My s the loss of whimsy.Daftar album dan/atau playlist OST gim yang ada di Spotify. So if you catch yourself wondering "Why does PlayStation just feel.different?". The Parappas, Apes, Flashes, Jaks, Daxters, Slys, Puppeteers, Dans, Folklores, Buzzs, Pons, Locos, and the Rocos are gone like dust in the wind. Sad dads, sad lads, and sad ladies are selling like gangbusters. In fact there have been ZERO whimsical titles released by PlayStation in 2023. In fact I had to remove some of the whimiscal title post 2007 because they were just relreleases of games from a more whimsical time. Interesting enough there was a huge jump in whimsy in the early PS3 gen due to a large number of casual title (Buzz, Sing Star), experimental games (Tokyo Jungle, Echo Chrome, Little Big Planet), and PSP (a generally whimsical system).īut since 2007, there has been a clear drop in whimsy over the years. Through the PS1 and PS2 era approximately half of the titles were whimsical. Sports games (unless particularly whimsical such as the Hot Shots/Everybody's Golf series) were subsequently removed from this analysis.Īnd weekend era. I went through all of the PlayStation Published titles listed on Wikipedia and labelled every single game as either whimsical, not whimsical, or sports. Why do the PlayStation titles of today feel like they've lost a certain.something? if your studio only gets to finish 1 game every 7 years (instead of 5-10 like in the PS2 days), are you going to spend that one shot on a whimsical game? i haven't read a professional game review to get a recommendation for anything in over a decadeĪnd it's not just total cost of development. I'd prefer if development costs were lower and there could be more risky games, but we still haven't recovered from stuff like journalists lauding games for having 'high production values', as if that was praiseworthy in and of itself. There is a perception that the whimsy / quirky / less-mainstream games would lack the traits that make them good shops (long-term engagement / large communities / sometimes pay-to-win multiplayer elements) Whimsy was easier when games were cheaper to make and only expected to be played for a little bitīut the development costs have gotten aburd, so there are fewer risks and more reliance on games that get played for longer so that they can be shops for microtransactions/DLC Being Gravity Rush and Dreams doomed Gravity Rush and Dreams. The lack of PS5/PC ports didn't doom Dreams. The lack of marketing didn't doom Gravity Rush. She played 10 minutes and then dropped it because controlling the Gravity Queen felt like shit. My girlfriend tried to play Gravity Rush for 10 minutes. The marketing wasn't the issue for Gravity Rush. And it's fighting to sell 2 million copies. XC3 is marketed well and has the hype of being a Nintendo 1st party game. Give it the budget of the Ghost of Tsushima marketing and it will still sell like Gravity Rush.Īnd XB3 still sold less than 2 million copies. Gravity Rush didn't sell because it's Gravity Rush. Still niche though.īecause it's less niche than Gravity Rush (still niche though) got more marketing than Gravity Rush, has the hype and power behind Nintendo and the Switch behind it and XB3 will still only sell 2-3 million copies ltd. Because it's less niche than Gravity Rush. Because Xenoblade sold a little bit more.
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