June 28, 2013

Weighing in slightly on consoles, and why modern MMOs "fail"

Well before I get into the parts of this article I am going to go on a tangent about, I guess I should probably weigh in on the whole console war debate and winning E3 thing. Honestly, the whole console war thing is now getting ridiculous, and the fact people are throwing in their lot with X or Y brand in something that, if it doesn’t change how it operates soon, will be a relic of years gone by is astounding to me on many levels.

The fact that this year’s E3 was “won” because one console sucked the least is even more astounding on so many levels, and the fact that things like console exclusives and such to try and bait people to their specific name brand is another nail in the coffin leading towards the next video game crash. In short, I think it’s time consumers started taking a step back and stopped letting consoles and in other cases publishers, try to rule developers lives with what they are creating. It’s gotten to the point that a game that sells a million copies isn’t good enough anymore is a pretty pathetic state of affairs as far as the video game industry goes, and just shows how far it has fallen.

But now that that is out of the way, let me talk about the other issue that’s been creeping into my mind lately; why have modern MMOs been “major” flops since World of Warcraft launched? Why is WoW the only game that the average consumer thinks can succeed and ever beat itself? Actually the answers fairly simple and by how simple it is probably also demonstrates why Blizzard doesn’t get it either. Now, some may recall an article written by some big wig over at 2K games or something like that (the parent company maybe?) and him trying to tell the world at large that North Americans do not like MMOs. This statement is baffling on many levels because they are popular, to a point.

So what is the point that an MMO is popular in North America? Quite simply, a North American player will only tolerate playing the same game so many times. For the last nine years now, developers have been pushing out the exact same game since World of Warcraft launched, even some other companies attempting to try and reformat older games to be just like WoW, and gamers take notice of this. It doesn’t matter how much you change the paint job, the overall gameplay experience doesn’t change, a players interest is not going to last months. It might last a few weeks at most the more like WoW the game actually is.

Innovation is a word I rarely like to use, because generally when innovation is involved companies don’t know when to pull the reigns in an analyze if their innovative idea is fun or not. You can pretty much run down the list of every MMO game you’ve played since World of Warcraft launched, and you would find precious little difference between each of them. And this is the very reason these new games with big budgets and multi-million dollar devs team behind them fail. They don’t fail because the games were bad or had poor launches, those are just excuses of the players, they fail because they’ve done absolutely nothing different from World of Warcraft.

To be blunt, North Americans don’t like being told how to play the game, if I were to make an observation. It’s most common questions asked, can I explore, can I build the character I want, etc etc, and the answer in every one of these games is a resounding no. Developers try to say you can, but if you have a class lock system picking trees isn’t changing much to the formula. Changing how the bland kill X enemy quests to be local area isn’t changing up the formula either. And offering nothing else as an alternative style of gameplay, such as crafting, isn’t going to get much enthusiasm in the end. Hell, when you shove your PvP into secluded and segregated areas, you have also pretty much made two games, and promising people these things is both a lie and a slap in the face.


MMOs are meant to be emergent worlds where the actions of the players dictate how things can go. The modern MMO is a rather pathetic mess, a single player game forcing a player along a specific route, and North American players are very capable of seeing this crap that they’ve been there and done that already. They want something new. The markets outside of North America, are they just more tolerant or are they just accepting of any mediocre thing that’s put in front of them? Who knows? But I think it is safe to say if you want to get in on North America, you can’t make yet another clone of WoW. People will just stick with WoW in that case.

June 7, 2013

The lack of any true failure in an MMO

This is going up sooner than I thought. But it is something I was thinking about after I wrote my last blog entry, and that is the concept of failing. It’s hard to miss the concept of failing actually, it’s an internet meme. You probably can’t even throw a rock without seeing some person having posted a picture of telling some other person that they have failed at something. Yet, this basic idea isn’t even possible in the modern MMO. Even if you fail, you still are rewarded, and thus it creates a problem.

This is still tied into the ideas behind a sandbox but this is one of those things that I think is required. Without the threat of failure looming overhead, people tend to get complacent and if you reward someone for failing, even if it is a reduced reward, you just tell them that they can earn something no matter the results, and it creates an atmosphere of no consequence. This type of atmosphere is actually not very good for an MMO and is counter to the whole idea of a sandbox theme world and style. Removing the threat of failure from any aspect of the game just instills into people the idea that they don’t need to try and as such when you actually try to introduce challenging content, people will demand that it be made easier because the developer put themselves into a corner by making the rest of the game easy and impossible to fail.

You can see this concept in action in every modern MMO to date now. While, again, people will tell others quite often how much they have failed at doing something, the truth is there is no way to really fail at it unless you do nothing at all. Every quest is designed that there is no wrong answer to completing it and even if the mission would penalize someone for not doing it the right specific way, it will do nothing other than either remove some invisible bonus or just reset the player so they get a do over with no consequence or worry. This type of no risk and all reward system is not good for a healthy community of an MMO game.

Of course, there are those who believe this would breed elitism, but it is not really elitism when people want to do things right and want others to stop wasting their time. No one wants to have all the time they worked towards completing a goal to turn out to be worthless because someone refuses to actually work with other people. Even these people who bulk at elitists are elitists in their own way, but like any normal human being, they refuse to see they are acting just like the other people that they are slamming.

So how did this no risk, all reward atmosphere come about to begin with? Quite simply; the self-entitled, whiny gamer types that we are demanded it because of self-perceived notion of that a game should always be about winning, and there should be no chance that we could fail or lose because that would defeat the purpose of our persona. This, of course, was acted upon because the big wigs saw dollar signs, and they acted upon it. Quests are fall of a truck easy, and the rewards are large thus whenever a quest given offers a small reward, players are very quick to point it out how a lower level quest or a much easier quest that they just did had a better reward. This is one of those corners that developers have programmed themselves into by listening to gamers too much.

Now, while it is great to always feel rewarded, it is bad when there is no risk involved to gaining that reward. Players might get frustrated with particularly tough challenged and they may hate seeing messages that tell them they failed, but the reality is it makes a player strive to be that much better for the next time they try to do a mission, quest or whatever task they are doing just like it. They stop being complacent and actually try to learn from their mistakes. And, the long term result is that the player feels more rewarded when they succeed because they actually tried instead of shrugging their shoulders because they know there is no way to fail.


In the end, failure is something that needs to be put back into the MMO, for the long term health and the continued interest of the players. Subconsciously, players are realizing they can’t fail these games anymore and it’s having a negative impact on the game industry as a whole. I am not saying punish players for failing a task, but don’t reward them for practically doing nothing. This is what gets raiders interested in your raids because there is that chance to fail the raid, but even that is starting to lose its bite as the trickledown effect is effecting that aspect of MMO gaming as well, as the raids are becoming harder and harder to actually fail. In short, it’s time to stop pampering the players and challenging them to get better.

June 6, 2013

The Qualities of a Sandbox MMO

Hello out there, I know it has been a while since I’ve written anything and for all the readers I might have, I do apologize. Had mostly family things come up, namely dealing with the fact my father getting sick and passing away, which I think many could understand would have an impact on anything I could write about. It’s been tough the past few weeks, and I miss him terribly, but I should at least look at things to try and keep my mind busy.

Anyways, not trying to bring anyone down and certainly don’t want to make this some sort of depressing rag about my life, so I decided to work on a topic I touch on a lot but I guess I never really describe at heart; what defines a sandbox game. This is something I feel that has been lost in the past few years, as the lines, for whatever reason, have become murky and ill defined, mostly because of preconceived notions created thanks mostly in part to World of Warcraft pretty much becoming the definitive MMO in the mindset of everyone out there. For an insight into where I am aiming at in this blog, I suggest watching MrBtongue’s YouTube episode (Un-Ruining the MMO) on this very subject. It’s definitely entertaining but hits all the right notes on exactly what I am discussing.

Needless to say, what defines a sandbox game, something MMOs were before, as MrBtongue would say, WoW ruined everything, is actually fairly easy to define. The problem is that people believe, falsely, that these elements exist in the modern MMO, but they don’t. The parlor trick of the modern MMO is cleverly, or not so cleverly, designed to forcefully direct players on a set path. Some developers go that extra mile by providing a secondary path towards to disguise the convergence, but the end result is the same. You are destined to go from point A to point B along this road and deviation from this path is not only frowned upon, it is highly discouraged, and in some instances, illegal to the point attempting to change your course could even result in penalties against your account.

Now, let me try and define what makes a sandbox game;

Number One: Freedom. This doesn’t just relate to freedom to create the character you want, though in reality, people have actually been tricked into believing that the carefully structured character classes in the modern MMO is freedom to build the character they want. This is both a lie and false advertising on many levels. But more on that later. Freedom implies that once I log in, get my bearings and figure out what in the hell is going on in this game world, I can sod off and do whatever I want. The modern MMO frowns upon this heavily doing everything it can from allowing us this freedom, such as, but not limited to, level gating content, restricting access to areas, and dead-ending experience gain from critters and other objectives so much that we are almost forcefully compelled to do the quests that the developers have created for us.

While people will make up excuses that this isn’t true, and pointing out outlying instances of people doing such and such to reach max level in a game (namely WoW) this is again, an outlying instance and proves the point excrutiatingly well. It was possible, but the player in question not only was inefficient about level gaining, but the time it took them to reach max level was many times longer than anyone just doing the set path. In past MMOs, a player was not required to do the quests, they were fun little activities as an aside and even gave a micro goal into the normal set of grinding, but players were free to choose whether they wanted that goal to kill wolves, or if they just wanted to kill wolves on their own without some NPC telling them to do it.

However, now the attempt to kill wolves without a quest is so highly frowned upon that the experience to advance your character required is dramatically lower. Developers do everything in their power to make sure that players follow the set path, even putting artificial barriers that the player doesn’t perceive consciously, but their subconscious can see. This gating even extends to exploring, though people may not realize it as the terrain is carefully constructed to guide players on the set path. In fact, it’s well known that if players find ways off the path, though developers will jokingly claim they love it when players do that, many actually do not and such methods tend to get fixed or altered so it’s not possible to do anymore. In short, if developers loved when players find things like these, they would not be so quick to alter them so players could not do them anymore.

Of course, this freedom also extends to how you want to play to. The current MMO thinking is everyone wants to be some heroic knight, or flame wielding wizard type to get anywhere. The truth of the matter is, no, they don’t. Now, I won’t disagree that the heroic knight is probably the first thing many people think of when they start playing this game, but as time goes on, people start gravitating towards what they really like to do. You can’t achieve this is a structured class system, of course. For instance, in my case, I want to craft. I want to make things and be useful that way to the game as a whole. But I can’t do that because most of the modern MMOs not only make crafting fundamentally useless because a crafters gear can’t keep up with loot off of critters, but because I can’t level my crafting unless I become an adventurer anyways, defeating the whole purpose of a crafting system to begin with.

For other people the freedom to explore is what they are after. But like I stated previously, MMOs are being “cleverly” designed (I am using the term loosely) to funnel people in a specific direction. Exploration itself is actually frowned upon by developers if you go outside of their defined parameters. While people, again, will claim this isn’t true you don’t have to look far to see that this isn’t the case. Areas are specifically level gated, you need prerequisite gear and items to compete, and any attempt to jump over that cliff is often met with an invisible barrier that doesn’t allow such things and glitching the terrain to do so can actually get you in trouble.

Even the quests now are being designed that way. While people believe The Old Republic gives you RP freedom, it robs you of that. No matter your choice or desire, the outcome is always the same at the end. There is no real deviation from that course other than a few differences in dialog. This is the furthest from freedom, and this cinematic experience actually kills the whole world within a world aspect of the game. RP itself has been hopelessly destroyed because the very identity of the characters we wanted to create was completely removed and taken out of our hands. You have to follow the set path, by design, and any deviation from that not only penalizes your character, it may even restrict you from unlocking your characters full potential. And nowhere else can you see swift changes to a game because players attempted to deviate from that norm.

Take in stark contrast Skyrim. Now I know for some people that loved their Morrowind, this game is an abomination, for some reason, but let’s be factual; Skyrim is a sandbox game, only one step short of being an MMO. While at the beginning of the game we are given an objective that says go do this, we can basically say sod off and do anything else we feel like from that point onward. In stark contrast, TESO will not allow for this, as it is very purposely being linearly designed. A leveling treadmill is in place and players are expected to follow a set path. Yea, I’ve seen the leaked beta footage, and while graphics and such may get cleaned up, the core gameplay won’t change much from this, and since the emphasis, much like TOR, was on that personal story, you can bet your last dollar TESO is going to be yet another Theme Park in a long list of Theme Parks.

Number Two: Bigger is not Better: Another thing that makes the sandbox different from the theme park MMO is the inherent balance that is already within the system and the fact that people can equalize themselves to match the others within the system. Skill is actually the name of the game, not the gear worn. While gear is useful, and helpful in cases, it is not the end all be all of the gaming experience. This is not true in a theme park game, especially one following the WoW formula, whereas levels get higher, the gear has to progressively get better. The idea is that bigger numbers and bigger stats are always better. The skill of the player, while it can be a factor, is often only a small portion of that result. A very skilled player will more often than not, be beaten by a below average player who is better geared and equipped than they are.

This is also the case based on the class system these games often force down specific paths to. Like it or not, while some people will claim otherwise, there is always going to be a class that is easy mode in these systems for a specific thing. They tend to pump out tons of damage, and strangely enough have tons of defensive measures to boot to make sure they continue to deliver that damage. Nothing about this requires any actual skill to deliver, contrary to what many WoW rogues or TOR snipers might claim, because it is the easiest thing to do and a subpar player can do it without worry or consequence. If it actually required a lot of skill to do, players would not gravitate towards it so much, especially in the PvP environment. This is not to say that a person skilled in the class wouldn’t be deadly, they would be, but the application of skill required is less than that of another class.

In a sandbox game, gear is not a major factor and in fact player skill is the deciding factor in a long run. A player who just mashes buttons will find them increasingly outclassed by people who actually know when the best time to use their moves is and planning accordingly, instead of just blowing their entire wad in the first few seconds of combat. Timing is key, and gear is only a distant second fiddle to this. The same stun locking, button smashing rogue trying that in a game based on skill and tactics would find they are severely outclassed by players that actually understand timing and the fundamental rules of the game, and would turn the tide quickly on the rogue.

But in the end, in this type of system, dungeon loot is de-emphasized and crafted loot becomes the big prize. Though there will be things that dungeons would be required for, they would not be the end all be all of the game, left in the hands of those daring enough to traverse them for the materials for crafters, or explorers who think the risk is worth the reward. In basic, a player economy, and thus a community, is born because of this, and player loyalty is actually rewarded instead of punished.

Number Three: An Open World: This is similar to number one, but basically in a sandbox game, the world is open. It’s explorable, there is no corner you can’t go to to see what is In that nook or cranny, no invisible barrier blocking your progress, no level gating, the only thing determining your fate is your skill and your own wits to survive. Your death is determined either by your own hubris or stupidity. But this open world is not limited to just exploration, nope it also includes PvP.

The modern MMO has done a lot to try and push PvP out of the public eye of players, forcing the PvPers into carefully controlled arenas for their matches or shoving them into specific lake areas. Of course, the reason for this is because player killers (aka PKs) never really had a punishment that fit their crime before in games. But then again, many of the early attempts made the mistake of giving them too much freedom without any reprisals to be had. The worst that would happen is a PK couldn’t get into a town, but that was easily countered by alts or friends.

While it’s been instilled into the head of modern gamers that PvP is somehow evil, the truth of the matter is that it’s not. The same PvP jerks that talk smack are still talking smack in PvE. The difference now is that you’ve given them the power to do so and no one can reprise against them. What’s even funnier, most of the people that claim they hate smack talking in PvP are the people that do the smack talking, and generally acting like an ass most of the time. In short, hypocrites.

All in all, the world of an MMO needs to be open. It needs to be open to exploration, it needs to be open to conflict, because that is what drives RP and story (sorry bar people, it’s true) and it needs to be open to the fact players don’t want to follow your set path.

These are my basic points of a sandbox MMO. Now I know this is only a small list, there is a lot more I know, but this article is already getting long and I feel it’s time to stop padding and start letting people read. I don’t know when I will put up a new blog, as I said I am currently still dealing with my father passing away, but hopefully it won’t be two months again before I do. Until then, take care and I hope people start inspiring developers to make sandbox games.


Please leave a comment below.

April 7, 2013

Why I feel Kickstarter is a bad thing long term


You know, I keep seeing people bring up Kickstarter a lot lately for video games, and I see several big names (names who don’t need it in fact) abusing Kickstarter to get avid gamers to foot the bill for them. And that’s just sad to me. Why is it? Well, this crap has happened before, but it wasn’t the gamers back then that it happened to, it was the publishers, because publishers foolishly paid up front, in full, for things and the result was the actual developer had no incentive to develop quality products which lead to the gaming market crash in the early 80s. If you want some full insight into the inevitable crash the gaming industry is currently heading towards if they don’t change their practices, I suggest watching CleverNoobs video on YouTube, it is an excellent watch and highlights several points that I am about to discuss.

Now, if you look around, you will find many that see Kickstarter as an ingenious idea. Why is that? Well quite simply the people believing in this idea, despite the many negative eggs we’ve already had, are the fanbois and in some cases, PR pushers for specific big name people to boost hype for such things. Though name alone probably helps these people do also employ paid people who purposely go out to hype the ever living hell out of their product under anonymous names, and in turn this hypes up fanbois who in turn spill it down. However, I have several reasons I do not like Kickstarter and see it as a long term fail in the making and nothing more than a temporary band aid fix for developers still wanting to make a quick buck instead of a quality product, or in some cases, just want to stay relevant when history has already told them to piss off. Again, my reasons for not liking Kickstarter are many fold, but I will list three main big ones for myself, personally.

First reason, this system has a huge potential to be abused by scammers. And before people deny this, it has already happened on multiple occasions. Several people have already used Kickstarter to gain money off the gullible people who put blind faith into these products and the end result is, well, they will never see a return in that investment. While a few have been publicly caught, there are undoubtedly more who have yet to even be discovered and probably won’t be until the time of their product coming due actually arrives, and by then anything that people put forth into the product is well past unrecoverable. Now I know there are people who say they have preventive measures in place for all this, but the reality is, any measure you put up you can counter, so this system is not even far from impenetrable, and I seriously doubt it is as difficult as some might think.

Second reason, at least as far as the gaming industry is concerned, just like with publishers, Kickstarter rapidly became a big boys only club. If you don’t have a name you are shit out of luck of actually catching interest in your product besides a few people. If you didn’t have ghost fans pushing you out there to catch the hype train of real fans, you were left with your own circle to try and get it around. And it is getting worse because the big named people are throwing out bigger and bigger figures while the people just wanting to do what they are striving to are struggling just to meet a realistic goal. And add into the fact that some of the big names are now throwing out shameless incentives to just throw more money at them well past the quota figure promised, the actual small named indy game developers are finding it harder and harder to actually compete with this.

And my third, but not final reason, for not liking Kickstarter is pretty simple. You are paying them upfront for an unfinished product that they have no incentive to make sure is a quality product. Yea, you might get a game, like Atari got a game that was sort of like Pac-Man back in the 80s when they paid a developer upfront instead of making him develop a quality product, but in the end you are at greater risk of receiving something that is not only generic in the end but all the promises that were made will just turn out to be little more than fluff that bears no use in the game, or at worst, not even make it into the game as a whole. And worst than even the quality part of the product, there is a chance that it could fail to even launch, and if that happens the backlash from people who funded these projects will be catastrophic.

While I know that the big publishers pushed a lot of developers away from that side of the industry, the current problem is the big names using this program are now abusing it without reason to. Many of big name developers using Kickstarter are furthest from strapped for cash to be able to produce the titles they are looking to produce, but they threw out these rather large figures at what they feel would need to be to create these games, some of them with not even a demo or name of the product to be seen, and even threw out shameless incentives to get people to pay more.

In the end, even the big names aren’t above abusing their fanbase, regardless of how people think. All they have to say is remember my one good game and they know their fans will jump on it, especially if said big name makes large promises that claim their in development product you’ve never seen will be like one of their famous games of the past. There is no proof that will happen, just their word, and in the long run, this is going to cause more damage to the gaming industry as a whole, and will definitely hurt the legitimate indy developer struggling to try and get their game out there and really show change and potential in an otherwise stagnant industry.

So to reiterate, I firmly believe that Kickstarter is just going to cause more damage than good in the long term of the gaming industry and once the bubble breaks on Kickstarter, the gaming market will most likely crash hard. Will it recover? Probably but there will also probably be a very large gulf when we see a new game title surface after the crash happens.

If you agree or have a differing view, leave your comment below.

March 29, 2013

Dumbing Down of Games is getting ridiculous


One thing I think has been becoming predominantly bad lately is the fact that graphics have been overtaking gameplay in the modern game. Long ago it used to be about making fun, engaging games that players could spend hours playing, but lately the new thing is “revolutionary” graphics to cover up the shoddy gameplay aspects of the current generation. And I don’t say that lightly. Each new generational leap, especially in the console market, has been about pushing the graphical quality of the game while the gameplay quality has either been becoming dumber in the process or completely forgotten, and this is just terrible.

I think the evidence can speak for itself in this regard. When most people talk about gaming they typically refer to games that they use to play a lot of when they were younger. Games that had gameplay in them and encouraged smart thinking, versus what we have today which is either too easy to play or just has so much hand-holding going on that you spend more time screaming “Yea, I get it” at the screen than actually playing. The popularity of the retro market booming, I think, has more to do with the fact people are getting tired of the dumbing down or lack of actual gameplay in a modern game and wanting to have a game that plays, you know, like a game instead.

Let me voice my opinion of a recent retro game that is getting a “modern” update; DuckTales Remastered. Now I, like many people who played the original, was quite excited about this and it made me wish I still owned a console to take advantage of it, but as news started coming out about the game I started scratching my head. First thing stated, the game was made easier. Now for people who never knew that collective sound you heard was the fact the brains of a lot of fans just fell out of their head at how stupid this remark was. Why? First and foremost, DuckTales was not even a hard game, not even on the hardest difficulty. It was memorable and fun not because of its epic challenge but because of its gameplay and how fun it was. The most challenging part of DuckTales was just collecting the secrets which in themselves weren't terribly secret, or the fact the text from the supporting characters crawled slowly.

This is a game that on my first night owning it I beat it but I still continuously played over and over because it was fun. And the part that baffled me the most is how the developers actually think the average game player is so stupid that they can’t understand a concept such as “Down + B” to use a standard skill after jumping. Seriously? I mean this is how far gaming has devolved and that a graphical update to a classic, but albeit easy game is revolutionary, but the gameplay of said easy game was tough it needed to be made even easier? I don’t know how to rate this but it definitely falls within the ballpark of facepalm worth.

A lot of games, modern and retro refits, are being remarkably dumbed down lately for the sake of process, and through each dumbing down the identity of the game is being lost in the process. Hell, you can see such dumbing down in current on-going series games that exist today. A prime example, again pointing this one out, are BioWare games. Each successive game in a series they've developed is losing all the things from the original and being replaced by one button solutions that remove identity and in many cases, fun from the actual game all for the sake of making sure the developers perception of the average player is met. And do you know how the developer perceives the average player these days? Quite simply as a dumb sack of stupid incapable of understanding that “Down + B” lets you use the pogo jump ability of Scrooge McDuck in a DuckTales game.

This is insulting to the intelligence of gamers, and the sad part is, there will be a large enough crowd that applauds these things saying it streamlines things for the casual market. Seriously? Are you really going to try and call casual gamers retards and too stupid to tie their own shoes? Because that’s basically what you are claiming.

KISS (Keep It Simple Stupid) is an often quoted thing from people who defend these types of decisions but there is a line that needs to be drawn. The constant pop ups explaining how things work, the ridiculous hand holding, and other things that just annoy people lately are becoming exceptionally more intrusive. The sad part is, the games of yesteryear could teach more with less without a visual pop up in an entire tutorial stage than the modern game can do in 10 tutorial stages that they often plug into the game making the game annoying and less fun for all. There's keeping it simple and then there is just calling you an idiot, and it often baffles me how many people want to be called an idiot.

There is a large reason that retro market games are picking up in popularity and it isn't just nostalgia; it’s because those old games were actual games, and even they could tell better stories than the current generation of games that exist today with less padding to boot. Most gamers are grown up, or pretty intelligent people. Many have been gaming for decades but it’s getting more than a tad insulting that we get treated more like children who don’t understand simple concepts such as “Down + B” to use the special pogo move. This is the reason people hate remakes, is because it treats the audience like a retarded idiots that shouldn't be near a toaster instead of intelligent people able to understand the basic concepts of movement in a game.

I recommend watching a very good overview of this very concept from EgoRaptor on YouTube called Sequl-itis here. It at least paints my view, using a good game, Mega Man X from the Super Nintendo as an example. Warning, NSFW.

But yea, words like innovation, graphics and even emotions *shivers at the David Cage stupidity of the century* is now trumping things like gameplay, fun and entertainment. It's gotten so bad that even gamers have been swallowed up in the river of stupid and actually believe that graphics are what makes games now. No, they don't. Not even close. Good gameplay, fun and entertainment is what makes a good game. If graphics are all you live for, then just go look at high definition renders with single photos, because there are your graphics, heartless, soulless and no inspiration.

Back to a previous point, people keep quoting KISS a lot, but the funny bit is, developers try to simplify things so much they make the damn thing even more complicated in the end. When half your game is bloody tutorials, it should be time to realize you fucked up somewhere. When you need to interrupt the flow and features of a game to have a pop up to explain to an FPS player how to aim and shoot a gun in your FPS game, you fucked up somewhere. I think developers and gamers need to take a step back and take a long look at why games today are no where near as fun as the games of yesteryear.