This doesn’t make sense. Nobody is supposed to ingest all media. It is impossible.
You can’t hear every song. You can’t watch every movie. You can’t see every painting.
It should be celebrated that we have so much accessible art and entertainment.
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This doesn’t make sense. Nobody is supposed to ingest all media. It is impossible.
You can’t hear every song. You can’t watch every movie. You can’t see every painting.
It should be celebrated that we have so much accessible art and entertainment.
It does make sense, because "choice paralysis" is a thing that exists. So instead of choosing the game you want and playing it, you might spend more time looking for games to play than actually playing them.
So there are not too many games. That seems like a personal handicap than a real problem.
Bullshit propaganda, sorry not sorry. The problem isn't too many games, its reviewers overhyping too few games. Gta6, marathon, whatever the heck else, seriously do some basic research and you'll find great games at a great pace. There is, in fact, room for all games in the market.
XD
This is a good thing for everyone besides the capitalists who seek to profit from their game.
We need a UBI so these artists can just make the games they want, and so "too many games to play together" is no longer a financial issue.
Again, wealth redistribution fixes a problem phrased by news as a consumer problem.
This is my point exactly. Art should be accessible for both the artist and those that enjoy the art. In the current landscape too many artists is a terrible thing for most besides the ones who are already wealthy, but it doesn't have to be that way. I see so many extremely talented and creative people who can't afford to make art and are forced to waste their talents because they can't survive as an artist. Good art takes a lot of time to create and only wealthy people have free time.
I disagree. The PC gaming market is about $76.67B. That's ~$4M for each of the 18,626 games, most of which are asset flip crap. Many of the remainder are by indie devs (generally <30 people). The article mentions about ~10% of those games receive 500 or more Steam reviews, so we're probably looking at $40M on average person game w/ 500+ reviews (i.e. probably not asset flip crap).
There are only about 20-30 AAA games released every year. The indie game market size is about $5B, and that's across platforms. Even if that was only for PC games, that's still 85% going to AAA studios, as in those 20-30 games that get media attention.
We don't have too many games, we have a problem where too few people buy indie games. The average successful indie studio isn't making $40M per game, it's likely much less than that.
Indie games are overrated, it's still mostly crap. I don't blame people for waiting for absurd popularity to bring actually good titles to the surface. It's still the same general problem, I have a the time for maybe 5 games per year, and that has to compete with my existing backlog, favorites and new titles. I'm not risking that time on Indie or AAA titles without some good evidence it's worth it.
Sure. My point is that AAA studios have massive marketing budgets so it's more likely you'll consider them than an indie that you night like more. We need a better way for good indies to get noticed.
But how on earth do you get people who only buy and play 4 or fewer games per year to look at those indie games instead of one of the same big games that all of their friends are playing? That demographic is why Grand Theft Auto, EA FC, Assassin's Creed, etc. is so big, because they capture the people who don't play many games. There is technically enough money to support the entire industry, but that's not really how consumer patterns have ever worked; most of it always goes to a select few.
You're not going to convince the Madden/FIFA/etc group because community is more important than the game itself. The same is true for the big competitive games, since again, community is more important than the game itself.
The rest of the market is massive though, and even the people who only play a handful of games still pick up the occasional game to play on their own.
The solution here, IMO, is a high profile reviewer that focuses on indie games. In fact, we don't really need reviewers going over AAA games because their marketing departments are already handling it. I want professional reviewers who try hundreds of indie games every year and promote the top 10-20 or so. Indie games are some of my favorite, but finding them is incredibly time consuming.
Agree to disagree, I suppose, but for the person whose only game every year is Assassin's Creed, I don't think you're going to convince them that they should play Silksong or Expedition 33 and that they'd prefer them if only they knew about them. Even if the games aren't multiplayer, it's often a common touchstone for a group of friends to talk about and bond over. You or I might rail about handholding in one game that the mass market plays, but that handholding is a large part of why those games are mass market. The indie stuff we find more appealing are often answering a need, for a much smaller base of potentially interested people, who are sick of the mass market stuff, because we play more games in general.
As for a solution for your personal problem finding indie games, I know it's one that Second Wind has been putting effort into addressing. This may sound odd, but in multiple cases, I've found niche games to scratch a certain itch I've had just by going to the Steam search and filtering by tags, and at least that cut down the research time dramatically. I understand the frustration though, because I'm having a similar hard time finding out if a game is built to last with things like offline multiplayer, and it's something that reviewers often don't care enough to mention at all.
only game every year is Assassin’s Creed,
How did they settle on AC? Is that the only game that would ever appeal to them, or did one of their friends introduce them and they got hooked? How many of them played Balatro or Among Us and other "viral" games?
The way to market to these people is to get that one person in a friend group to try something new and sell their friends on it. I used to only play a handful of games too, and back then it was mostly StarCraft and Halo. Then a friend introduced me to FTL, Factorio, and Minecraft (back when the last two launched, not what they are today), and I fell in love with indie games. All it takes sometimes is a single experience to show people what they're missing.
Second Wind
I took a quick look, and it seems to be a mixed bag of content, from first time experiences with games to meta discussions on what makes parts of games great and interesting. Looking at last dozen or so videos, it's mostly bigger games like Borderlands, Hollow Knight, and Subnautica. If you play any indie games, you'll hear about those (and Borderlands isn't even indie).
I think what I'm looking for is something that goes over the top new games from the last month or something, with deeper dives between those videos.
I’ve found niche games to scratch a certain itch I’ve had just by going to the Steam search and filtering by tags
I've done the same, and it's way more miss than hit. When I finally find a hit, it's usually a few years old, and is going for a fraction of the launch price.
For any given game, I can usually find a decent review by some random fan on YouTube, but going the other direction is a lot harder.
How did they settle on AC?
How did you lose interest in Assassin's Creed? Maybe you didn't, but I did. Call of Duty, too. Part of the reason why is why those people still come back to it, like sanding off rough edges that were maybe desirable to us. The top dog franchises will change from time to time, but I don't think you'll be able to will that change into existence with a recommendation. The Game Awards do have a tangible effect on sales and can make that change, but only up to a few games per year, at most.
I think what I’m looking for is something that goes over the top new games from the last month or something, with deeper dives between those videos.
It's a fairly recent effort from Second Wind, with similar gripes as to what you mentioned, which is why I brought it up. This is specifically the show that they do that I was thinking of, seemingly twice per month, and there's also Yahtzee Tries.
How did you lose interest in Assassin’s Creed?
The story went nowhere.
Wishlist
That format looks like exactly what I'm looking for! Thanks!
I didn't like Yahtzee tries as much, probably because it was like a Let's Play with banter instead of an actual review.
You dont have to buy every game a reviewer hypes.
I literally can't. The article is speaking from the industry perspective of sustaining its jobs though.
This isn't a problem. For the first time in a very long time, I actually have a queue of games I want to play and din't just mindlessly scroll steam store or wait for big releases. In fact, I no longer follow game releases, there is something at any given time I can find to play
I’m not sure there’s any solution to this problem. Returning to the era of gatekeepers would be a regression, and the increased democratization of game development has led to more creative and interesting products all around. This glut may be intimidating for players, but it also presents them with more choices than ever before, so long as they can ignore the FOMO of not jumping on every new release as soon as it hits.
But for the companies investing hundreds of millions of dollars into games that need to move huge numbers to break even, this is no small challenge. And it’s just getting harder every year.
Solution is simple, stop spending millions of dollars on the same bloody IP and cash grabs and give your devs some freedom.
I like having a lot of choices. You don't need to play all the games!
The article seems primarily focused on new games. And the article still makes some great points, but when you factor in older games the problem gets bigger.
I am not going to say that old games were better or that "they just don't make them like they used to". What I will say is that a lot of older games that are super cheap on Steam or out of print entirely are still great. There are occasionally new great games being released of course (I haven't played Hades 2 yet but I expect it to be great, for example). But there's a lot of new games being released where I think... "Why would I spend $70 or $80 on this when I already have this backlog of older games? Why would I spend my time playing 7/10 games when I have dozens of 9/10's sitting in my library waiting for me?"
How comes movies aren't like this? I feel like there are so few movies but so many games.
The price it costs to make movies and the services that promote them. There are way more new movies than you realize. The market is just as oversaturated. You're just less likely to see low budget indie movies the same way you prominently see low budget games and music unless you follow cheap horror circles and things like found footage.
Can confirm, my neighbor makes indie films, and I don't live in Hollywood or anything, just a random town in Utah. There are more than you and I expect.
It still costs more to make an indie or found footage film than it would to make a game or music or other art. I watch a lot of found footage so I'm pretty familiar with the style and do a lot of research on the ones I like. The average on the low end of the price spectrum is around $10,000 although some have been made for around $1,000.
Still there's a lot of stuff out there. Another thing to consider is that art, music, and games from foreign countriea are way more accessible than movies and shows from abroad.
Distribution. It's very easy to put your game on Steam next to Grand Theft Auto. You'll have a much harder time getting your indie film in theaters or on a streaming service. High quality movies aren't typically found on someone's YouTube channel.
I don’t feel there are too many games, because I can simply buy fewer games, but I do miss the feeling that there are games that everyone is buying and we’re all playing at the same time. I felt like everyone I knew was playing BG3 and we were all talking about it all the time. I don’t want to only play those kinds of big, blockbuster games, but I do want a few of them per year.
There have been 'too many games to play all the ones that seem interesting to me' since the late 90s, at least.
There has always been absurd levels of competiton in video game releases.
What this person is describing has been the broad state of the overall industry as long as I have been alive.
It is not a problem.
It is totally fine that decent games are moderately popular and quite good games are quite popular and occassionally something seemingly simple is actually novel in a fun way, or hits just the right combo of gameplay / art style / narrative elements at the right time and is a breakout hit.
It is totally fine that giant evil megapublishers who exploit their employees and then slave drive and mismanage them into producing shiny, but buggy and lackluster garbage... are not making back their marketing budgets.
It is in fact very very good that they are failing.
The only thing different now is that video gaming is massively mainstream nowadays and normies struggle with choice paralysis more publically these days.
A real dedicated nerd is capable of seeing through marketing and doing their own research, thats... kinda the whole thing that makes one into a nerd, a seemingly odd obsession and inordinate amount of time spent trying to understand their hobby.
If you are just a consumer who is overwhelmed by choice and marketing, pff i dunno, get gud scrub, capitalism be doin what it do, figure it out, develop your own actual personality and sense of taste and discernment, or keep crying I guess?
Video game development democratizing via lower barrier to entry is a great thing.
Players are more likely to find and get something they want for a reasonable price, megacorps are more and more likely to spend way too much money on things they don't understand anywhere near as well as they think they do.
Whats not to love?
If their form of video gaming as a business model is unsustainable, well that sucks for them I guess?
I've recognized there's enough digital entertainment to last me for the rest of my life.
Anyone I see who is constantly playing the newest thing is a loser that is consumed by consumption.
Yup.
The overabundance of games is killing great games.
Can't tell you how many fantastic multiplayer games I've bought only to find out they're ghost towns or become ghost towns soon after purchasing. And it's because players are so spread out over so many games. 20 years ago these games would have been major successes with a huge player base for years, but they're dead on arrival or within a few months. It's a real bummer.
That being said, I'm going to plug Mycopunk. Just got it and it's great. Like Deep Rock Galactic and Risk of Rain 2 had a baby. We need more players though. Came out in July. Currently on sale. But base price is cheap.
There are multiplayer games from 30 years ago that still have 30 people who play on the first Friday night of each month, and they will put that in their calendar and keep the game alive.
The idea that multiplayer games need huge communities of players otherwise they are "dead" is what is killing multiplayer games.
Will give mycopunk a shot.
It's great. It's early access, so it needs some polishing, but it's already pretty solid. It can be a little overwhelming at first, so make sure you're doing one of the easier difficulties. Get your weapons and character leveled up and it starts becoming more engaging. Try out different weapons too. I was struggling until I started branching out. And keep in mind that the enemies are made up of various parts and you can blow those parts off and then other enemies can pick those parts up and use them. So learning how to take off limbs and then make sure the limbs are destroyed so they can't be re-used is important.
Oh, and it allows gifs in the in-game chat. Something I've never seen in a game before. Type "/gif" followed by any keyword and it tosses an appropriate gif into the chat. It's a lot of fun to mess around with.
Love it so far. My only complaint is that I've accidentals melted several mods I wanted to keep because I forget which key does what. Wish there was an unlock button and trash you could drag to instead of just two keys. Other than that its great.
Reviewers rave about a game, I pick it up and play it, and they're raving about a new one before I've finished that last one.
That's why i only wishlist games that i'm interested in. by the time i get around to them, there's usually a sale and/or price drop. Some games have been on my wishlist for years, while I'm working through my backlog, waiting for their price to drop even further.
"Of the 1,431 games released last year that garnered more than 500 reviews — an indication that they were played by at least a few thousand people — more than 260 were rated positively by 90% or more of the players. More than 800 scored 80% or better."
Problem - You can't trust Steam reviews. Steam users will give top ratings to "Click the Duck".
https://store.steampowered.com/app/3110500/The_Best_Duck_Clicker/
You can't trust the reviews, it's true. But also, it's very much a buyers market with games in general right now. The headline issue is only a problem if you take the side of AAA studios who have to compete with passion-driven indie projects that aren't just out to make a buck.
I'm going to spend how much to play a game with an obligatory launcher after I already opened steam? And it's badly optimised? 100gb you say? And I have to see ads for skins? And that's competing with a game less than half the price that's amazing, 3gb, no ads, and it can run on a decade old computer?
This is a big-budget problem. They made their omelette, and now they've got to sleep in it.
The first and foremost problem of the Videogame Industry is the videogame corporations. They
Over work and under pay workers
Transformed modern gaming into gambling
Enable pedophiles to run rampant on their platforms while censoring people who stop them (notably Roblox)
Needlessly price hike software and hardware
Purchase popular indie studios then shut them down
Etc
The problem they describe will self-correct; the "market" will drive that. But it might not be pretty. The things below are already happening, but will be further instigated:
New AAA non-franchise titles will be less common because return is less likely amongst the sea of new games coming out. Investors will continue to gamble on them, but they'll be fewer and further between.
Mid-budget AA games not in a niche will disappear. You'll still have your city builders, your milsim squad shooters, your competitive RTS games, but you won't be seeing many new AA action platformers, multiplayer CoD style shooters, block puzzlers, adventure RPGs, etc. They'll either be bare budget / indie or mega budget.
You'll see dev cost continue to be driven down to mitigate this risk, making quality suffer. Asset flips, AI, and outsourcing will increase for most studios that don't get recurring revenue from live service games.
Indies will continue to be random breakout hits, but their studios will die fast because followups to their breakouts often drown in the sea too.
Being an employee in the industry will probably mean jumping from company to company where you might only stick around for 1 - 2 titles before a major layoff. Contracting will get more common.
It does feel like the market is so saturated now.
In the end it's up to us to vote with our wallets and spend how we want.
My gaming backlog is so big ... I don't really feel the need to buy new games unless it's something universally loved, like Clair Obscure.
Aside from that, I really ought to work on my backlog.
Whether I succeed in this impulse control is another story ... Lol.
I dont really think this is an actual problem. Yes, theres a lot of games now, far more than ever before and more releasing in a year than some consoles had in their lifetime. But this is actually a good thing because it means this industry is more accessible than ever and we have very little limit on what experiences we can have.
The actual problem is the diversity and quality of those games due to muddy motivations. Like any entertainment industry under capitalism, artists are not just performing their art because it is their passion, its also to make a living. At the start, the core motivation is passion, a desire to create and innovate and expand on what that medium can be. When that medium reaches a point where a newbie with great talent can become an overnight sensation, then the motivations for creating art in that field become tainted because individuals start to believe that they dont need passion for the art in order to make massive amounts of money. The market will start being flooded with greedy, talentless people who are looking to cash in on the craze.
Ive been gaming since Sega Genesis, and have followed the industry closely most of my life. To this day, I believe everything in modern gaming can be connected back to the insane popularity of Call of Duty 4. Before that game, nearly every game that came out was trying to do something unique. They might share a genre, but they always did something to stand out from the crowd. Very few games were ripping off a competitor, and the ones that did normally did it so poorly that they immediately got ignored. But after the success of CoD4, that changed massively. Everyone was releasing a first person shooter with pvp multiplayer. Games that didnt need multiplayer had it tacked on per publisher demand. Japan went full on stupid and stopped making games that had that particular vibe that only Japanese games had, and even went as far as hiring western studios to redo franchises that absolutely did not need to be redone, with Capcom coming to mind as particularly bad about this. The market was flooded with low quality, cheaply made games trying to get a part of that bag that CoD4 made.
But we actually got lucky during all of this. Xbox and Steam were both platforms that attempted to lift up independent developers. Unlike the film industry, a space was created for low budget game development, and tools to make games were permitted to be accessible for very cheap. What this did was allow those artists who actually have passion in their art be able to take a pathway to creating high quality games. The ripples of that are felt to this very day, with Silksong being a perfect example of why accessibility in a medium is important.
There are a lot of games, and a lot of them suck for sure. A lot of them are rip offs, overpriced re-releases, clones, and even scams. But with that we've also gained so many great games, in so many genres, with new genres being molded like every month. The AAA space is arguably in a state of painful saturation, where budgets are bloated, dev times are too long, quality is poor, and prices are absurd. This will end up in whiplash against the AAA scene in time, probably sooner than later. But unlike when a similar phase happened in the Atari era, almost killing the games industry, that just wont happen this time, because the industry is not reliant on giant corpos to carry it.
What i would recommend as a gamer is to give up on the old notion that you can play all the games that come out. Especially as you get older, you wont have the time and you shouldny try to make the time for all of that. Treat games like people treat music. You cant listen to all of the music, and you shouldn't try to. You find the type of music you like, and search that space to find more things to enjoy. Do the same with games. Dont rush through them, play them at a pace that is fun for you and lets you soak them in, and play the games that specifically appeal to you. Even if its a single game you play on repeat, if it brings you joy then it shouldnt matter.
A more controversial recommendation is stop being averse to spoilers. If your friend plays a game that you dont know if you will ever bother to play, let that friend tell you about the game. Studies have actually shown that players enjoy a game more when they go in knowing spoilers. This might not apply to all games, but from personal experience I can say letting a friend ramble about a game they love that I only have a mild interest in has not only caused me to actually play those games, but games are so rich in detail and varying experiences that I will end up having a very different experience than them that I now get to share with them. Being less averse to spoilers both helps you be able to communicate with more people about gaming, as well as gain new insight on games you might be on the fence about. This can help reduce the amount of games you feel an urge to play but cant make time for by acting as a social filter, or "word of mouth".
Going to need a global wave of union organization to at least get royalties on sales determined for contribution levels. That's unlikely to be incredible money but anything is better than nothing as you age towards their elder years
Besides that, no real solution. It's happened to every art industry. It turns out there's probably been an incredible amount of artistic talent every year throughout the millenniums but it's just the last couple decades where it didn't require super levels of luck and financial backing to make it