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They get worse because the devoloper is forgetting why we geeks play video games in the first place. The complexity contributed to the world of gaming is nice, but it's removing from the central core of what gaming is all about. Most of us play video games as a way to excape reality and fit ourselves into another world, to control what goes on. As games become more complex, it's coming to a point where we are just moving a pretty picture. Sure it looks nice, but the quality of the games begin to lack. [[User:Dfairlyxed13:Dfairlyxed13]]
 
They get worse because the devoloper is forgetting why we geeks play video games in the first place. The complexity contributed to the world of gaming is nice, but it's removing from the central core of what gaming is all about. Most of us play video games as a way to excape reality and fit ourselves into another world, to control what goes on. As games become more complex, it's coming to a point where we are just moving a pretty picture. Sure it looks nice, but the quality of the games begin to lack. [[User:Dfairlyxed13:Dfairlyxed13]]
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In a word, repetative. Back in the earlier days of gaming, production costs were low. Anyone could make a half-decent game as a hobby, and producing even a big title was possible with a team of ten full-time developers on a budget of a few hundred pounds to a few tens of thousand at most. But with the fancy graphics demands now, making a commercially successful game is '''expensive''' - it takes voice actors, and CG experts, sound artists, writers, all kinds of specialists in different fields. Hundreds of them. Then the marketing - with the competition for shelf space, it needs major contacts and advertising. It all comes up to a budget of millions. Because of this very high production cost, there is much less innovation. What publisher or developer would risk investing that much money in something that they were not confdent would succeed? So we are not in the age of sequals and franchises, and of very tight genre-typing. Nothing new is tried, its too expensive to risk. Just a lot more of the same. The situation could be compared with the effect of the hollywood blockbuster on movies, where the demand for special effects and marketing raised production costs to the point where no studio would invest large amounts of capital in something that hadsn't been shown to be profitable already. - BornAgainBrit.
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:Geeks are a niche market.  Loyalty is nice, but at the end of the day, the geeks will till be there anyway.  Anything that they can do to expand their base, they'll do.
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In a word, repetitive. Back in the earlier days of gaming, production costs were low. Anyone could make a half-decent game as a hobby, and producing even a big title was possible with a team of ten full-time developers on a budget of a few hundred pounds to a few tens of thousand at most. But with the fancy graphics demands now, making a commercially successful game is '''expensive''' - it takes voice actors, and CG experts, sound artists, writers, all kinds of specialists in different fields. Hundreds of them. Then the marketing - with the competition for shelf space, it needs major contacts and advertising. It all comes up to a budget of millions. Because of this very high production cost, there is much less innovation. What publisher or developer would risk investing that much money in something that they were not confdent would succeed? So we are not in the age of sequals and franchises, and of very tight genre-typing. Nothing new is tried, its too expensive to risk. Just a lot more of the same. The situation could be compared with the effect of the hollywood blockbuster on movies, where the demand for special effects and marketing raised production costs to the point where no studio would invest large amounts of capital in something that hadsn't been shown to be profitable already. - BornAgainBrit.
    
==Better==
 
==Better==
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