I just wrote this in the News Comments section :
A part of me thinks that non-physical releases were put on us by The Industry, because that keeps us people from making pirate copies. Non-physical releases are so much easier to control for The Industry, because well, they are located on servers, and nowhere else. Even better are software-as-a-service non-physical game releases.
And that people wideöly accepted that via / through steam et. al. .
It feels to me as if The Gaming Industry somehow made "us" "gamers" happily accept some kind of feed of which we would know that it is unhealthy. But it tastes so good ...
It kind of feels like brainwashing to me.
On the defense of the Indies, however, I must admit that physical releases eat up so much from the profits of a game - and that in times where proper game development gets so expensive that no-one is actually about to immerse oneself into those insanely high numbers of spent money for development costs.
Game development, however, partly became so much expensive because people want better and better graphics, for example.
I'm not an expert, but I *personally* believe that the " gamers' " desire for great graphics is almost the main factor in driving development costs so high.
Plus, this desire is fed by graphic card manufacturers, too.
That great graphics don't necessarily add up to the "fun" aspect of a game, well, that can overly be seen by the example of Stardew Valley.
A heretical view could be, however, that the "fun" aspect ismn't the motor or the driving force in games anymore. "Fun" feels so much diffrent to me that what I currently see being delivered by most bigger game companies.
To become an even bigger heretic, I'd dare to even say that it's the "adrenaline factor" which is driving game development these days, not a "fun factor" ...
And adrenaline, in my opinion, it makes people become addicted ... to an "adrenaline rush" .
A part of me thinks that non-physical releases were put on us by The Industry, because that keeps us people from making pirate copies. Non-physical releases are so much easier to control for The Industry, because well, they are located on servers, and nowhere else. Even better are software-as-a-service non-physical game releases.
And that people wideöly accepted that via / through steam et. al. .
It feels to me as if The Gaming Industry somehow made "us" "gamers" happily accept some kind of feed of which we would know that it is unhealthy. But it tastes so good ...
It kind of feels like brainwashing to me.
On the defense of the Indies, however, I must admit that physical releases eat up so much from the profits of a game - and that in times where proper game development gets so expensive that no-one is actually about to immerse oneself into those insanely high numbers of spent money for development costs.
Game development, however, partly became so much expensive because people want better and better graphics, for example.
I'm not an expert, but I *personally* believe that the " gamers' " desire for great graphics is almost the main factor in driving development costs so high.
Plus, this desire is fed by graphic card manufacturers, too.
That great graphics don't necessarily add up to the "fun" aspect of a game, well, that can overly be seen by the example of Stardew Valley.
A heretical view could be, however, that the "fun" aspect ismn't the motor or the driving force in games anymore. "Fun" feels so much diffrent to me that what I currently see being delivered by most bigger game companies.
To become an even bigger heretic, I'd dare to even say that it's the "adrenaline factor" which is driving game development these days, not a "fun factor" ...
And adrenaline, in my opinion, it makes people become addicted ... to an "adrenaline rush" .