TheThreadsThatBindUs
Member
Yes, there are some wider sociocultural things going on now that are undesirable, many of which you mention, OP, but the creative freedom of developers to express wild ideas in gameplay mechanics, narrative, or gameplay systems would still eventuate irrespective of the epoch the industry eventually found itself in.
The biggest restriction to creative freedom is money. Because despite having all this amazing rendering tech, the costs associated with building games of the scale we see in modern games, in terms of volume of high-quality art assets to fill sometimes 10 - 100 hr games are absurdly higher than any previous period in time in the gaming industry.
Those costs aren't borne out of some current sociocultural malaise, rather it's just the actual cost of bringing games to market at the fidelity that modern gamers demand, and modern gaming tech can justify.
When publishers are now routinely spending close to $100m to develop a title, you betcha ass they will want to aggressively minimize the financial risks. Which means restricting the creative freedom of the developer to some extent.
The biggest restriction to creative freedom is money. Because despite having all this amazing rendering tech, the costs associated with building games of the scale we see in modern games, in terms of volume of high-quality art assets to fill sometimes 10 - 100 hr games are absurdly higher than any previous period in time in the gaming industry.
Those costs aren't borne out of some current sociocultural malaise, rather it's just the actual cost of bringing games to market at the fidelity that modern gamers demand, and modern gaming tech can justify.
When publishers are now routinely spending close to $100m to develop a title, you betcha ass they will want to aggressively minimize the financial risks. Which means restricting the creative freedom of the developer to some extent.
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