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Intrinsic said:

First and foremost, this is not about the order; though I'll admit this its failure to meet expectations along with a slew of other AAA games has brought about the creation of this thread. This is my take on the current gaming landscape.

I strongly believe that the core reason that games seem to lack innovation, or fail to deliver firmly falls on just one thing. Game design, particularly; game design towards a drive for accessibility. 

I started my gaming years in a time when the closest thing to multiplayer was someone else sitting on your couch and if you are really lucky a split screen for the most advanced multiplayer games. When practically every game was broken up into 6-10 levels and if you really knew what to do each level could be finished in under 10 minutes. In hindsight some of the best and most fun games I have played in my life are all based on that kinda game design. 

Double dragon, streets of rage, cybernator, hitman 1 and 2, tenchu, shinobi, ninja gaiden, god of war, devil may cry, shadow of the collosus, vanquish....etc

Those games all had a very basic point to point approach to their game design. And with games like shadow of the collosus, you can even see that an entire game can be made on just killing 16 enemies. 

So what went wrong? simply put, games got too easy. Not just in their execution, but also in all the advancements made towards making them more user friendly; check points, life regen..etc. And that is simply it, the biggest draw to gaming always used to be about that sense of accomplishment. Overcoming that challenge that would usually require a deep understanding of the game system or mechanic on display. 

The problem we have now, is that games no longer offer any real challenge. I firmly believe that its possible to make TPS for example, with AI so brutal and the cost of getting hit so high, that coming up against 3 enemies at once could be a game changing experience. That running from cover to cover could be made the scariest thing you have ever had to do. That its better pitting a gamer in a position where they would have to hone their skills to ration their few and sparse health packs for that inevitable boss battle than allow us just hide behind a wall for 10 seconds. We went from having 3 lives, to managing health packs to just chilling behind a wall for 10 seconds.

I believe that where games have truly failed today is not in innovation but in game design.

Don't get me wrong, game design has improved, just in the wrong direction. Its improved towards making games easier to play instead of improving towards making them more challenging. 

Once upon a time, no one ever really wanted to play a game on hard. Now, hard can usually be finished with an arm tied behind your back. 

What do you guys think? And how can we let developers know that this is what their problem really is. Most importantly, how cone don't they know this already?


You get 8 points for mentioning cybernator you would have gotten 10 if you also listed metal warriors.

OT, its mostly just hype, what I mean by that is that developers can get away with making any kind of turd mechanics once the game has good graphics and is properly hyped.

I have seen many members on this site get excited for games from footage shown of cutscenes alone, why in the world would anyone still get excited for cutscenes and absolutely no gameplay, what are we 10yr olds watching ads for ps1 games in the mid 90's.

If they can get excited for cutscenes so what if the game has bad mechanics? They are just happy they can watch the game on their own tv's while holding a controller, that alone is justification for the price, it doesn't matter how the game plays.



My 3ds friendcode: 5413-0232-9676 (G-cyber)