Indecipherable said:
Well to be fair, games were much more expensive then than now.
Doing a bit of quick research (I played NES games but was too young to buy them myself so I don't know the pricings off hand), games were around $45 to $60. SNES got up $80, and N64 up to $100.
Looking at the N64, you can basically double that in modern terms (5% inflation for 15 years) so that's a game at $200.
For NES, you can over triple the cost. 25 years is a long, long time.
There's a lot more that goes into it than just this very brief glance - development costs were much lower, but the market was a great deal smaller, and cartridge costs much higher - but $ for $ we get games far cheaper than ever before.
While expensive, it comes at the expense of what the gamer wants to see. I can't remember when I've seen a thread or even had a conversation with a friend who said "You know what I want more of in my games? Cutscenes. Overblown dramatic features that has the character I'm supposed to be identifying with act in ways I don't really agree with".
To fit in more of the stuff that a good few of us can do without, we have game play and depth taken out.
That actually goes to my thoughts on the topic.
Games today are really that bad. For me. And for you. But not for all of us. Because game design is now looking for all of us. Games have broken from just the hand of the outcast in the 90's, and designers really weren't sure where to go next. Oddly, they went to our nemesis, the frat bro with fps and sports games. That market did well, so they went for others.
Think about something as small as achievements. Do you remember back in the day when to actually get an easter egg or small sign saying 'you found a secret', you had to have split second timing, sight beyond sight, and the luck of the Irish? Now, you just press forward and not die... you unlocked an achievement.
To makes games more accessible to the public, they've been taken out of the hands of the Nintendo Hard worshipers and were now instead designed for little Billy and his grandma who want to slaughter massive amounts of enemies just by pressing x a lot.
Now, this goes back to what I said. This isn't bad for the public, because we lifelong gamers are still a small percentage of the population. There are people who picked it up in the last few years, so the games seem normal to comparison to them. Sit those people down to Battletoads. Tell them how you had to use memory, split second timing, horde every life you could get just to get past that snake pit. Tell them there was no regenning health. Laugh at them when they ask about continues. Let them know that we
craved that challenge.
And they'll think you're mad.
Just look at the review scores for the recent Ninja Gaiden. Do you remember the cred you got for even BEATING the revamp of Ninja Gaiden? Hell, any Ninja Gaiden before that time. It was cheap, it was hard, and you felt like you could don a real ninja sword and whup some ass if you beat a level. That was exciting.
Today? Hand Held. The fact that we used to understand how to play a game in the past by just failing and trying things differently is lost on modern game designers. EVERYTHING must be spelled out for you. Game designers now treat us like idiots. You remember the fun of Silent Hill? How did you know something was even pick up-able? James looked at that direction. And you needed to go over and find out what. This new Silent Hill? Notes, prompts, suggestions... It's like game designers feel you need special helmets not to hurt yourself.
I go to indie games now. They remember I want to be challenged. There are exceptions to the rule, but not many.