, but game play is the most important thing. If you don't have good gameplay the graphics mean nothing. A game with great game play and great graphics is something to behold.
I recently finished Split Fiction and they really nailed it. I hope studios take notice!
When we played it, we had just finished It Takes Two, which was also great, but Split Fiction immediately dethroned it. I can't wait to see what Hazelight comes up with next.
I'd highly recommend Split Fiction, both for its game play and story. It is also superior to It Takes Two in that there is no part where the games "to continue playing, press X to dismember your daughter's anthropomorphic stuffed animal to make her cry". That was a jarring and unpleasant shift in tone for an otherwise mostly light-hearted game.
The way things interact in the game world peaked around mid 2000s, just in time when CPUs started to not follow moors law.
As of now, interactive environments are still almost as good as half life 2 from 2004. Gaming is all about the feel of it, which also includes the visual component.
This feature was mostly ignored by the playerbase because developers found it easier to create static setups and focus on iterating on other parts of their gameplay.
The problem is the opportunity cost of destructible terrain was too high. Developers could get fun for lower effort by creating linear levels with better design/graphics/etc as destructible terrain makes everything "blocky" without significant developer work.
Yes, as a game it had a lot of flaws that many other games also had, but the things it excelled at were absolutely unique.
Everything has weight and flows spectacularly. They used a combination of key framed animations and procedural to have limbs conform to surfaces and have additional physics applied when needed. Combined with the physics system on the characters feathers and clothing, it all just ties together very well. It had a long development time of 9 years, before that became almost a standard, and it was basically just spent perfecting that system.
It also helps that they threw the bulk of the GPU time on the giant character to give it highwaulity shadow and highlights to ground it in the environment so well.
But the environment is a little bit of a let down in that the assets are clearly from the original Ps3 version they were working on. They cleaned it all up well enough with decent enough AA with everything being well 'grounded' but there was only so much they could do. There are a lot of assets that show the original memory limitations.
The problem was that the frame rate would drop terribly due to a lot of their decisions. And this is after they reportedly they had to significantly reduce the animations system capabilities over the Ps3 version because it was original designed to work with the Cell's strengths. Also took over a year just to port from the Ps3 to Ps4 due to the hyper specific tech they had built. Probably one of the few titles where the Cell's strengths shone well over the Ps4's architecture. If feels like if it was done today with modern GPU tech, they could do something amazing with this. But I think it is going to be permanently stuck on Ps4.
If you haven't played it, I wouldn't give it a hard recommendation because the gameplay is very fiddley in trying to conform to the animation system and most people just don't really get into the vibe of it all. But do check out a few minutes of it in action on Youtube and just to see how it all flows.
It is an wonderfully flawed ambitiously frustrating masterpiece. The vision is strong, some of the tech is strong, but the gameplay is a little weak and some parts of the tech is weaker.
I do see that the creator Fumito Ueda with Gen Design has a new title being funded by Epic called "Gen Altus" and it looks like they are taking all their skills over to UE5, it is going to be fun to see.
Switch 2 is a fantastic console with an astonishingly fun first party library, and Nintendo just over there doing their own thing like they’ve always done.
I spent a few years in and around the industry and there was so much insanity around the need for in game monetization that it just made things much worse.
And because the game studios didn't care about it, none of the money stuff worked, making executives even more upset.
All to catch some vision of F2P money which is an entirely different business that these companies couldn't possibly support.
It's very sad for the industry overall (this particular decision is MS killing stuff off because the margins aren't good enough to funnel more cash into GPU gods).
But there's one specific statistic to why Nintendo can keep doing what it does in a way no one else can: 98% retention rate. You get into Nintendo and you basically never leave. Even for Japan, that's well above the 70% retention rate you'd expect. Keeping that kind of institutional knowledge for an entire career makes them really good at what they do, and the unfortunate decades of Japan's economy meant they were less tempted by amassing huge loans or risks on experimental stuff.
Maybe they didn't become trillionaires, but it means they amassed a huge war chest and can weather storms that US companies are currently in the middle of.
> I like to think of it like buying a car. Admit it. Your left brain looks at a vehicle in terms of the numbers. What's the horsepower? The towing capacity? The 0-60? That's our competitor's approach. But your right brain is different. There's only one question out there: sitting behind the wheel, where will this baby take me? In other words, do you want to go just a little bit faster, down the same streets you've always driven, or down a new road, to places you've never seen before? That's the difference with Nintendo DS.
Are you referring to some kind of David Lynch of gaming?
I don't like or understand David Lynch, but you get what I'm trying to say. There is no one in the video game landscape doing something similar to what Welles or Kurosawa did in cinema, or what Yorgos Lanthimos and Ari Aster are doing now (or Matt Reeves and Guillermo del Toro, if you're not into arthouse stuff).
Every time someone argues about this, they cite the same old examples (Disco Elysium, Outer Wilds, some narrative indie game)... but those examples usually lack in gameplay, which is, in my opinion, the most important part of what makes a video game its own medium.
I hope to see in my lifetime someone do to video games what the French did to cinema in the 50s and the Americans did in the 60s: graduating the medium from a disposable entertainment artifact into an art form for the ages. The medium is still young, it's not impossible.
Gacha?
It's what RPG players have been saying all this time about voice-overs.
It is sold as an accomplishment, but it limits the scope and writing of a game.
Access to Steam's library for a fixed monthly price would be huge. Actually I'm surprised Steam/Valve isn't offering that yet, it'd be huge, and for their new consoles it would be a perfect fit.
As a consumer, I really hope they never do that. I hate subscriptions and strongly prefer to just buy games. Once there's a subscription option, I would imagine the great sales would get significanty watered down. If you're a game seller and you can get that sweet sweet recurring revenue, it's too strong a temptation. We've seen that story play out time and time again in SaaS (and even some desktop applications now).
Could have fooled me. I haven't seen a meaningful improvement in game graphics for at least a decade.
That said, the tech isn't wasted, it's also used in film graphics and animations and the like. And photo mode, where games can open up all the registers because framerate isn't as important then.
But yeah. Unreal tech demos, or if you have a PS5, there's a free tech demo called The Matrix Awakens that showcases advancements from a few years ago (heck it's been 4 years already).
I am very cautiously optimistic about this. It seems there has been a lot of tooling change over to integrate ray/path tracing into systems.
Once this becomes a little more ubiquitous we might start to see some decent stuff but so far it has been 7-8 years since the first ray tracing hardware came along and it is still far from implemented consistently.
A few great games I've played in the last 8 years, about the span of a generation, a mix of AAA and indie:
- Red Dead Redemption 2 https://store.steampowered.com/app/1174180/Red_Dead_Redempti...
- Cyberpunk 2077 https://www.gog.com/en/game/cyberpunk_2077
- Supraworld https://store.steampowered.com/app/1869290/Supraworld/
- Outer Wilds https://store.steampowered.com/app/753640/Outer_Wilds/
- Mini the Hollower https://www.gog.com/en/game/mina_the_hollower
- Pipistrello and the Cursed Yoyo https://store.steampowered.com/app/2870350/Pipistrello_and_t...
- Shadows over Loathing https://store.steampowered.com/app/1939160/Shadows_Over_Loat...
- Animal Well https://store.steampowered.com/app/813230/ANIMAL_WELL/
- Dwarf Fortress https://store.steampowered.com/app/975370/Dwarf_Fortress/
- EMUUROM https://store.steampowered.com/app/1634360/EMUUROM/
- Dispatch https://store.steampowered.com/app/2592160/Dispatch/
- MOUSE: P.I. For Hire https://store.steampowered.com/app/2416450/MOUSE_PI_For_Hire...
- Split Fiction https://store.steampowered.com/app/2001120/Split_Fiction/
- Final Fantasy Tactics - The Ivalice Chronicles https://store.steampowered.com/app/1004640/FINAL_FANTASY_TAC...
If you want to see what modern AAA gaming should be and haven't already played it, I highly recommend Cyberpunk 2077. It's not perfect, mostly due to time constraints, but it excels in most categories, and it looks and plays great. No microtransactions, no DRM and the one DLC is very good. It's on sale for $18 on GOG. No DRM should be enough reason to signal to the market to produce more games like this. Also, the developer owns the GOG storefront and so 100% of your profits go directly to them.
I also cannot recommend Supraworld enough to anyone who likes classic 3D platforming and puzzle games such as Portal or Antichamber. Supraworld has ruined other platformers for me. The developer, David Munich, is a puzzle maestro who has already put out other successful games such as notpron https://notpron.com/ and Supraland. His philosophy for puzzle design is going to influence the genre for decades to come.
And of course, if you haven't played Red Dead Redemption 2 already, it's a bonafide masterpiece, deserving of 10/10. The game is an absolute behemoth in terms of development/marketing costs and profit, and is just a sight to behold. I know it borders on last-gen because it came out in 2018, but the ninth-generation of consoles was where it found its home, since the eight generation could barely handle it. Dan Houser left Rockstar after finishing this game due to being a 50-year-old man completely exhausted from inflated development cycles, so this might be the best game Rockstar will ever make.
Of course I could go on to recommend dozens of other memorable recent indie games, but I definitely think AAA has mostly stagnated. Cyberpunk 2077 initially released 6 years ago. Red Dead Redemption 2, the modern gold standard, released 8 years ago. I have heard great things about Clair Obscur, but I haven't given it a chance. There are some worthwhile remasters, like the Shadowman remaster and upcoming Thief Gold remaster done by the Kick brothers at Nightdive Studios, or the recent Final Fantasy Tactics remaster.
Game production could stop today and I'd probably be good for the rest of my life. There's still such a vast back catalogue even after playing all of the classics. With development cycles for groundbreaking AAA titles closing in on a decade and production costs surpassing half a billion, I get a sense that a mature ecosystem of AI-augmented tooling is what might end up bringing some sanity back to this business.
I'll also point out that in the 80s, AAA video games have been $40-70 since the 80's. If the price of games had gone up with inflation, we'd be paying $100-150 per AAA game, there would be more money in the industry and ideally better salaries and working conditions across the board. As consumers, we need to stop and analyze the perverse incentives driving this market and figure out how to have better dialogue with developers so that we can come to an agreement on more realistic prices but less anti-consumer bullshit.
That's no longer the case since a few months: https://news.ycombinator.com/item?id=46422412
I can live with the cut just going to Michał, but it was cool that for a while you could purchase a AAA game with no microtransactions or DRM on a storefront where 100% of proceeds fed back into the same studio not just publishing the game, but developing it. To me that was a huge selling point of CP77 among all the others.
That's the thing -- for a while they had figured out gaming. The xbox and 360 were solid consoles with lots of great internal and external games. Halo was incredible.
Then the company did the thing that Amazon did, Blizzard is doing, and all the big tech companies do -- they thought their big war chest meant they should make bigger games. Budgets ballooned, game timelines extended. Now they are stuck with games and studios with 10 year dev cycles trying to create the biggest, the most incredible, the most expensive games.
There's SO many devs out there making incredible games for fractions of the cost. It's a shame Microsoft (and others) keep thinking that reaching for bigger means better outcomes. No one wants "the game only Microsoft can make", everyone wants another great Zelda. Or Gears of War. Or Satisfactory. Or Mina the Hollower. Or UFO 50. Or Animal Well.
Hell, people want a game about shelving 3000 books in an Arcane library. Let games be smaller, more exploratory, more creative experiences. Let your studios get weird with it. Let them explore spaces and take risks. Stop sinking tens of billions into games. Start sinking tens of millions into them.
This IMO is a display of what is wrong with a lot of online gaming discourse — it is dominated by people who spend more time playing and critiquing games than 99% of the population and has a tendency to overemphasize indie darlings and ignore the massive commercial success of mainstream titles. Forza 6 released in May and is wildly popular among normie gamers. So is your yearly call of duty instalment which is now a Microsoft property. Go ask people coming out of a Walmart if they know what is Animal Well and they will probably think you are soliciting donations for a local animal shelter.
I'm not saying you can't criticize mainstream AAA games. I get they are boring, formulaic and increasingly rely on predatory business models. But if you want to talk about business and what kind of games companies should invest into, you can't just ignore the massive commercial success AAA already enjoys or the fact that most indie games flop anyway.
And yes, people will play games that can only be made in an established franchise by a major company. Forza is able to license real world car models from companies like Porsche because it is a well known and safe brand backed by a big company. Not to mention games like Microsoft flight simulator or GTA.
Call of Duty is, but it's also noteworthy that sales of CoD are slumping. Hard. Like down-by-60% hard. And the gamepass numbers aren't really boosting it back up.
Also, I think you'll find my list absolutely included big games. Gears of War? Zelda? These are not "indie darlings".
Also worth noting Skyrim first came out on the 360; an honor shared by GTA5, but at least they have an imminent release.
Overall I think western AAA game development is dead. The executive class killed it with their greed and incompetence, and as long as these huge corporations are allowed to keep buying smaller studios/publishers and shutting them down a few years later, nothing is going to change.
I agree, they need to be focusing on smaller projects that take risks. Maximum 24 month dev times but with modern tooling could do some special things. Maybe if after 6-12 months they see something that is gold, they can give it more resources but that would be on a case by case basis.
Sure they were chasing the Wii, but they did try to innovate on the hardware and capability front, and back then VR was nascent, but investing in this area for gaming made sense then (it was very easy to imagine VR games being the 'next big thing').
Unlike Nintendo, Microsoft couldn't really figure out good and fun gameplay for Kinect. Basically only dancing games took advantage of it well IMO?
Not so much the game itself so much as the excuse for the masses to buy a console for a game even grandpa can play.
Gaming is like cuisine. Can it be art? Sure. But most people will never visit a Michelin starred restaurant in their whole lives. They go to McDonald's and their local equivalent. Mainstream games have been like McDonald's for a long time. It's not about being a thought provoking artistic expression. It's about engineering a predictable entertainment experience that the average Joe can enjoy while being half checked out after a day of work the same way he enjoys a Budweiser or a Big Mac.
Of course, no critic will ever be caught praising McDonald's for its culinary artistry. But it doesn't matter. People will keep spending money on it, and the business continues. Same deal for gaming.
I feel they kind of did in the Xbox 360 era. Maybe it was just down to luck because Sony dropped the ball in the early years of the PS3 and Microsoft got the jump on them a bit.
The 360 was amazing looking back on it, Xbox Live, trying out innovative ideas like 1vs100, attracting lots of publishers to the platform for games, Xbox Summer of Arcade.
I was a big OG Xbox fan but even then I knew deep down it was never going to catch up to Sony with the PS2. Then the 360 came out and it was brilliant.
Sadly they threw it all away with the Xbox One and while recovered some credibility somewhat with the Series X, it's definitely not the same as those golden years of the 360.
Maybe the 360 was an aberration in Microsoft's history and the years since then have just been a regression
You could say it's just a response to Steam and the PC gaming indie scene, sure, but the 360 era is definitely one where Microsoft hit all their strides. Then they ruined it with the Xbox One.
I haven't bought a console since the Xbox360 and Wii. But I have a friend who still games pretty heavily and is low income. He can not afford the latest PS5 and is still on a PS4. We were talking the other day and he said "I love consoles because they are simpler and cheaper than a PC but now I can't afford either. The graphics aren't getting much better so what am I paying for? What happened to $400-$500 consoles? Remember when consoles were 200-300?" Of course those last few prices were 90/00's but I agree, the cost of a new console is quite insane for not much gain.
Two years ago, you could get an XBOX/Switch for 300, or a PS/Steam Deck for 400. Granted, the PS and XBOX were digital only. But now the cheapest XBOX is 500, the Switch 2 will soon also be 500, the PS5 starts at 600, and the Steam Deck is 789. Things have been going up slowly, but the last year has been absolutely killer.
Now things are even worse with the RAM and SSD components crisis. The Series S has now the price of the Series X when it launched.
I don't think I'll need a PS6 honestly, I am okay with waiting or going without titles sony is releasing.
And even then, already the PS4/XbOne generation added stratification making it more "PC-like" with the XbOne-X having heftier hardware (not to mention it being PC-like compared to PS1/PS2/PS3/Xbox360), that then continued with the Xbox-series-X and Xbox-series-S.
Consoles aren't specialized hardware for "magic experiences" and everyone knows this, it's just another "device" that happens to be connected to a TV with a controller where people are gatekeeping software availability.
Compared to: - PlayStation 5 - PlayStation 5 Pro
or: - Nintendo Switch - Nintendo Switch OLED - Nintendo Switch Lite
Anyone who's literate in English (and knows that OLED means "nicer screen") can immediately rank the PlayStations and Switches into "good, better, best". But with the Xbox, how is anyone supposed to know which one is which? Is the Series version better or worse? Is it a whole new generation, with whatever backwards-compatability implications that a new generation brings? I need a chart and I probably still won't be able to tell you if you ask me in a month.
A few years into the generation they updated the Xbox One, putting it into a smaller form factor called the Xbox One S, and at the same time released a spec bump model called the Xbox One X. I don't believe any of these are still available for purchase.
The new generation has the smaller/lower-powered Xbox Series S, and the higher-specced Xbox Series X. Leaving the overall generation with seemingly no name, other than "Xbox Series" I guess?
But yes, the names are terrible because S and X both refer to consoles from last gen and current gen.
(Tiny rant - and even THAT name sucked. Internally, since it ran on DirectX (already a name that only a mother could love), it was called the DirectX Box. And rather than come up with a real name, they got attached to their lazy idea and shortened it to Xbox. They have made miserable naming choices for this thing since day one. Since BEFORE day one.)
It's a pretty good name actually because it's unique, easy to Google, and is never ambiguous in conversation. It's all the suffixes that made a mess of it.
Nintendo, the company who released the Wii, wiiU, gameboy color, game boy advance, DS, 2DS, 3DS; all of which are similar but vaguely incompatible?
This lead to situations where you could have a new 3DS that wasn’t a new New 3DS, and didn’t play the games you bought with it. You could also, somehow, have an old New 3DS, a logical impossibility.
Anyone in charge of naming anything that just calls it the “new” thing should be fired for not taking their job seriously.
Arguably; Sony and Microsoft have both played it safe for a long time, with their consoles mostly being "just for video games", but it wasn't always like this. Current-gen has VR additions, but the previous generations had things like Kinect, the PS camera addon, things like that. But they seem to have given up on fun things like that, they were innovative but probably not a sweeping commercial success like idk, subscription services.
Nintendo still makes their stuff unique though. The Switch is great, portable, detachable controllers for multiplayer and wiimote-like interaction, etc.
But then she did some minor, pandering actions and suddenly everyone was "oh boy! A new era of xbox!" Only it was all a ruse to ensure people didn't jump ship too quickly and make the bleeding too heavy. They want people to keep pumping money into a platform heading to the graveyard.
You go when we tell you to go! Not before!
Microsoft is a dying company, and they are trying not to end up like IBM, but their fate is inevitable.
I'd say games can be either art or hype. Call of Duty is not art, really, it's hype. In the same way that no one thinks Marvel films are moving film forward, but they are hugely popular. GTA is somewhere in the middle, being mostly hype driven, but based on solid "art" in good gameplay. Indie games tend to be art over hype.
Microsoft can't do the art because it's too big, too safe, and it can't do the hype because it's not cool.
We have not left the PS4 era. Both Sony and Microsoft use modern CPU and GPU in the PS5/Xbox Series that can 100% replicate the previous console. They use the exact same online store, ushering in a modern era where old devices will lose access to the store, but the store's never gonna close. All of this makes the use of generations to describe console gaming obsolete. We don't talk about generations in phones, or laptops. Same thing with gaming.
> human like NPCs and smarter enemies and some other use case they can sell to the masses.
npc ai has been capable of being much more realistic for a long time, and smarter enemies as well; if enemies in a game are too smart it stops being fun which is to say enemy ai being too stupid or not realistic enough is a non-problem and current-gen hardware is in no way a blocker to such aims anywayThey had it figured out perfectly in the Xbox360 generation (and for PC games by the late 90s), but I guess that the MS Games and Xbox divisions had a lot more freedom and were more decoupled from the Microsoft org chart back then.
truth. far too many MBAs in that company. "Let's monetize Solitaire!!!!" Only an idiot would even come up with that idea, never mind follow through on it.
Not saying that I disagree. I absolutely agree. I think Xbox is downright moronic to buy Bethesday on a promise of Starfield being a massive hit, and after it hilariously fails, they throw out a bunch of studios just so they can focus on their next thing even more.
It's just, come one. You have to see how ironic and conceited your opening paragraph was.