I think this article pretty much nails it:
http://whatculture.com/gaming/15-good-reasons-to-hate-modern-gaming.php
http://whatculture.com/gaming/15-good-reasons-to-hate-modern-gaming.php
I think this article pretty much nails it:
http://whatculture.com/gaming/15-good-reasons-to-hate-modern-gaming.php
I think this article pretty much nails it:
http://whatculture.com/gaming/15-good-reasons-to-hate-modern-gaming.php
14. Day one patches - Would rather have a working game than play half an hour more. Are you really that impatient? Don't even know why the writer is complaining about how this might affect those without an internet connection, since you wouldn't need to download a patch then, no?
13. Achievements - Prolong a game's lifetime. I can see nothing wrong with that. They can be ignored if you are not into achievement-hunting.
10. Digital Distribution - Has opened new ways for rather unknown developers to sell and market their games through platforms such as Steam. Many times new indie games have grasped my attention, even though they would have previously gone unnoticed. Besides, physical copies are still very much available and I don't see them going anywhere.
As for manuals, ever since they've been transformed into digital form I haven't looked back. If I need information, I much rather resort to the internet than a paper manual, that most of the time could only scratch the very basics of the game. Sometimes the physical manuals offer just plain false or outdated information. I still remember reading the 100-page manual for World of Warcraft in 2005, that suggested that the player class "druid" could use spears. TOO BAD THERE ARE NO SPEARS IN THE GAME.
5. Internet connection - Major exaggeration.
That's because new games usually are so dumbed down that you don't have to read the manual. And 100 pages? That's a pamphlet. My Railroad Tycoon Deluxe Manual is 180 pages and I still read it from time to time - Not because I have to, but because it's so good.
It wasn't just about getting info as quickly as possible, it was sort of a ritual. You were prepering for the big challenge. The manuals also contained tons of pages with historical facts other exciting information. There was a magic that can't be explained, only experienced. I'd say that if you didn't play the advanced computer games before perhaps 1995, you won't get what I'm talking about.
While I agree that some game developers set too ambitious, early release dates (Skyrim 11/11/11), you could also give a game one or two months before purchasing. If you were able to wait for a game to be polished before, why not do the same now? Nowadays, with the gaming industry setting record revenues each year, you possibly got millions of players testing your game and sharing their comments on the internet, and ironing out all the bugs and glitches the players are able to find would be a near impossible process.Since it was almost impossible to distribute a patch 15 years ago, releasing a buggy game was the developers biggest nightmare. Back in those days, you could buy a physical copy on release day, and know that you got the finished product. And if that product was glitchy, you returned it. Simple as that. This forced the developers to test the games very carefully before releasing them.
There's always been ways for the game to challenge the gamer in different ways (defeat the game in a specific time period, win a game without losing a base/unit/whatever etc.) and it's much more enjoyable to aim for a goal set by the game than an imaginary one. Think about all the people who enjoy one-city-challenge on Civ. Achievements are not much different from that. Steam achievements, however, are rather poorly done, since sometimes it's very easy to "cheat" to get one.It's about trying to create an obession instead of creating a game that is fun to play. It's simple and dirty way of tricking the customers into thinking that the game has replay value.
Well, if all games were indie games, when you played a game you played an indie game. So technically even the major games were "indie games". It's difficult to compare since gaming has become such a widespread hobby.May I ask how old you are? In the good old days, pretty much all games were inide games. For example, Ken and Roberta Williams, a married couple who founded Sierra. Roberta wrote the stories, Ken did the programming. Or Sid? He made Civilization and Railroad Tycoon basically by himself.
Indie games nowadays consist mostly of brainless "artistic" crap such as "Journey", "Flower" or "Shadow of the Colossus". Show me real games, where you have to spend several weeks just to understand the basic gameplay.
If you consider reading a manual a tradition or a ritual then I guess this is very unfortunate. But if a manual's primary purpose is to teach players how to play a game, they are rather useless in a 2012 game. They just can't compete with your favorite, regularly updated strategic Hearts of Iron/etc fansite, or even some game wikis all around.That's because new games usually are so dumbed down that you don't have to read the manual. And 100 pages? That's a pamphlet. My Railroad Tycoon Deluxe Manual is 180 pages and I still read it from time to time - Not because I have to, but because it's so good.
It wasn't just about getting info as quickly as possible, it was sort of a ritual. You were prepering for the big challenge. The manuals also contained tons of pages with historical facts other exciting information. There was a magic that can't be explained, only experienced. I'd say that if you didn't play the advanced computer games before perhaps 1995, you won't get what I'm talking about.
While it is a minor annoyance, I don't see a one-time verification online as too much to ask.Um, no. I'm incredibly tired of the Internet. I usually work and play games on a computer that doesn't have Internet connection so that I can't be disturbed. And now they want to force into using it? Not gonna happen.
While it is a minor annoyance, I don't see a one-time verification online as too much to ask.
That's because new games usually are so dumbed down that you don't have to read the manual. And 100 pages? That's a pamphlet. My Railroad Tycoon Deluxe Manual is 180 pages and I still read it from time to time - Not because I have to, but because it's so good.
It wasn't just about getting info as quickly as possible, it was sort of a ritual. You were prepering for the big challenge. The manuals also contained tons of pages with historical facts other exciting information. There was a magic that can't be explained, only experienced. I'd say that if you didn't play the advanced computer games before perhaps 1995, you won't get what I'm talking about.
While I agree that some game developers set too ambitious, early release dates (Skyrim 11/11/11), you could also give a game one or two months before purchasing. If you were able to wait for a game to be polished before, why not do the same now? Nowadays, with the gaming industry setting record revenues each year, you possibly got millions of players testing your game and sharing their comments on the internet, and ironing out all the bugs and glitches the players are able to find would be a near impossible process.
Since it was almost impossible to distribute a patch 15 years ago, releasing a buggy game was the developers biggest nightmare. Back in those days, you could buy a physical copy on release day, and know that you got the finished product. And if that product was glitchy, you returned it. Simple as that. This forced the developers to test the games very carefully before releasing them.
In theory, this is one way it could have played out. In practice, not so much. There's this whole rose-colored glasses thing that combines old memories with a self-righteous sense of how things ought to be that makes a person think things were a lot different than the way they were. In reality the game was buggy or "unpolished" a lot of the time, but they all were so the standard for "finished" was something a lot closer to merely "playable" than it seems to be today.
I generally agree with this. Many amazing PC titles from the 90's were constantly riddled bugs, crashes, and corrupted save files, certainly far more than we're accustomed to these days. Blizzard was really the only company within the PC sphere that managed to consistently achieve Nintendo-level polish.
This comment only proves that you didn't play any real computer games from the early 90's. Nintendo was a joke and Blizzard, well... While I enjoy Warcraft: Orcs and Humans, it was FAR buggier than it's superior predecessor Dune II from 1992. And I can't remember any other big Blizzard titles from that time. The Lost Vikings maybe, but that was a platformer so it doesn't really count, because really, only the console kids with short attention span enjoyed those. You know, the guys we used to make fun of and almost felt sorry for when they actually got excited about a new Mario och Sonic game.Too bad these cretins grew up and bought their own computers, which kinda helped ruining PC gaming for the the rest of us.
If you haven't played titles such as Dune II, The Settlers or SimCity 2000, you should. They are, unpatched, much better than Starcraft II och Civilization V. And you don't need a super computer to run them.
In most industries having your customers test your products for quality control is not just bad practise but also illegal.
Not entirely sure if you're specifically referring to Civ5 here, but you may notice that, alongside the beta testers in the credits is the employed, in-house quality assurance. Having beta testers from the community doesn't mean QA doesn't exist, nor would it make sense to suggest that having additional testers actively detracts from quality control.