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Video gaming: Evolution and Devolution
People frequently have trouble understanding the word "tradeoff", affirmed it's easy enough to comprehend as exchange however in today's corporate parlance it really is meant as exchange of 1 commodity as a cost for another. popularwin was playing Final Fantasy's Dissidia on the nice old PSP yesterday when I marveled at the game's replay value, yes I have spent over 50 hours onto it already, that is what this entire topic is about.

Normally if you go through the oldest games like Mario and Dave, they had a very important factor unanimously common, dependence on it. Not that I'm propagating obsession towards anything, however this is what the current paradigm of gaming has come down to; a commodity. I have been a gamer, I will not deny that which is exactly what my contention with gaming today is. The first games had a lot of things that hooked people up but most of all it was about the degree of engagement that the player had with the overall game environment or the "world" of the game. And this engagement has little to do with the 3D graphics or the extensive options available.

Let us have a look at the progression; first it was the advent of the easy arcade type games that have been phenomenal to a particular point. Kept players hooked and introduced a complete new boom of media into the world. This is where literally every child was begging for the Atari systems and your Pentium II and III machines had Sega and NeoGeo emulators installed (mine still has both installed incidentally) and game play elements were about difficult commands mixed in with clever sequences. Take this forward a bit further and exactly the same two systems incorporated decent mixed stories and continuity in the games enhance the media capabilities being explored in both avenues. The fighting game series KOF is an ardent testament compared to that and from there came the further boom of turn based strategy and role playing games which became akin to "user controlled novels" on computers. This adaptability of both game-play and media could be called because the turning curve of the gaming industry.

Because this was in which a large amount of business heads realized that the games could be used to simulate a lot of things, pretty much everything therefore the potential as a business commodity was obvious even from then on. The progress after that was about enhancing the visual ramifications of the overall game, the additives were obvious the visuals needed more work so in came the influx of investment in gaming studios and the push for 3d graphics into gaming. That apex could be called because the secondary curve because once that has been established, the potential for business gain via games became second to almost none. Hollywood movies will let you know the story of boom and fall without fail but games have the replay factor mounted on them irrespective of their audience size that guarantees reward.

Which replay factor was cashed in next. We all can see the online capabilities on offer by games which as also paved way to players just purchasing the next powerup or update online. popularwin of "buying all" is where we can point and say that gaming has devolved. So at popularwin where gaming was fun with added complexity like Baldur's Gate, Ys, Metal Gear Solid, the games went on to become more about commodity value.

The biggest factor in all this is mobile gaming needless to say and here I point at the smartphone games which are purely centered on time killing. The problem occurs when the majority of the smartphone gamers are not regular gamers but way more there to just kill time. So when you provide a game like Subway Surfers online buying advantages for the "normal" people, some level of competition envelopes between your console/PC games and the phone games. The niches will vary, the categories will vary, and the size differs. A casino game like Temple Run can't be compared to Farcry 3 but ultimately when the games become about money then these things sidetrack and mix in.
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