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Re(3):Re(10):So uhh... wall of text for 3DS?
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[QUOTE] Just a couple scattered thoughts to follow on everyone else's great ideas: As far as the modern attention span being shorter (it must be), I ironically find myself losing patience with many "modern" games almost instantly, due either to unnecessary clutter (unlimited technology seems to mean no attention is paid to an economy of space and limiting the number of systems/fuctions in a game) or to bombast (too many cinemas) or to atrocious tutorials (the failure of anyone to invent as intuitive a tutorial of a game's mechanics as Super Mario Bros.' World 1-1 has been cleverly pointed to elsewhere). I'm not just talking about easy-to-pick-up classic platformers, either--I loved RPG's in the 16 and 32-bit eras--but it feels like it's wading through a swamp whenever I start a modern big-budget game. Regarding the American games and the specious argument that America is somehow more innovative: I think it was just that there were VERY few American console games of any worth at all before Xbox or so. It was very much PC-based for them (do people even make many PC games anymore??). So previously consoles were really a place for Japanese games, by and large, and now that this has changed, the American market is dominated by people playing American games made by developers who migrated from the PC, players who never cared much for Japanese games to begin with. [/QUOTE] The trouble I have with this is that for the longest time, the PC has been home to countless interesting and eclectic things; no platform is easier and more accessible to develop for than the PC. Some ten years ago, Flash entered the internet and anybody with spare time could not only make a game, but allow virtually anybody else on the internet with a PC to play it. If anything, the most vibrant creative environment should be on the PC. And yet today, the PC is stigmatized as the most hardcore of all the platforms; yes, people that play "hardcore" PC games tend to be control freaks ("WHAT?! I CAN'T ADJUST SETTING XYZ?! THIS GAME SUCKS!!!" why can't I modify this game, etc. etc.), and by having two relatively high bandwidth controllers (the keyboard and the mouse) as standards, the expectations for how a game controls and consequently how the game plays are different. The PC is home to both the most casual experiences possible (like Facebook games, where you click on buttons and see numbers go up), and the most preposterously in-depth simulations with the most arcane control schemes. Lately, with digital distribution, it is more possible than ever for people to make games on a shoestring budget and make some money for it. Sure that means that there's a massive influx of garbage, but there are also some gems. But in terms of big-budget games, on PC, there are few now: there's always whatever Blizzard is making, but most of the rest are console ports. So if it is true that Western devs were principly influenced by PC games (which has varying degrees of truth), then we're now in a bizarro feedback stage where people that didn't care for making console games (which were Japanese games) are now making console games and then porting them back to the PC where most people will complain about them. Even BioWare, which has been one of the most famous Western PC RPG developers, is now developing with a console-first mentality. Ok this post is getting really long. I will conclude by saying that I really miss the DOS-era of games, what with their beautiful sprites and boundless desire to do things that other games aren't doing. I miss the NES-era for the same reason.
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