seeing a lot of "i want shorter games by less people made with less money and worse graphics and i'm NOT joking!" in response to this from the same people talking about how totk is going to revolutionize gaming forever and the cognitive dissonance here is real
shifting video game culture to actually foster a healthy market for smaller games is something that needs more than lip service. we need to create spaces and communities around it. we need curation.
video games, whether they realize it or not, are a lifestyle industry.
the seductive power of a giant three-ring-circus game dropping/sucking everyone in at the same time is too powerful for most people to resist, which isn't a moral indictment as much as it is a recognition that the industry is just giving people what they've proven they want, but know that air is limited and the oxygen is thinner and thinner as these AAAA experiences consolidate into multi-year commitments for both devs and players.
we need more than just a moral stance on smaller games. we need infrastructure - cultural, logistical, financial.
Indiepocalypse exists as on attempt at infrastructure for giving Indies more visibility in the sea of games
Also various game devs on cohost like:
- @hthrflwrs working on something titled
goat game(thanks @modulusshift for getting the link for this) The Last Days of Friendship Valley - @lexyeevee working on Fox Flux
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how culture operates on recognition, how people want to talk about things that their peers will chime in on because otherwise there won't be any conversation and they're doing some awkward combination of free advertising slash shouting into the void (maybe this is just a worse way of saying "video games are a lifestyle industry")
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incidentally, a very similar force is what led everyone to centralize on a few big "everyone" websites
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this leaks out in places that everyone takes for granted but that sound ludicrous on paper, like "oh too bad that X game was released the same weekend as Y game, everyone's playing Y so now X will be forgotten even though it's pretty good". excuse me what? the game is still for sale a week later and you can play it then, right? but of course that's not how this works
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the immense invisible pressure on me as 1 fuckin little fox seeking to eventually release her 1 magnum opus game and somehow being responsible for navigating this invisible wavefront which could make an order of magnitude difference in how well i am compensated for the years of effort it represents
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totk doesn't make me think about how all games are going to be totk now. it makes me think nintendo have lowkey fucked themselves because what the hell are they going to do for the next zelda? where do you go from here? a very small group of human beings somewhere has to answer that question
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i've been thinking recently about how downright magical pokémon gold/silver felt back in the day, and how very little has ever felt that same way. and i realized it's not just childhood wonder and nostalgia — red/blue were jank-ass technical marvels running on a ti-83, but they captured imagination in a very unique way, and then gold/silver doubled them. just doubled everything. monochrome to full color. almost twice as many critters. map is twice as big. day and night cycle. now they have genders sure why not. everything they could think to throw in, they threw in.
and nothing is ever going to make that kind of leap ever again, because big game publishers will never put out something like red/blue ever again. the games with the big advertising bucks are now polished until they are a perfect featureless sphere. even scarlet/violet's transition to an open world is somewhat dampened by how they were dabbling with it in sword/shield and already released the entire arceus game based around the same idea. it's cool but it's not fucking amazing. very few things are fucking amazing now. and it's not even cool enough for a lot of people
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i've been saying this on and off for like a decade but maybe it's just me: better graphics tend to make games worse, as games. every so often i try a quad-A game and i go "wow look at all the details in this room" and then i discover that they are just greebles. i can't inspect or pick up anything that doesn't have a glowing outline. the game immediately sucks all joy out of itself, immediately trains me to regard the lush world they built as though it were greyboxes covered in post-it notes. all the world design is static, soulless distractions. it soaks the experience in a unique kind of emptiness.
(one of the things i loved about breath of the wild is that everything is relevant to you. i mean you can snag the fucking ambient insects right out of the air and make useful items out of them)
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anyway i don't know what there is to do here. video games have become a social activity even if they're solo experiences, right? i mean my highest aspiration is for people to talk about my video game and how it exists. (thank you btw.) i guess it would be nice if people played rando indie games more and just talked about what they got out of them. you know, bond with your friends over their feelings about something, not just over having both played the same thing.
i tried to start a "monday night itch" thing once, intending to pick a game off itch completely at random, buy it for at least $10, play it, leave a nice constructive comment, and talk about it in depth elsewhere. i did this 1 time (and got basically someone's first game!) before adhd took over and i don't know if more than one or two other people ever gave it a try. still think it's a good idea though
anyway i don't really know where all that stuff is going but it could be cool for someone to write a post about