Movies (theatre/DVD):
>trailers and ads for 5 minutes before the movie so everyone has time to go piss and check their phones
Game:
>splash screen
>3 company advertisements (EA, Id, Activision, Microsoft Games, whatever) that cant be skipped without reverse engineering the game
>5 screen mode changes
>intro movie
>6 loading screens to load nested layers of webshit
>more loading screens after pressing the "enter" button in the main menu
>loading time to join a server even though they're all the same map
>loading time to get back to the menu when exiting a server
Are games deliberately designed this way? Is it a Jewish scheme or does Burger culture just expect everything to be slow so they can spend their free time without actually doing anything of significance? I posit that Burgers get a sense that they are using some advanced technology if it clinks and clanks. This is evidenced by them using the term "game engine". It connotates a behemoth of engineering that took billions of dollars to make. In reality of course it's just a bunch of shitty frameworks redundantly loading a bunch of bullshit, and the billions of dollars was spent on marketing and management, while a few hundred thousand given to the 3 developers who do any of the non-trivial parts (graphics, physics, networking, etc. e.g engineers).
pic related was the around the first time i've seen this bullshit
>>1239 Take the touhoupill fren,
>menu takes 1 second to load
>girls are praying
>cute animations
>welcomes you with beatyful music
>menu layout it's the same since decades in every game
>game starts instantly
>action packed since the first second
Video games were a mistake.
Literally no innovation in like 30 years. Might as well just play chess, go, shogi, riichi-mahjong, some card games which involve strategy, with regular decks or some shit like MtG and whatever else playable. Heck, just play soccer or volleyball, whatever.
Fuck this shit.
Stranded 2, Digimon World 1, Final Fantasy Tactics, Panzer General 1&2, Empire Earth 2, Rise of Nations, Europa Universalis, Hearts of Iron, Castle Story, Supreme Commander series, Deus Ex1, Silent Storm 1&2, STALKER series, Wasteland 2, Original Xcoms, Dwarf Fortress, Timber and Stone, Dark Souls 1, Mount and Blade series, The Witcher 2, Spider-Man 2, Ninja Gaiden 1&2 for xbox hueg, Metal Arms Glitch in the System, Halo 2, Grand Theft Auto San Andreas, Pathologic 1&2, WW3 Black Gold, Wargames Escalation, Strike Suit Zero, Touhou 3d, SUPER HOT, Metal Gear Solid 3, arguably Metal Gear Solid 4 etc. etc.
I could go on and on and on and on and on. With that said, yes, most modern games are fucking garbage or just disappointing as fuck when compared to the mid 2000s and even late 90s. Soon I'm afraid your post will unfortunately be 100% true.
>>1250 It's the first ARPG that actually lets you set down traps for enemies, first ARPG with an actually tech tree and skill tree that does something and is not purely a "+3 attk dmg", a tech tree that can be influenced by certain actions you do within the game and not just an arbitrary x points go here distribution wheel, first ARPG with a crafting system that doesn't require hours of grinding since you can get most of your gear via actually learning the game's beastiarium, NPC locations etc. etc. The innovation for ARPG comes in the forms of the developers not being massive colossal faggots and actually putting in proper game design that doesn't require the player to grind for hours to do simple objectives, just pay attention to the lore, characters, or even environment itself.
The lack of a focused well designed map, and the addition of casualized combat plus casualization of the preptime system is why I'll forever consider The Witcher 3 a garbage game.
>>1251 Ellaborate your arguments faggot or gtfo you fucking shitstain.
wrms 2 is the only game that ever did a menu right. i also remember jazz jackrabbit 2 had a very decent menu, because it was fast (doesnt make you sit around watching a wheel or transition every time you press a button) and intuitive
>>1251 S.T.A.L.K.E.R was innovative. ignoring the absolute shitcode
>>1252 why the fuck does anyone care about leveling and skill trees and bullshit? what value does that provide in terms of storytelling aside from hurr durr look he unlocked pew pew after event X happened in the story
You fucking wot m8? The focus of an ARPG should be the combat mechanics, story second. The Witcher and Witcher 2's story being competent and not completely linear is just a cherry on top.
>>1248 1242-fag here.
Let me break something to you.
Playing a game is interacting with some environment in a meaningful way.
FPS have not really seen an innovation since the invention of DOOM or whatever was the first. They are all same "point and shoot".
Likewise, strategy games haven't evolved since the 90s, being some bizarre form of a point-and-click adventure. Also Paradox strategies are notorious for having broken balance and buggy interface.
What else do you have there, tactics? XCOM was almost 30 years ago, just so you know. A strong installation, but alas, no improvement. City builders? Back to the 90s you go, Transport Tycoon is an example. Dwarf Fortress? Well, you got me here, but it's still from almost 15 years ago.
Shit like this can be said pretty much about anything in your list. The genres was founded in 80s or 90s in 99% cases and NO FUCKING IMPROVEMENT REGARDING GAMEPLAY WAS DONE. You fucking click stupid shit in strategies (mobas are the development of that), you fit your movements into animation timings in fightings, you aim and shoot in shooters et fucking cetera etc.
That's why I said it's probably more useful to play some explicitly turn-based games with humans or just play action games IRL (I mean, I wouldn't recommend grinding DotA matches before that, but whatever suits you, I guess).
Many games will probably not change all that much until the medium does, e.g. VR/AR.
>>1335 You seem to have an over simplified view of innovation. There were plenty of games that branched out into different directions, but the problem they ran into was the low-quality of the the average gamer and therefore did not do well commercially. Most development has always gone into graphics, which usually leads to many games feeling like reskins of the same game. Not to shit on DOOM, but you couldn't even mouse-look. If you look at what we have now, there are FPS with open world environments, where you can walk into buildings, fly/drive vehicles, destroy/damage the environment, talk to NPCs/people, build, etc.
One thing that has become clear is the devolution of game companies. If you want to blame why games suck nowadays, look no further than publicly traded game corps that are run by appointed CEOs.
>>1336 >Many games will probably not change all that much until the medium does, e.g. VR/AR.
Exactly
> You seem to have an over simplified view of innovation.
I have the correct point of view, in my opinion. Innovation of a game, mind you, will be the invention of new mechanics or even new games to deepen the gameplay.
>but the problem they ran into was the low-quality of the the average gamer and therefore did not do well commercially
The fuck is that supposed to mean? That gamedevs cannot invent new shit because of all the piracy?
>Most development has always gone into graphics
That feels more like the reason of the failed budget.
>there are FPS with open world environments
>where you can walk into buildings,
Those are probably ARPGs per se. TES series are from the 90s.
>where you can walk into buildings,
Also, BIG FUCKING DEAL. FPSs could have that without location transitions, too.
>fly/drive vehicles
Jedi Outcast/Mafia/GTA VC were almost 20 years ago. Probably some older vehicle transition games too.
>destroy/damage the environment
I'm not that big on that, like, I don't have an example ready, but it's still going to be at least 20 years old.
>talk to NPCs/people
BIG FUCKING DEAL
Really now.
So, all in all, all these are like OLD SHIT at this point. Might as well discuss innovative gayplay of fortnite or something. TBH I don't know where the shrinking arena comes from and how old is it. Also building shit straight outta minecraft LOL (not really, but it's post minecraft boom, and it's a 3d-action (FPS), so...). Minecraft wasn't exactly innovative either but I think sandbox games with that degree of building of your environment were pretty fringe tier before its boom.
>>1336 >VR/AR
thats like going from quake to quake 2 or 3 (whatever had mouse aim). you simply have more inputs. it will be botnet and cause diseases, but other than that it will work. meanwhile current "VR" stuff is all useless garbage.
>If you look at what we have now, there are FPS with open world environments, where you can walk into buildings, fly/drive vehicles, destroy/damage the environment, talk to NPCs/people, build, etc.
literally all of what you listed are not only programming exercises, but they are implemented in buggy ass ways. and i dont think i can even condone talking to NPCs. all they innovate is graphics, and what you listed, they pretend to have, to add extra oomf to their game's advertisement
>>1337 >TBH I don't know where the shrinking arena comes from atkbnd how old is it.
PUBG was the first big "battle royale" aka last man standing game (but i think it was largely influenced by other games before it). then fortnite and other crap copied it verbatim, they even got the same loading wheel crosshair when you revive your squadmates as in PUBG.
>trailers and ads for 5 minutes before the movie so everyone has time to go piss and check their phones
Game:
>splash screen
>3 company advertisements (EA, Id, Activision, Microsoft Games, whatever) that cant be skipped without reverse engineering the game
>5 screen mode changes
>intro movie
>6 loading screens to load nested layers of webshit
>more loading screens after pressing the "enter" button in the main menu
>loading time to join a server even though they're all the same map
>loading time to get back to the menu when exiting a server
Are games deliberately designed this way? Is it a Jewish scheme or does Burger culture just expect everything to be slow so they can spend their free time without actually doing anything of significance? I posit that Burgers get a sense that they are using some advanced technology if it clinks and clanks. This is evidenced by them using the term "game engine". It connotates a behemoth of engineering that took billions of dollars to make. In reality of course it's just a bunch of shitty frameworks redundantly loading a bunch of bullshit, and the billions of dollars was spent on marketing and management, while a few hundred thousand given to the 3 developers who do any of the non-trivial parts (graphics, physics, networking, etc. e.g engineers).
pic related was the around the first time i've seen this bullshit