Hynad said:
Can you give examples? |
As people have mentioned, Ubisoft games, EA (Sports especially) games, and Activision. I don’t know if it’s fair to throw Square into this bunch, but they are definitely doing something similar (since FF13).
The type of game where the devs keep building a trunk, then split branches off the trunk into separate products released in relatively rapid succession. I find these games to be soulless and reeking of the stench of an industrial pipeline.
I don’t necessarily think trunking and branching is a terrible practice in itself, it can be efficient - and often indie and other devs still have a ton of great ideas that don’t necessarily fit into the original game, but could fit into another game that doesn’t need to be built from the ground up: Majora’s Mask and Mario Galaxy 2 are great examples of this; I think indie devs will provide many more examples.
What turns me off is when the games are so clearly developed to cater toward marketability and fitting a schedule of production rather than any kind of artistic drive. Games designed by a committee of lawyers, market researchers, accountants, and producers rather than artists.
There’s a big place for these types of games though. Many have objectively blockbuster quality components, and that appeals to a lot of people; it’s a viable business model. It’s just not something that particularly interests me, and I’d guess that goes for a lot of the NES/SNES/handheld/Wii/Switch style Nintendo fans, but maybe not necessarily the N64/Cube/Wii U “Can we have a PSToo?” side of the Nintendo fanbase.
I describe myself as a little dose of toxic masculinity.







