DunDunDunpachi
Banned
I have a few reasons that I can think of, but I'm not sure I'm right and I'm definitely still puzzling over some unanswered questions. I am referring to the explosion of cutscenes, voice-acting, and long stories in videogames. The tech to make bigger stories showed up, but that doesn't explain why the old carnival-entertainment style of gaming quickly fell out of favor.
By the 90s, the gaming hobby had long established itself as BOTH something to do in quick bursts AND as a bigger time-investment. Long narratives weren't new. PC games offered story-heavy games from the start. Long narratives weren't even new on consoles, since we'd gotten plenty of lengthy RPGs and adventure games on NES, Genesis, etc. Both pick-up-and-play / arcade games coexisted with slow-burn simulation / strategy / adventure gaming, because they cater to two different sort of audiences.
Yet pick-up-and-play, shorter experiences got vilified in favor of "hardcore" games with sweeping narratives and grand orchestrated soundtracks once we saw the PS1 and N64 show up. This continued with the PS2, Xbox, Gamecube, Dreamcast, and continues to this day. Unless there's a ton of narrative content packed into a game, it often goes unnoticed. In context, it makes sense that we would have more story stuff showing up in 90s videogames once the technology made it feasible. I know that millions of gamers enjoy a good storyline, but it doesn't explain why gaming in quick bursts fell away almost entirely. It doesn't explain why bigger, better arcade games sold worse and worse as time went on, either, with a few exceptions like Dance Dance Revolution and Guitar Hero.
The audience for satisfying pick-up-and-play arcade experiences was still there. The DS and Wii proved it. The dozens of overnight millionaire smartphone puzzle games proved it. So why did the gaming industry as a whole turn a blind eye to that market segment? And paradoxically, why did the niche of arcade developers who didn't turn a blind eye to that market segment still spiral into bankruptcy and irrelevance (in most cases)? Schrodinger's casual audience?
Help me understand, GAF. I must be missing some part of the picture.
By the 90s, the gaming hobby had long established itself as BOTH something to do in quick bursts AND as a bigger time-investment. Long narratives weren't new. PC games offered story-heavy games from the start. Long narratives weren't even new on consoles, since we'd gotten plenty of lengthy RPGs and adventure games on NES, Genesis, etc. Both pick-up-and-play / arcade games coexisted with slow-burn simulation / strategy / adventure gaming, because they cater to two different sort of audiences.
Yet pick-up-and-play, shorter experiences got vilified in favor of "hardcore" games with sweeping narratives and grand orchestrated soundtracks once we saw the PS1 and N64 show up. This continued with the PS2, Xbox, Gamecube, Dreamcast, and continues to this day. Unless there's a ton of narrative content packed into a game, it often goes unnoticed. In context, it makes sense that we would have more story stuff showing up in 90s videogames once the technology made it feasible. I know that millions of gamers enjoy a good storyline, but it doesn't explain why gaming in quick bursts fell away almost entirely. It doesn't explain why bigger, better arcade games sold worse and worse as time went on, either, with a few exceptions like Dance Dance Revolution and Guitar Hero.
The audience for satisfying pick-up-and-play arcade experiences was still there. The DS and Wii proved it. The dozens of overnight millionaire smartphone puzzle games proved it. So why did the gaming industry as a whole turn a blind eye to that market segment? And paradoxically, why did the niche of arcade developers who didn't turn a blind eye to that market segment still spiral into bankruptcy and irrelevance (in most cases)? Schrodinger's casual audience?
Help me understand, GAF. I must be missing some part of the picture.