Looking from another angle from Yoko Taro's point, I'd say that, in fear of failing due to being too big, companies would rather play it safe, but that causes creations to grow sterile.
And as consequence, people allegedly "weird", which I wouldn't think are necessarily people with curious antiques as Yoko Taro himself, but simply people whose game ideas are far from a safe ground, go for making indie titles instead as then they can be free to do whatever they want.
i am so glad that only costs 2 bucks because flying through rings is giving me serious n65 superman flashbacks. they're so bad i can't find the number 5 on my computer. the one next to that.
The Alters just released, is AA, weird, and very good! Indies are definitely the home for weird experimental shit but I feel like there are going to be more strange, niche games being made for larger budgets as the AAA space splinters and devours itself.
That's the entire tech industry. I got in at the tail end of it being full of nerds who were interested in computers. Then jocks and the like found out it pays really well and now it isn't fun anymore.
+1 to this, I feel like having a ton of money is what corrupts leadership, not necessarily their technical background.
Maybe Spez and Zuck haven’t changed much, but I feel like some others started out as relatively reasonable people who were also technically brilliant, but eventually their companies started doing shitty things and they are both aware and apparently unwilling to stop it.
Perhaps corruption in the Soviet Union is a good example of how even people from normal hard working backgrounds (i.e. not billionaires who have never worked a day in their life) can still be corrupted by power and a lack of accountability.
Yeah, it was nice as long as it lasted, now it's all meetings and stupid "agility" (as agile as DPRK is democratic) and measurings of your percieved productivity.
I'm still looking, maybe some c/c++ old legacy system needs a geek somewhere?
Makes sense. AAA games are finance projects more than creative projects. Yeah there’s a lot of art and writing and stuff, but it’s all calibrated to make the most money and anything that threatens it is jettisoned. This makes them formulaic to a fault.
Indie games are passion projects, so you see a lot of weird stuff out there. Most of them are utter failures, financially, but the ones that survive are truly something special.
20 years ago people were complaining about the same lack of creativity in the AAA scene, saying that gaming was better in the 90s. In fact I remember it was a common talking point that AAA gaming had gotten so bad that there would surely be another crash like the one in '83.
Here's how I see it: From a gameplay standpoint:
My perception of the mid to late 2000s is that every AAA game was either a modern military shooter, a 'superhero' game (think prototype or infamous), or fell somewhere in the assassin's creed, far cry, GTA triangle. Gameplay was also getting more and more trivial and braindead, with more and more QTE cuts scenes. The perception among both game devs and journalists was that this was a good direction for the industry to go, as it was getting away from the 'coin sucking difficulty' mentality of arcade games and moving towards games as art (i.e. cinematic experiences). There were of course a few games like Mirrors Edge, and games released by Valve, but they were definitely the exception rather than the rule (and Valve eventually stopped making games). Then Dark Souls came out and blew all their minds that a game could both have non-braindead gameplay and be artful at the same time.
Now I would say we've actually seen a partial reversal of this trend. Triple A games are still not likely to be pioneers when it comes to gameplay, we've actually seen a few mainstream franchises do things like using Souls-like combat or immersive-sim elements, which IMO would have been unthinkable 15 years ago.
From an aesthetic standpoint:
My perception of the mid to late 2000s is that everything was brown with a yellow piss filter over it. If you were lucky it could be grey and desaturated instead. This was because Band of Brothers existed, and because it was the easiest way to make lighting look good with the way it worked at the time. As an aside, Dark Souls, a game where you crawl around in a sewer filled with poop and everyone is a zombie that's also slowly dying of depression because the world is going to end soon and they've lost all hope, had more color than the average 2000s game where you're some sort of hero or badass secret agent.
Things are absolutely better in the aesthetic department now. Triple A studios remembered what colors looked like.
From a conceptual / narrative standpoint:
I don't think AAA games were very creative in this department in the 2000s and I don't think they're very creative now. They mostly just competed to see who could fellate the player the hardest to make them feel like a badass. If you were lucky the player character was also self destructive and depressed in addition to being a badass.
Then and now your best bet for a creative premise in a high budget game is to look to Japanese developers.
From a consumer friendliness / monetization standpoint:
In the 2000s people were already complaining about day one DLC, battlepasses and having to pay multiple times just to get a completed game.
Now its worse than its ever been IMO. Not only do AAA games come out completely broken and unfinished, really aggressive monetization strategies are completely normalized. Also companies are pretty reluctant to make singleplayer games now, since its easier to farm infinite gacha rolls from a multiplayer game (although this was kinda already the case in the 2000s).
Overall I think we're now in a golden age for indie games, and things like Clair Obscura and Baldur's Gate 3 give me a lot of hope for AA games.
The weird people are still there, but development teams are much larger now, so their input is not as prominent. Plus the budgets are so large that a flop can heavily damage a company or even ruin it, so they're very risk-averse. We need more AA or A games instead of relying so much on heavy-hitters.
Part of the issue is that AAA still hasn't learned how to manage and produce passion projects, which most great games are. They keep wanting to use what's working elsewhere with no regard for what makes sense in their own game.
Yeah really. They should be more like campuses funding a hundred small teams each trying to make something they're individually passionate about. Hell, even give them the IPs to play with and see what they come up with.
I love it when I'm playing a game and I can feel the genuine love put into it. Old Nintendo games for example. now most games feel so bland and corporate
That's why you need public funding to support and nourish the industry. We've got that in our state where we can get grants to start up studios. This allowed for studios such as Massive Monster to be created.
VC funding isn't great because they can pull out if the project or investment doesn't suit them. See League of Geeks.
This take sucks. There's a clear cap on what indies can do because they have a limited budget. Whatever their output is, it's not comparable to big studios output.
What the market lacks is quirky games on a medium budget, which's not what indie scenes provide.
Dragon Age 1-3 all had their drawbacks but could always fall back on how beloved the lore was and how it was present. Dragon Age Veilguard has much of the lore the original creator laid out but presents the revelations in its game poorly and retcons lore from previous games in sterile ways. The original creator left after 3 and over the decade has dropped tidbits about the changing culture of the studio he left
The thing I miss most about handhelds is all the mid-budget experimental spinoffs made for them. That was where weird truly flourished, and I'm sad that there's not really a place for that in today's market. Hideo Kojima's Boktai trilogy is one of my favorite games of all time, and there will never ever ever be another game remotely as weird as that.
I suppose it happened because from a mainstream perspective handhelds like the DS and PSP were far behind dedicated systems in terms of graphics, and so the expectation was never there to have "triple A" visuals - neither from consumers nor industry.
Made for very fertile ground in terms of games that had budget, but still had a long leash to go and get wacky.
What is he trying to say? How can something be weird and unique but also consumed by millions of people as a popular product?
If he thinks riding a dragon in modern Tokyo to fight a big naked statue is weird and unique, he's probably sad that the world has moved on from holding up sporks and going "lol random XD!"
The markets can't sell Weird™ to the masses. Now there's no "weird" people making super high budget art. Terrible!
Everyone should go check out The Alters, it is a pretty weird game but a lot of fun with a great story and atmosphere. It's a space survival, resource/building, race against incoming death game.