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→‎Worse: Concentrate less on graphics and more on game, "ma-and-pa" feel of older games
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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.
 
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.
 
I feel that it is not the graphics or the story line that makes recent games worse, but merely the overall rise in complexition of the controlls.  I believe that this takes away from the main storyline.  However Halo 3 is excellent.--[[User:JonL|JonL]] 20:05, 9 October 2007 (EDT)
 
I feel that it is not the graphics or the story line that makes recent games worse, but merely the overall rise in complexition of the controlls.  I believe that this takes away from the main storyline.  However Halo 3 is excellent.--[[User:JonL|JonL]] 20:05, 9 October 2007 (EDT)
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I'd have to say "worse." Games used to be about the games, not the graphics and special effects. When you concentrate on such things, the games lack quality, and this has shown.
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Gone are the days of games like "Police Quest," "Adventure" (Crowther/Woods), "Zork," "ZZT," and "Rogue" (Toy/Lane). Those games, though having little or no graphics, had great stories and great programming, and were often very replayable.
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Another great thing about older games is the "ma-and-pa" feel of a game being designed by one or a few people, often who become visible and well-known due to their games. The same thing can even be said about certain smaller companies such as Nullsoft (original developers of Winamp) and Netscape, which had the same "ma-and-pa" feel prior to being bought by AOL/Time Warner. Today's games are bureaucratic messes designed over long periods of time by major corporations. --[[User:RedBlade7|danq]] 21:58, 3 December 2007 (EST)
    
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