Things that the gaming industry will regret in a decade.

Things that the gaming industry will regret in a decade.

It’s amazing how far video games have progressed in the last few years. Before, video games were only played by the kind of nerds you’d see in a horrible high school movie from the ’80s.

Now, millions of people across the globe enjoy them as a kind of blockbuster entertainment (and even an art form). Technology and culture have also evolved with the industry’s advancements.

However, there is still space for growth. Gamers nowadays face a slew of challenges, and publishers’ money-grabbing techniques are only one of many. These are the blunders, ploys, and ruses that the industry, as well as people involved, will deeply regret in the near future.

Stagnation in the face of opportunity

Gaming has a diversity issue, speak it out loud and clear. Compared to other forms of entertainment, such as cinema, television, and literature, the business has a long way to go in terms of diversity in its narratives. There are far too many releases that don’t include minorities, the LGBT community, the handicapped, and women, who we’ll get to in a bit.

Since this happened, the implications have been obvious. A poisonous atmosphere has been created by studios catering only to a white, male customer base — the same one gaming catered to in the early days — that many gamers see as part of a bigger cultural war. As a result, incidents like Gamergate occur, in which gamers bully and attack journalists, minorities, and women.

We may reasonably assume that the current climate has deteriorated due to the industry’s inability to diversify earlier, and the internet era (with all of its bright new tools to harass and discriminate against individuals) has only served to exacerbate the problem even worse. […] Change is feasible and probable, but it may not have reached to this stage if developers and authors hadn’t taken so long to bring it about. Things could’ve moved forward a lot faster.

sexism in its most blatant form

Then there’s the racism directed at women. It is an active failure on the side of developers who have no tact or sensitivity when depicting women in their games, as opposed to the industry’s passive failure, which has been likened to humiliating incompetence. Of course, sexism in video games is nothing new.

Whether it’s the lack of female playable characters or a strange emphasis on following the male gaze, video games haven’t been a beacon of feminist ideas or advancement.

But as time passes (and it will – the gradual and relative improvement in how women are portrayed in film and television shows what will soon happen with games), there can be little doubt that the 1980s, 1990s, 2000s, and even the 2010s will be looked back on as a Jurassic era in which out-of-touch developers couldn’t stop producing games in which women were treated as jokes. What we have today and what we had in the past are both likely to be seen as a source of shame.

E3 televised events are abysmal.

The E3 conventions are an oddity in the world of conventions. The thrill of seeing a first look at a new game or hearing about upcoming titles is often immediately overshadowed by the humiliation of seeing some middle-aged male in a suit behaving like a bona genuine idiot.

This isn’t the first time we’ve seen Ubisoft attempt — and ultimately fail — to create a meme. Sony has gone down in gaming history for their terrible PS3 presentation. And Aaron Priceman committed a war crime during a Ubisoft conference in 2011.

Market research and high-level production are still handled by persons who were born decades ago for many publications. As a result, a large number of these individuals have never ever played a video game in their lives, and many of them still have no interest in them all. ‘

These enterprises will be taken over by younger generations who grew up playing games and using the internet. They’ll know what they’re doing, and they won’t strive too hard to be cool on stage. Even if future E3 conferences are better, we can be sure that today’s events will live on only in the annals of gaming history.

Day 1 of DLC

Even the most ardent gamer gets goosebumps just thinking about the concept of Day 1 downloadable content. When you buy a new game, you rush home and put it in, only to discover that the makers had added more material to the game that they didn’t include in the original release. And you can have it for for $3.99.

It’s a vexing behaviour motivated only by the desire of a publisher to maximise profits from a game. After a game was published, DLC became a method for developers to continue creating it and for players to get additional levels, modes, and maps after they had owned the game.

For some firms, Day 1 DLC has become nothing more than daylight thievery. It’s a good thing that Day 1 DLC is terrible for business, however. In the long run, a series or publisher that establishes a reputation for selling Day 1 DLC runs the danger of harming their brand and future sales to the point where they start losing money instead of making it.

You should expect the industry to disassociate itself from this behaviour as quickly as you can say “ripoff” once they understand it. Few publishers will be able to recover their image if they stay with it, and they’ll be the ones who regret it the most.

Bullshots

Game marketing efforts that use pre-rendered images that do not adequately reflect the actual gameplay and visuals are known as “bullshot.” This means that characters may be posed, resolutions boosted, and the overall aesthetic of the game improved. Recent examples include The Witcher 3, No Man’s Sky, Far Cry 4, and the Call of Duty series..

Since its inception in the mid-2000s, the practise has drawn much criticism, and as in-game visuals improve, it may become less essential to create images. Bullshots may become the game industry’s most infamous marketing blunder if that occurs.

Involvement of the subject’s muscles

The gaming counterpart of 3-D movies is motion control. As with 3-D, it made a big splash, was adopted by the great majority of popular systems (such as the PS3 Sixaxis controller and the Xbox Kinect), and even led to a few successes, such as the Nintendo Wii. [*]

As with 3-D, consumers are now realising that motion control is just a gimmick, one that has led to far too few positive outcomes and far too many embarrassing moments.

When it didn’t work, it made you seem foolish, and the only games we were able to get out of it were abominations like Kinect Star Wars, which weren’t even produced by Nintendo.

The craze is coming to an unfortunate end as the times change. Only Nintendo will look back on their decision to use motion control ten years from now and regret it. The Wii U’s failure shows that even Nintendo will come to regret their decision to use motion control.

Neglecting to keep confidential the personal information of consumers

In the era of technology, when the wrong hacker at the right moment may steal the personal information of thousands of individuals and create catastrophic security breaches in even the greatest corporations, personal security is more important than ever.

This is Sony’s fault, to a large extent. Personal information such as passwords, birthdates, names, and addresses of 77 million users were compromised in a catastrophic security incident at Sony in 2011.

The assault on Sony left the company vowing to enhance its security and take actions to safeguard its consumers in the aftermath of it.

However, in 2017, as reported by Business Insider, a security firm attempted to show to Sony that they could get in and successfully accessed consumer information. “Once bitten, twice shy,” not “Once bitten, shrugs, and continues on.”

We can only hope — but we can’t guarantee — that future businesses will be motivated to put in place appropriate security procedures to avoid incidents like this.

If that’s the case, then the significant data losses and brand harm that followed from these assaults will be considered by these organisations as lessons to learn from. Hopefully.

ignoring the computer

As consoles have gained popularity, PCs have lost some of their lustre among gamers and content developers alike. The consequence is a lack of significant releases on the PC. In other cases, the port is an unplayable mess that can’t be used at all.

A notable example of a company ignoring the PC is Rockstar, in particular with Red Dead Redemption, which never saw a release on the platform despite significant fan outcry.

It’s just that the PC isn’t exactly a speciality platform. After releasing Grand Theft Auto V on PC and selling two million copies in the first month, Rockstar learnt this lesson the hard way.

Console makers will regret not making more effort to move their games to PC sooner rather than later when they learn how much money they can make.

MMOs

The release of an MMO is not a sure thing for a firm. It’s safe to say that every single MMO launched to date has either been terrible or, although being great, has faded and failed within a short period of time following release.

Because to a multitude of factors, including World of Warcraft’s market exclusivity, developers’ overzealous attempts to replicate WoW, and their sheer difficulty to get right in the first place, this is a problem for third-party developers.

Fewer are being published now than in the ’00s, and the genre has already begun to deteriorate. ” In light of how much money publishers have spent on MMOs over the past decade or so, it’s hard to believe that any firm (besides Blizzard) still feels that building an MMO is a smart idea.

In a decade, when even World of Warcraft is no more, what will people think of the genre?

Budgets that are out of control

The construction of the Grand Budapest Hotel amounted to $25 million. Cost: $20 million for “Eternal Sunshine of the Spotless Mind” $35 million was spent on the film. Activision’s so-so game Destiny, about which you’ve probably forgotten since it came out, cost how much to make? Try an estimated $500 million, which includes marketing expenses.

A large number of today’s video games cost too much to produce and generate too little in profit to justify their existence. Big budget games like Destiny or The Old Republic (reportedly $200 million) typically flop horribly on debut.

With independent games becoming more popular, it’s probable that many developers (though not all) may find themselves forced to cut down on spending.

If Destiny and The Old Republic were North Korean hotels, they’d be regarded as the gaming versions of a hotel no one ever desired. You never know what may happen. But let’s be optimistic.


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