I think that view suffers quite a bit from presentism.SonicTheHedgehog wrote:I think the complex, arduous, difficult games you described appealed to original ganster gamers, but not to casual ones.
The people who played Dungeons and Dragons with their friends, Ghosts'n Goblins at the arcades or owned a NES were not out of the norm. A ten year old playing Gradius was not a "gangster" and the complex, ardous games of Avalon Hill were sold to the general public in bookstores and malls.
Consider the sales figures of games back then. Both Advanced Squad Leader and Tresham's Civilization sold, just in the US, over 200K copies when a current boardgame is happy to sell 6K. Megaman 2 sold 1.5M, Tiger Heli, a Toaplan game, sold over 1 million in the US alone.Demanding games still have a market though, don't you think?
The market for this kind of "demanding games" is much, much smaller now specially on proportion. So either 90% of "gangster gamers" dissapeared and no new ones were born or there's more to this than a new audience getting into the market.
Confusingly, when I talk about lenght in the article I'm refering to boardgames. The average lenght went from a whole evening in the 80s to ahour and half today. People now play more games per evening which I think is mostly due to price.Skyrim [...] WoW [...] CoD [...] These games are not short at all, and they are among the most popular.
But yeah, video game lenght exploded in the 90s. I think average lenght has signficantly gone down since then and for the same reason: Taking 80s hours to beat a game is a huge positive if you can only buy a handful, but a negative if you have tons of games to play.
These two are related. Since games can now be more about aural experiences and presentation, story and the like are more important, respawning becomes more bothersome and the benefits (challenge) matter much less.Jmustang1968 wrote:1. Many games are looked at more as full gaming experiences with an emphasis on presentation, story, and immersion that used to not be there. Older games mostly focused on a set bit of challenges or in game skills to master.
2. Prevelance of game saves and checkpoints. Instead of starting from the beginning after a few deaths, you respawn at your last save or checkpoint. Less progress is lost.

