You also have to remember that a very small amount of “gamers” actually finish a game. Most buy and only play for an hour or two, than buy another game. So what is the point in making huge and elaborate and functioning games when only 10% will see it and experience it?
I think halo franchise has the biggest procentage of people actually finishing the campaign, and it’s only like 45%?
With achievements showing how many actually finish stuff you can go back and check you favorite games, I promise they will have somewhere around 20-30% have unlocked the final boss achievement on normal.
Looking at games like dark souls, then it is usually just 5-10% that finish the last boss achievements.
So from a pure business standpoint, why should you care about the game as a whole when so few of your actual customers even experience it?
Your core consumer isn’t You, but Bob who pays and plays for 5 hours and never picks it up again. He is the focus of game companies now, not you.
This is pretty much what you are seeing as the problem and what went wrong. Game companies became run by finance and finance cares about money first.
It is the same in everything. In the 70s manufacturing companies went through the same thing and it changed our world forever since before 70s it was engineers who ran companies that knew and understood their products and made them with pride.
That went away when CEOs became banks and stockbrokers who simply saw profit and growth as the point.
This is also why bioware went to sh… , it had nothing to do with EA. It was the founding doctors who left, they were the fundamental engineers who worked with, saw and rewarded passion. When they were chased out, by the consumers mind you, the company went to sh… and haven’t recovered. And we can see similar trends in all large AAA companies, look at Dice, take two etc
So… Who is to blame?
CEOs go for profit, consumers want quick, easy and free while a vocal mob of gamers always want more for less.
How do you monetize that in a fare way? Should games be an, insert coin to play for one hour?
You died, try again for 1buck?
Play free, but buy cosmetics!
Play free, but buy this super nuke to troll all players on the map!
Should we go back to old, build in the dark for 5years and make it completely functioning and perfect, never needing a patch… Yet only have meager sales and 10% finish the game and go bankrupt?
In order to grow the entirety of gaming they have had to lower risk, and lowering risk means releasing broken games, increasing marketing and catering to those who actually give you money.
So yes, vote with your wallet isn’t bad, but not buying something doesn’t help, only buying things does.
That small indie studio making an amazing but obscure game? Give money or they will disappear. Crowdsourcing isn’t just Kickstarter, it is also throwing money at a studio you want to survive, in spite of horrible capitalistic tendencies.
Personally I think influencers, youtube etc is more to blame, since the perceived image of a game can harm something far more than anything else, and the fear of that backlash is keeping game companies from releasing and lowering risk. Since a small amount of negative can grow into a huge beast that never settles down and than you are bankrupt again.
So, give those you enjoy money, cut them some slack and understand things arent perfect and they are working and trying their best.
Failure has to be acceptable and encouraged otherwise nothing gets made or better.
Imagine if a child were berated for not learning to walk in a day, rather than encouraged to try over and over for months.