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DonFerrari said:
derpysquirtle64 said:

I won't mention any specific developers, but AAA game industry as a whole has been a huge letdown this generation. Not only the big publishers decreased their output significantly and played really safe by releasing only the yearly entries of established franchises to guarantee the easy money, but in terms of gameplay itself, it's always the same old nowadays. The AAA industry this gen degraded to the point that it can not provide new experiences and it can not surprise. The game design in AAA titles is built with only one thing in mind - is to make more money for greedy publishers. And it of course, leaves a negative impact on game design as well. CDPR tried to experiment and released a very ambitious game with Cyberpunk, but it didn't go well for them unfortunately. What makes it even worse, is that after Cyberpunk fiasco, all AAA devs will see that it is the right thing for their business to continue milking the same franchises instead of investing in ambitious new projects.

I would say that is a sign of industry maturity and your experience as gamer. The more you see the less new stuff there is going to be seem.

JWeinCom said:

I get why the Kinect was bundled. It's really had to make a peripheral successful if it's not bundled with the system. Kinect on 360 sold about 22 million units which is great for a peripheral, but 22 million isn't a very attractive userbase for a developer, so few companies besides Microsoft really bothered making anything that required much of a budget.

But, the Kinect simply wasn't good enough to get a Wii Sports kind of gamer to drop 500 bucks, and to the Halo/GTA gamer, it was just an extra hundred bucks for something they'd never use. 

So, I get the logic. Someone at Microsoft invested a lot of money and their reputation in the Kinect and to make it work it had to be bundled. But it was just a lost cause. They should have just admitted defeat and moved on from it. 

Nintendo actually solved that issue very nicely with the Switch. It has basically the same motion control functionality as the Wii, but in a way that doesn't add much to the price. Wish they'd make more games that took advantage of that though. Big area of potential growth.  

22M was a ballpark of Xbox og, GC, WiiU and some other systems. PSVR is like under 5M and still have plenty of games being released for it. Well even if you pick the total number of gaming grade VR machines it doesn't cut pass 20M.

The XBox ang GC were similar enough to PS2 that if you worked on games for them, you could probably get them working on the PS2 without much too much additional cost. There were very few games that were exclusive to GC or XBox unless made by Microsoft or paid for by them. And a lot of companies didn't even think it was worth the extra effort to make PS2 games for the XBox One or Gamecube.

As for PSVR... it really depends on what you mean by plenty of games. There's a bunch of small games and VR support for existing PS4 games sometimes. It's a niche platform. Which is fine if that's what they're going for, but that's not what the idea behind the Kinect was. Microsoft wanted the Kinect to capture the Wii market, not be a niche add on.