4 ms·
But still... then: "software is an art form"; now: cookie-cutter yearly versions of FIFA, Madden NFL, NHL etc. etc. etc.
by rob74 5y ago
But still... then: "software is an art form"; now: cookie-cutter yearly versions of FIFA, Madden NFL, NHL etc. etc. etc.
- jsiaajdsdaa 5y agoWhy do people get so passionate about $60 games that maybe would be fairly priced at $30, but then will blow tens of thousands on a car or house that doesn't provide much additional value compared to a normal price one?
- dotancohen 5y agoThe car and house are status symbols, and the house might appreciate.
- rob74 5y agoI didn't complain about the price, I was complaining about the lack of originality. Ok, I'm not a huge sports fan, so the games I mentioned never really interested me, maybe that's why I fail to see the difference between FIFA 21 and FIFA 22...
- JohnBooty 5y agoThe value is there if you play with friends. So, definitely not for everybody, but then again nothing is. As a teenager, we definitely got $50 of enjoyment per year out of the 16-bit editions. Even back in the 90s it was actually a pretty affordable form of entertainment if you got a few dozen fun gaming sessions out of it with your buddies. There weren't a lot of other ways to spend $50 and be entertained for months. Same with Capcom's hilariously incremental updates to Street Fighter II. We honestly did get full value from them. If you're putting dozens of hours into a game those incremental updates are super valueable. These days, of course, I have nobody to play with. So these games wouldn't be worth $6 to me today, let alone $60. =(
- JohnBooty 5y agoEven the sports franchises started out nobly. =) The first few years of NHL and Madden titles for the Sega Genesis were revolutionary. They were the first games in their genres to somewhat accurately simulate their sports in a fast and fluid way. Madden in particular was something like a tour-de-force of software engineering: a full 22 independent dudes characters on the field, actually playing their positions, following a realistic and deep playbook, nearly all of American football's arcane rules represented, and a nifty pseudo-3D playfield. All written in assembly, on a 7mhz CPU. Mindblowing. The first 3-4 years of annual updates were incredible. They were iterative, in the best possible software engineering sense of the word. Core ideas refined and polished, a few new key ideas added onto a strong base design. Madden '93 (the third installment) is where it peaked for me; some say Madden '94. https://www.youtube.com/watch?v=wm9fXnBF67g https://www.youtube.com/watch?v=wm9fXnBF67g