The increase in graphical fidelity has exponentially increased the amount of manpower it takes to develop a game. In the 90s, a single 3D artist could probably throw together a bunch of assets in a single day. Now, it would take a team of artists a few days to create one 3D model. So studios have to focus a lot more of their attention onto graphics, and also employ a frick load of 3D designers, which is expensive as hell. Because it’s so expensive, publishers are too afraid to take risks that might hurt sales, so they make the same casual open world garbage that everybody else is.
Then you have the added problem that hyper-realism is extremely limiting when it comes to gameplay. It’s hard to have photo-realistic graphics, without realistic physics etc. In short, blame graphics gays, they’re the reason we’re in this soulless drought.
Newer games lack interactive elements, fun game rules, and mechanics. The story is basically a separate thing from the gameplay instead of being the thing that moves the gameplay along. They either railroad you too much down a linear path or they're too open and expect you to just wander aimlessly making your own fun, but there's no purpose for it.
Old games have defined rules and interactive elements, the only purpose for the story is to move the game forward, and they knew how to lead you down a path towards progression, but still leave things open for however you want to play the game.
>old game
>focus on gameplay and story
>new game
>focus on graphics and diverse uglification
play age of decadence and nu-old shooter games then and stop baiting
>Play new (shitty) game
>Don't have fun
>Play old (shitty) game
>Don't have fun
is that simple
nostalgia
>play 20 year old game that I’ve never played before
>still have fun
>play new game that I’ve never played before
>still have fun
>play horizon
>get frustrated to the point i haven touched it again in 6months
wasted 10e on that shit
>paying for snoy movies
A little developer trick called SOUL
many such cases
The increase in graphical fidelity has exponentially increased the amount of manpower it takes to develop a game. In the 90s, a single 3D artist could probably throw together a bunch of assets in a single day. Now, it would take a team of artists a few days to create one 3D model. So studios have to focus a lot more of their attention onto graphics, and also employ a frick load of 3D designers, which is expensive as hell. Because it’s so expensive, publishers are too afraid to take risks that might hurt sales, so they make the same casual open world garbage that everybody else is.
Then you have the added problem that hyper-realism is extremely limiting when it comes to gameplay. It’s hard to have photo-realistic graphics, without realistic physics etc. In short, blame graphics gays, they’re the reason we’re in this soulless drought.
Newer games lack interactive elements, fun game rules, and mechanics. The story is basically a separate thing from the gameplay instead of being the thing that moves the gameplay along. They either railroad you too much down a linear path or they're too open and expect you to just wander aimlessly making your own fun, but there's no purpose for it.
Old games have defined rules and interactive elements, the only purpose for the story is to move the game forward, and they knew how to lead you down a path towards progression, but still leave things open for however you want to play the game.
>play old game you never played before
its fun, almost complete it in one sitting
>play new game
stop playing after 30 minutes
new game are shit. You spend the first hour playing a shitty tutorial that tells how you to walk forwards and are forced to go through a shitty story.
play better games
>project the times when your dick wasn't limp on a piece of software
>wonder why it feels good
must be good being a boomer
Old games were made for gamers
New games are made for money
Simple as
>Play new game
>Have fun
>Play old game
>Have fun
feels good man. The trick is to play good games