People often have trouble understanding the word "tradeoff", it is certain that it is easy enough to understand as exchange but in today's business insurance, it is meant as the exchange of one commodity as a cost to another. I played Final Fantasy & # 39; s Dissidia on the old old PSP yesterday when I wondered about the game's replay value, yes I have spent more than 50 hours on it already, which is what this whole topic is about.
Usually if you look at the oldest games like Mario and Dave, they had one thing in common, depending on it. Not because I'm propagating obsession with anything, but that's what the current game paradigm has come to; a product. I have always been a player, I will not deny it and that is exactly what my battle with games today is. The first games had many things that connected people but most of all it was about the level of commitment the player had with the game environment or the game's "world". And this commitment has little to do with the 3D graphics or the widely available options.
Let's take a look at developments; first it was the advent of the simple arcade games that was phenomenal to a certain point. Held players joined and introduced a whole new surge of media in the world. It was there that literally every child begged for the Atari systems and your Pentium II and III machines had Sega and NeoGeo emulators installed (mine still have both installed by the way) and game elements were about difficult commands mixed with smart sequences. Take this forward a little further and the same two systems included decent mixed stories and continuity of games improves the media opportunities explored in the two paths. The fighting game series KOF is a fiery proof of that and from there came the further upsurge of turn-based strategy and role-playing that became akin to "user-controlled novels" on computers. This adaptability for both games and media can be called the gaming industry's turnaround.
Because that's where many business executives realized that the games could be used to simulate a lot of things, pretty much everything so the potential of a business item was obvious even then. The progress then was about improving the visual effects of the game, the additions were obvious that the visual needed more work so in came the influx of investment in game studios and push for 3D graphics into games. That tip can be called the secondary curve, because once it was determined, the potential for business profits through gambling became almost nonexistent. Hollywood movies tell the story of boom and fall without fail but games have the replay factor attached to them regardless of their audience size which guarantees reward.
And this replay factor was discarded next. We can all see the online features offered by games that also paved the way for players who just buy the next powerup or update online. The concept of "buying everything" is where we can point and say that games have evolved. So at a point where the game was fun with extra complexity like Baldurs Gate, Ys, Metal Gear Solid, the games became more about commodity value.
The biggest factor in all of this, of course, is mobile gaming and here I point to smartphone games that are entirely centered on time death. The problem arises when the majority of smartphone players are not ordinary gamers but more to just kill time. So when you give a game like Subway Surfers online to buy benefits for the "normal" people, a certain level of competition envelopes between console / PC games and phone games. Niches are different, the categories are different and the size is different. A game like Temple Run cannot be compared to Farcry 3, but in the end when the games are about money, these pages go and blend in.
Today you have fantastic game elements that are added, furnished and perfected. Complexity is a given and thus some functions sit well while others do not. What is negative about the gaming paradigm in general is the holistic focus on sales which often makes them compromise with many things on the part of the game. In the end when the game becomes more focused on buying rather than playing than the whole reason for playing a game is lost