Prophecy2k
Veteran
Yea, but just because those games were hard, that didn't necessarily mean they were fun. If gaming skill is about making decisions, than shallowness is the lack of decision making, where depth is about having many options available to you to make. Older games lasted longer because they inherently were based around physical dexterity - you weren't allowed to progress further until you gained the ability to make these feats trivial. Lets talk about that Shinobi ending, or the ridiculousness of TMNT or Battletoads. While that is 1 method of challenges gamers can face, it seemed more popular with older games. Games of today are more streamlined, but I feel this a result of aiming for glorious set pieces - not because gamers today are worse and therefore the developers are catering to that.
You misunderstood. My arguement wasn't that gamers of today are worse at playing games than the gamers of yesteryear and so games changed to accomodate that. It's that the small consumerbase of yesteryear that valued the kind of challenge in games that required hightened manual dexterity were too small a market to support the ballooning dev costs of subsequent generations, and thus publishers that wanted to sell more games streamlined their new titles in order to target a more broader audience who had much less of a history with challenging games and thus would be much more likely to be alienated by games designed with that level of challenge in mind.
Us gamers that grew up with games started out with games on arcade machines that were designed to be challenging in order to rinse as much of our pocket money as was phsyically possible. When games moved to home consoles this same level of challenge in the games' design remained. New gen gamers that came after the arcade era didn't share the same history with challenging games as we did, and so devs/pubs assumed (rightly or wrongly) that these new gamers would not want the same kind of challenge in new games than we were accustomed to.
So mainstream games followed the broader audience and changed accordingly. And as the audience grew the average gamer skill level dropped, because the average gamer's history with games shortened as more and more younger gamers came onboard to join the hobby.
None of this is really a negative thing mind. As games being less punishing also meant that they could be designed with sprawling and complex stories, characters and content that devs would be sure that the majority of gamr would be able to enjoyed, as opposed to a mere cross section of gaming elite who possessed the superhuman skill required to reach those areas in the games.