Are video games getting lazy and simplifying today?

The great debate on the drastic decline on the challenge front has been on consumers’ lips for years. Sometimes I stop to review the gems of the modern market and I notice the natural evolution compared to the past. Several historical brands have changed course in terms of usability, making more or less courageous choices. However, it is legitimate to think about the reason that has affected some of the most glaring shocks in the sector. The video game seems to be lazier than it used to be, but that doesn’t necessarily mean it has to be lacking in quality or art. The evolution of the medium is constantly under scrutiny, because it is chained to social change and to the mind of the new client.

Thinking of the video game as something that is exempt from the current historical and political flow is at least ridiculous. Even if transversally, digital works undergoes the influence of the psychological reasons that condition the market in cascade. We cannot even identify a single reason that can sanction its evolution because, compared to decades ago, we think about micro markets and the consumer is the protagonist of the new business model. The process of segmentation of the markets, and therefore the birth of genres or services suitable for all needs and passions, has also allowed an innovative exploit. The flowering of new market nichesand the awareness of the versatility of the video game, have opened the taps to new possibilities for the industry.

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All the photos of the complete guide of Elden Ring

A market for everyone, but not for everyone

The consumer has become much more selective and critical when buying, so the activity of the marketing front is now following and monitoring his lifestyle, as well as the purchase criteria. Another factor to take into consideration is that, of course, the supremacy of mobile gaming and the tsunami of casual players today surpasses the canons of many years ago. Trivia for a lot of you, but concrete speeches that serve to understand how the video game has adapted to modern users, modeling itself on their needs. From the initial assumption it is easy to understand how the creative kaleidoscope of video games has had to compromise.

On the one hand we need to create an obstacle that is not impossible for new players to climb over, on the other hand we tend to help the user more to prevent them from feeling confused and frustrated. A game design designed to stimulate and reward the user for the goals achieved. It is sacrosanct, but the dosage of this concept has gotten a bit out of hand. The excessive sweetening of play systems has gotten out of hand on many occasions and has always found opinions clearly divided. You don’t need to go too far back to bother with case histories regarding franchises like Resident Evil, Dragon Quest, Final Fantasy, Kingdom Hearts and I could go on. The discourse is not about the quality that the examples given above have heralded or not, but on the drastic decline in difficulty and involvement that annihilated them.

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Kingdom Hearts

At the first dilemma we look for the online solution

The reduction of the challenge sector and the excessive driving in the gameplay have softened many imported works. It might seem like a rumbler reasoning, yet changes are for all to see. We are talking about game worlds with everything already marked on the map, excessive power of weapons and interactions that immediately break the balance in the game, generally more affordable enemies than the previous ones, titles that once focused on strategy and planning, while now release with mere spectacle and maximum simplification. The idea is that the modern video game, for the most part, has a deep interest in making us win, perhaps lightly. A user who does not puzzle too much, perhaps even gratified, will also be happier and will spend more in the future. A paradoxical and extreme concept, but it is as if the game tries in every way to lead us to its end instead of intriguing and bewitching us.

Lowering standards is also a general problem, the victim of a sometimes lazy and passive consumer. Immediacy is preferred, but sweat was once idolized, while graphics are glorified without delving into substance. From my humble point of view it seems that playful depth has been traded for mere aesthetics. The result is visually spectacular works, but not very stimulating and unpredictable, victims of an excess of suggestions given to the player that end up making him even more passive. We are all gamers and by definition proud of our sense of belonging and we constantly try to draw boundaries. We tend to deny some unpleasant inclination that leads us to sometimes be elitist in the communities we love, as the market changes.

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Death Stranding

Compromises with the past

It goes without saying that we only notice the turnaround when it contaminates our comfort zone, unless we are informed directly. What we have found after so many years is a placid playful tranquility, mainly in the triple A sector, and a market that follows trends without too much courage in the production phase. It is no coincidence that the media shocks came from titles like Death Stranding, Control and Elden Ring – to mention some of the most famous – because they are works that challenge us to go back to the origins. Games that tell us notions without shouting at us, that amuse us without pampering us excessively, who prefer the “unspoken” to “everything and now”. A pinch of mystery, a little healthy sharing in the emphasis of discovery and an enveloping plot that leaves room for imagination. It is also necessary to be a bit punitive to appreciate more the small goals achieved. Simple nostalgia or need to retrace one’s steps?

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