| From TFA: "...even just a week ago, Activision Blizzard announced a remake of Call of Duty: Modern Warfare 2, a game barely a decade old..." My understanding is that the new MW2 is a sequel to MW2019 which was itself less a remake and more a reboot. Still rather creatively bankrupt, but not a plain 'HD Remaster' of yore. Minor critique aside, I find myself agreeing with the general thrust of this article. As time goes on I gravitate more and more to indie games and even self-published e-books rather than mass market publishers, as I find that they actually try new ideas and go somewhere fresh. If we'll excuse some navel gazing: I wonder, how much effect has what I'll call the "distillation of the meta" had on game design? By that, I mean the community driven effort in everything from Warcraft to Diablo/Paths of Eternity to yes Call of Duty or Tarkov, to find the utterly, mechanically superior approach and gravitate towards it? To the point that public test realm data or beta patches are immediately data mined and examined with a fine tooth comb. Best-in-Slot lists, ideal ability rotations, skill guides, 'meta loadouts', and the like. Sure, we've always had bulletin boards, strategy guides, and sites like GameFAQs. But as the popularity of gaming has grown, naturally so has the drive to play the game perfectly, or erk out any slight advantage possible. I'm probably tiling at windmills, and much like film, the creative bankruptcy of late is entirely economically driven. |
Fighting games have this to the nth degree. Fighting games are split communities (really any game that is high skill ceiling) between those that have been playing seriously for years/decades and those who just play.
SF6 is coming out in 2023 and it will be "solved" within a month or two. Once top players get to a tournament and show strats, the entire meta evolves to the rest of the community.
Just like you cant get security through obscurity. A game can only fake depth when there isn't communication. The identification of top strategies is inevitable and rapid. But the experience of executing and being a top player is completely within the realm of design.
Devs want to fake depth, but players wont play fake games.