Talking Point: An extraordinary year for the game was certainly not easy

Animal Crossing New Leaf© Nintendo

No wonder we are at a point of reflection, as we have now spent a year of life in an altered state and drastically changed from how it was before. Our day-to-day routines are likely to be “normal” for a while, actually, but a consistent part of our lives of anyone reading this has been with us: games.

This is not a new topic; we talked to the developers about the impact of COVID-19 on their computers and analyzed the incredible cultural impact of COVID-19 Animal Crossing: New Horizons as it clashed with an unprecedented point in recent human history, among other topics. From a business standpoint, too, the video game industry has seen interest and, in fact, profits rise; games have never been more ‘mainstream’. In fact, we are at the point where discussions about their role in entertainment and culture are unnecessary; it has been established for some time now.

So how was it that games had the most challenging year in living memory (at least for many of us) and not only survive, but thrive? On the one hand, it was uniquely placed next to TV broadcasting services.

So how was it that games had the most challenging year in living memory (at least for many of us) and not only survive, but thrive? On the one hand, it was uniquely placed next to TV broadcasting services. We’ve been trapped at home for extended periods of time, and when we’re looking for entertainment, we’ll head over to the TV or a similar device. So far, so obvious.

Hardware sales increased, of course, and at the top of it all, Nintendo Switch was the latest console to launch and a perfect fit for the times; demand often exceeds supply. The insatiable demand for PS5 and Xbox Series X / S has been, at least in part, driven by this, but of course Sony and Microsoft have found serious problems with manufacturing and materials. Nintendo fell into a good place not only with the take-off of Animal Crossing, but with the manufacture of well-established pipes and supply chains; last spring was a success when the factories closed, but from the late summer of 2020 Nintendo was able to catch up and produce hay.

However, for parts of the Triple-A software business, this has been a mixed period. On the one hand, massive titles that did going out the door usually has notable sales due to our appetite for new games; releases like Assassin’s Creed: Valhalla he did particularly well, but like so many great games, he had problems with bugs (ahem, Ciberpunk 2077).

Bowser's Fury© Nintendo

Nintendo certainly had a mixed time in terms of the quality and depth of the versions, even if their accountants didn’t care. Paper Mario: The Origami King it was nice, but the series isn’t the company’s most prestigious (though Switch’s entry was the fastest-selling for IP).

Hyrule Warriors: Age of Calamity it certainly got the blood pump for Zelda and BoTW fans, and it’s an excellent title that nonetheless pushes the hardware to its limits; Korok Forest’s level is painful, but it doesn’t matter. After that, there wasn’t much us as such, but he took advantage of Mario’s nostalgia and birthday; even the most ardent fans should probably concede that the Super Mario 3D All-Stars the collection was a bit scarce as a celebration product. Bowser’s Fury, as a new game in its Super Mario 3D World package, was innovative and fun, but there were no aspects of Nintendo’s usual polishing; this is not necessarily a harsh critique of derivation, as Nintendo is set with such a high limit with the franchise, but a reality of the interrupted development process.

It has often been smaller titles that have captured the blocking problem. Players of all kinds have wanted to feel online with family and friends, and games became a way to get it.

For smaller developers there will have been logistical challenges, of course, and we will talk again about some aspects of last year that will have hurt this area. However, when it comes to game production, it is likely that many of these small teams will already be working remotely (the “middle” Indians will have found it more difficult), at least to some extent with staff around the world . It will not have been easy, much less, but the agility and flexibility of the smaller studios will have served them well.

This made 2020 an incredible year for the best independent games to take off in the mainstream, as the more complicated triple A projects struggled to move forward and often lag behind: “now comes 2022” is a familiar line for to the major titles this year as well, so these issues continue.

Not surprisingly, it has often been a simple and easy concept to play titles with a multiplayer approach that has captured the zeitgeist. Players of all kinds have wanted to feel online with family and friends, and games became a way to get it. Fall Guys: Ultimate Knockout It certainly took advantage, with the smart decision to include it in PlayStation Plus which greatly improves its exposure along with major PC sales. Devolver Digital often forgets to release this game, so it wasn’t a cheeky indie version of nothing, but the publisher’s clever deal with Sony was vital. It’s also easy to play and enjoy, which was a trend of viral hits last year. We’re interested to see what happens to Switch owners when it hits the console later this year.

Between us© Innersloth

Then, of course, there is Between us, which is definitely the biggest story, as it really was the work of a small team without big sponsors. When you look at Steam’s simultaneous graphics, it’s fascinating, as it’s a game that came along with a small but loyal user base for quite some time, before exploding into life last year courtesy of the his strong design and the push of powerful influencers who fell in love with him. Its history is of exponential growth during the summer and fall of 2020 after its history Great rest, and is now an important part of the current independent gaming scene. Again, he captured this need to play with others and connect, doing so in a fun way. Valheim is the current viral success on the computer, so this trend will no doubt continue for a while.

Last year’s crazy trends are fascinating, but the ultimate goal of this little work is to give a tip of thanks to developers and publishers of all sizes, from the triple A to the smallest in the Indies, who they offered so many great games. during the last year. All the challenges we have all experienced (and will vary for each individual) will have been the same for these game creators. Reflecting on the quality and depth of the games over the last year seems even more amazing considering this.

Most importantly, the games need to show a wider audience what many of us have known for decades. Video games are important, the experiences they give us are important. Whether connecting headphones and embarking on a solo adventure or connecting with other people for multiplayer games, the games offer a unique degree of immersion and entertainment. As a medium it has incredible power and shone for the last year.

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