4 ms·
I think there is a connection; "AAA" games suck for a lot of the same reasons that Hollywood films suck: * The "average joe" gamer/moviegoer expects incredibly
by ANTSANTS 13y ago
I think there is a connection; "AAA" games suck for a lot of the same reasons that Hollywood films suck:
* The "average joe" gamer/moviegoer expects incredibly lavish productions with photorealism, explosions, over-the-top action, etc. Making a game/movie for this audience is very expensive and very risky: They need to spend a lot, and charge a lot to a huge audience to make up the difference.
* So that developer/studio tries to minimize their risk and sticks to what they know how to make and what they know people will buy: the same two genres over and over and over again (FPS and third person action, or over-the-top action and screwball comedy), lavish "set pieces" and gimmicks that look cool in advertising but don't contribute anything at all to the gameplay/story (like "the one building you can destroy" or the "quick-time event": "press X to watch the main character do something really cool instead of just doing something cool yourself"), big-name actors for promotional value, etc etc. Some aspects like writing quality aren't considered as important and aren't given as much attention. Some things that make a better game/movie would be actively harmful to its commercial success (true novelty, gameplay/plot that takes effort from the audience to understand/appreciate), and so these qualities are avoided.
* Despite being incredibly formulaic and so on, these games/movies are very successful with their target audiences. To add another layer of metaphor, they're the fast food of their mediums: unremarkable and probably bad for you, but highly available and consistent in their quality. You might wish it were better, but you'll probably enjoy yourself on some level regardless. Critics and more sophisticated gamers/moviegoers decry the state of their respective industries at large while temporarily ignoring all of the cool stuff put out by smaller studios and passionate hobbyists.
In the decades before expensive CG raised the expectations of gamers and moviegoers alike, there was always the equivalent of these successful but substanceless creations, but you saw a lot more experimentation coming out of the big studios. The same company could put out a generic space shooter (sorry, shmup fans) today and a unique exploration game tomorrow. It's simply not feasible for those same companies today to dedicate as many resources on niche titles as they do for their blockbusters, and at the same time they've forgotten how to do small productions. It's not the end of the world, because digital distribution and crowdfunding gives the little guys the power to strike out on their own, create niche, experimental productions, and survive, but it is sad to me that these media juggernauts do more to advance the state of the art in computer graphics than they do in gameplay or storytelling. (No offense, computer graphics programmers, I'm fascinated by the field)