| This is going to make me sound like a ranting old curmudgeon, but I am having a hard time thinking of much that's an improvement in modern games except for art style/graphical limitations. There's not much innovation anymore. Modern AAA titles are rife with handholding, patronizing, unimaginative and focus-grouped-to-hell stories (because those sell the best), DLC bait, and other such tiresome tropes. I remember the 90's being a time when there was a lot of innovation and experimentation because nobody had it down pat what would sell the best. You'd never see a Mister Mosquito[1] or a Vangers[2] or an Urban Assault[3] nowadays. You might see an indie homage or two, but that's totally different from having a large studio throwing resources at the wall and seeing what sticks. It's a time I dearly miss. You want to know what the most memorable game in recent memory was to me? Undertale[4] . A retro-styled indie RPG with graphics that could probably have been pulled off 20 years ago on the SNES, but in spite of that limitation, its story and sound design is absolutely top shelf and is, in my mind, one of those games that everyone should play at least once. Commercialism ruins everything. Sure, the usual response to this is "but there are more games than ever, and it's easier for anyone to jump in", which is true, but it still feels like as if there's some magic that was long since lost, only occasionally recaptured by a clever group of developers. [1]: https://en.wikipedia.org/wiki/Mister_Mosquito [2]: http://store.steampowered.com/app/264080/ [3]: https://en.wikipedia.org/wiki/Urban_Assault [4]: http://undertale.com/about.htm |
To me, the only hope is to have lots and lots and lots of games made. Whenever we wax philosophical about old games, no one ever mentions the absolute piles of junk that were made. And then some were good, but not great (compare Super Monkey Ball to Marble Madness) I loved Marble Madness as a little kid but couldn't really wrap my head around the controls, whereas SMB was fun right off the bat (and I was still terrible at it - but for actual gameplay reasons now).
Remember Roller Coaster Tycoon? The whole game felt rock solid and hand crafted. The 3D version added the ability to ride. But the world was so much less pretty. By contrast, look at the evolution of 3D in the Myst series; the game was supposed to be played like Uru, but computers could only handle HyperCard at the time. And contrast again with Into the Manhole, which really ought to be flash cards (or like flipping pages in a book - I remember the animations surprising and delighting me as a kid).
TL;DR: don't worry, it's not all bad. Some games need constraints, and people will build engines just for that. And some don't. But the important thing is: more games! (So more amazing ones trickle out).