AAA you know what you are getting, big brash but usually really polished cutting edge stuff but also designed by commitment.
Then you have indie games that are high ambition but also very limited in what they can achieve. So you get a lot of things with brilliant ideas but dont always stick the landing. Two recent ones I have been going through are Skate story and Gecko gods. Both have wonder ambition but you keep hitting those issues when you realise, yeah it is an indie title.
There is a middle ground but it is so hard to find in between those two extremes.
All we see out of mainstream AAA gaming is abused devs, private equity scalping, and mindless remaster regurgitation. Basically going through the same problems as Hollywood is with major films. You get a massive banger of a production every few years, and the rest is just endless money burning and developer harm.
Meanwhile the good indie devs are a dice roll on if they are gonna get recognized by the world at large and find success, just like small budget films.
My game library gets older by the day and I prefer it that way, but love it when an indie game bubbles to the surface and gets beloved by enough fans to break into the news cycle. Itch.io is the only place I look for games anymore unless something I need for the collection hits GoG finally.
> All we see out of mainstream AAA gaming is abused devs, private equity scalping, and mindless remaster regurgitation. Basically going through the same problems as Hollywood is with major films. You get a massive banger of a production every few years, and the rest is just endless money burning and developer harm.
The production ethics and the product are two distinct aspects.
Regarding the product itself, definitely the AAA gaming industry is, like Hollywood, a dysfunctional production model, but that doesn't mean that it's dead in terms of quality - some franchises do maintain high quality (Doom has been exceptional in this sense) but even in terms of new IP, in average, there at least couple of high quality entries in average, every year. Things could go better, but they're certainly far from "dead".
Go look up the development of Sonic Xtreme in the 90s. A brutal development process in the 90s that led to more thsn half the development team camping out in Redwood City Sega office building for months until they all got so sick half the team went on medical leave. Or Quake, where the game development process literally broke the team.
Going by interviews with the team over the decades, they had clashing personalities and poor leadership.
> AAA game development was far more brutal in the 90s.
Honestly it's probably always been brutal going back even to the early days of Atari. Companies like EA have spent three decades destroying beloved studios for profit, only to now be chewed up and spit out by PE/VC bastards themselves. A fitting end really.
That's what pisses off the mostly straight hetrosexual male crowd that make up most of the gaming market.
A big reason why many east asian game studios are doing so well by rejecting that tried and failed formula from the West.
Honestly, the hell kinda remark is that?
It’s nothing to do with sexuality or “companies telling you what you want” but everything to do with companies putting out complete and utter slop and people ACTUALLY buying it all. They wouldn’t waste all that time and investment money if they knew there wasn’t a market for it, but guess what? There is.
Gamers seem to have the memory span of a goldfish. Horse armour? Bad. GTA VI at 80 bucks and no physical release on consoles? OMG YAAAAAASSSS GIVE ME MORE OF THE SAME HOOKER-SEX SIMULATOR WITH CRIMINAL ACTS SPRINKLED ON TOP!!!
Don’t complain about gaming companies’ behaviour if you keep giving your money to them.