RedinTheSky
Member
Yes they are but you simply lack the perspective to see it. I've been playing games since 1990, have spent a good amount of time doing amateur game development (mainly Quake 3 mods and such) and know a few people who work in the gaming industry. I have more than enough perspective to judge the changes that the gaming industry has undergone in the past decade and a half and there is definitely a tipping point where it went downhill and it has continued to do so. Where that point is exactly is up for debate but it's there.
And it mainly has to do with money. Nowadays games are multi-million dollar projects whereas 10-15 years ago it was much easier for newcomers and small independent studios to enter the market and be able to develop their own ideas without close scrutiny and interference from large publishing houses. Today nearly ever development studio is literally owned by the big players (EA, Vivendi, Activision) and due to the large amount of time and money that games cost to make there is little room for experimentation because the companies that pay the bills won't take those risks.
To sum it up: nowadays major game design decisions are no longer made just by game designers, but by the people holding the briefcase with money. People who care about little more than whether the game will sell well and whether the development process hits its milestones when it's supposed to (regardless of whether that is infact humanly possible).
I'm not making those claims as a "faggot elitist gamer" (whatever the fuck that is, I am absolutely not an elitist gamer but you can call me a faggot if it makes you feel better) but as someone who has followed the industry for a long time actually knows people working in it.
You definitely know what you are talking about.
I was just going to say that while an underground band can get by on a few thousand dollars of equipment, and easily have ample time to produce material depending on their own ability to create music, an 'underground' videogame developer would need a relatively huge team and budget in order to make graphically competitive games; and regardless of how many good ideas they might come up with, they would be crippled by this lack to compete in the graphics department.