this post was submitted on 03 Jul 2024
24 points (92.9% liked)
Let's Talk About Games
424 readers
1 users here now
Where Am I?
Welcome to Let's Talk About Games - A Feddit community for video games, the community around them and the ways in which we play, interact and consume them.
Rules
- Follow the rules of the larger Feddit.uk instance.
- Don't be the arsehole.
Links
-
If you'd like to get your community listed here, send me a DM.
founded 7 months ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
In my head? Half Life 2 was the beginning of the end for that era. Maybe not exactly at that point but it was a great game that brought even more people to steam than ever before. From there we now had a centralized marketplace for games with a massive audience and we start seeing the creeping corporate influence of "microtransactions", the death of the expansion and introduction of dlc story content, beloved franchises abandoning originality in the pursuit of mass market appeal. That kinda thing. Of course if not half life 2 then it would be the Elder Scrolls Oblivion, who truly started something horrible with their horse armor dlc.
The future is largely Indies or AA games, everything else is going the way of call of duty at this rate.
I think you're onto something and what I'm landing on as an endpoint is somewhere vaguely between 2006-09. We have several massively influential events in this period that shaped the following decade both in terms of design and monetisation.
I think both the Horse Armor in 06 and TF2 adding hats in 09 are good markers for the direction monetisation would take over the coming decades.
Design wise I think the release of the first Assassin's Creed in 07 - which set the precedent for the now-ubiquitous checklist-filled "UbiSoft style open world game" - is a fairly important marker. It's a bit of a watershed game, actually.
On a larger scale, the seventh gen consoles coming out in 06 also marked a shift I think. More and more PC games were being developed with multi-platform releases in mind. The identity of PC gaming became slightly more diluted.
These consoles also had internet access, which - together with the by then prevalent broadband internet - contributed to the death of the expansion pack.