Worst Things About Video Gaming Industry Right Now
Whether it was the weirdly stilted start to the generation, or the fact that many of its best games only emerged across the last year and a half, this console cycle has absolutely flown by. To the point where both Sony and Microsoft – especially the latter, given the distance they’re creating between the Xbox One’s launch and the Scorpio – are already looking to when they can release another system.
The Problem: Thanks to the industry’s exponential rise, encompassing a myriad of genres over time, refining them, raising budgets to do better and throwing the results out to an ever-hungry public, we’ve arrived at a point where it feels like all the major possible genres and methods of gameplay have been realised.
This all relates to budgetary constraints, too. For Honor is the first game in years where Ubisoft took the time to create a core mechanic that we’ve haven’t seen in a million other releases, yet it’s one game amidst a sea of identikit-feeling titles. Where do we go from here?
The Solution: Part of a solution is identifying the problem – which is to say, only the most marketable titles show up on peoples’ radars. There’s an understated fact that a lot of your favourite video games from decades gone by were created on shoestring budgets, and through an indie mentality.
Look up the history of Naughty Dog and Crash Bandicoot if you want proof – they went from sketch to mascot through sheer force of will and talent, not through anything relating to targeting demographics or marketing before Sony got involved.
The overall issue is people THINK there aren’t ‘any new genres’ or game mechanics because the net they’re casting is incredibly small. You wouldn’t say movies were terrible because Transformers or 50 Shades of Grey sucked, right? There are a wealth of additional titles popping up left, right and centre – we just need Sony, Microsoft and Nintendo to showcase them alongside the triple-As more often.
The Problem: PS4, PS4 Pro, Xbox One, Scorpio, Nintendo Switch… and whatever’s in the pipeline for the future of handhelds (probably the Switch again), either way, right now the idea of a ‘console generation’ has been thrown off centre by Sony introducing the world to the thoroughly pointless PS4 Pro.
Whilst you could think of that system as a half-step towards a PS5, Microsoft are prepping the Scorpio to be a proper next-gen console – at least, according to those who’ve gone hands-on with it. Releasing later in 2017, that means we’ve got the PS5 nowhere to be seen, the Pro in circulation three years after the PS4, the death of the Xbox One after just four years if it disappears in light of the Scorpio, and Nintendo’s Switch slap-bang in the middle.
The Solution: Stop worrying about hardware. Uncharted 4, Halo 5 and Breath of the Wild prove these systems can run games at butter-smooth frame rates with genuinely jaw-dropping visuals. There’s simply no need to release half-step systems, and for Microsoft, you’re just starting to gain traction with the Xbox One S and general consumer trust – don’t blow a T-1000 sized hole in the side of your aspirations for the sake of ‘better graphics’ nobody needs or ever appreciates.
The Problem: Even the mighty Overwatch didn’t escape this idea, and it remains the only thing wrong with Blizzard’s otherwise exemplary FPS. Indeed, ‘blind boxes’ have popped up everywhere from Mass Effect 3 to For Honor, and are a carryover from the mobile gaming scene – the idea that some mysterious reward lies in a ‘box’ of some kind, which you can unlock by paying additional real-world cash, or grinding a certain currency in-game to get it eventually.
Such a practice reliant on the former, has no place in products that are being sold for a premium price. None.
The Solution: At least code around the occasional duplicates that’ll show up if/when you open a number of crates at once. When your game’s progression is built around opening a mystery box, there’s nothing more disheartening or futile than seeing a duplicate item and knowing you’ve wasted your time.
Alternatively, if the mechanic is proven to work with consumers, filter the money into a better resource than just straight revenue. Rocket League uses its ‘reward crates’ to pony up the cash for the Rocket League Championship, for example, ensuring that at least it’s the player that benefits from putting money into the game, rather than just re-rolling the dice over and over.
That said, all involved could remove this mobile gaming-influenced toss from our fully-priced products, and restore a sense of progression that means paying a premium gets you every aspect of a finished game.
Source – Whatculture
#Worst Things About Video Gaming Industry Right Now