There were always bad games, that goes without saying. I'm comparing the good games of the past to the "good" games of today and it isn't close.A part of this issue that gives this impression is people are only selectively remembering the best experiences and games from the past other then some very notorious failures.
For everyone that thinks everything in the past was so rosy you should actually go back and look at the release lists and articles of what was being hyped and realize just how much forgettable to junk was actually released.
Even quite a few of the what would be considered bad/forgettable games nowadays have their own cult following pushing them as something they weren't. I don't want to side track down that road but like C&C Renegade for instance (just off my head since I posted in that thread on here somewhat recently), that would be the type of high profile game people would be trashing nowadays but you'd think it was some sort of hidden gem from yesteryear with some of the cult nostalgia.
Not to mention a lot of circular history rehashing itself. Online GaaS games today and the hysteria over them displacing everything from the market started happening way back once broadband started going into homes. Do people not remember the MMORPG wave for instance? Bringing up games like Quake 3 and UT is also interesting as those had no story driven SP component and were primarily MP driven. Starcraft's legacy is primarily driven by it's online component.
I'm also not sure where this "agency" issue is about. E-sports and competitive gaming is much bigger (including mainstream interest) than in the dawning days of UT/Quake/Starcraft. If anything gaming is more player agency driven now, as there is a large audience that primarily and/or only cares about competitive gaming over any type of crafted/curated developer driven SP game.
I don't see why lacking an SP component matters here. Nor do I see why a game having its legacy on the MP component negates anything.
The market for E-sports being bigger doesn't at all translate to games having more agency. The most popular game is over 20 years old. That says a lot.
Gameplay agency is the ability for the player to be in control and make meaningful actions to influence the outcome.The thing is, they are not worse, the same way the Beatles were not worse than the music that came before them, regardless of what our grandparents would tell our parents.
Some might not be to our preference, most are not intended for us anyway, (the same way our grandparents were not the "target audience" for the Beatles).
Thinking out loud,
Art is cyclical by nature, and at some point what was considered old will come to the forefront again, either in its pure form, or in a form of fusion to take something else forward.
Because of the nature of the internet and the excess of information, many genres across all forms of art, are experiencing a revival of sorts, (even for that infant we call video games) there is "boomer shooters".
Video games (relatively to anything else) are so new of an art form.
They certainly need more time and I personally like to see their future in an optimistic way.
Can you please define that term?
Because in my mind, (and I might be interpreting the term wrongly) games never really did have any agency.
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