Timeless narratives like good versus evil are lately
considered unsophisticated, with designers overstuffing games with moral ambiguity, adult themes, and overt political messages that can age quickly and poorly. The industry runs the risk of forgetting that a well-told tale that rests on timeless story arcs and themes can resonate with contemporary audiences just as deeply as one that feels hyper-relevant. This new phase’s desperate grasp for deeper meaning
manifests not only in game narratives but in mechanics and systems. Instead of offering a handful of impactful and considered upgrades, many games proffer a sprawling web of shallow and largely irrelevant ones. These systems appear complex, but rarely add to the player’s experience in any meaningful way and instead overwhelm and distract.
experience is inherently fun and rewarding. The best games trust players to explore, discover, and enjoy without constant intervention. Some games can successfully offer deep, thought-
provoking narratives, but not every game has to (or even should). When gameplay takes center stage, it rectifies many of the industry’s current design pitfalls — over- explanation, handholding, and meaningless complexity.
THE ART OF SIMPLICITY Bigger isn’t necessarily better, but the shift in attention from the quality of games to sheer size is undeniable. The pursuit of ever-bigger environments and levels in games has driven up costs, creating a vicious cycle that pushes the industry deeper into a live service model. As games grow more expensive to develop, publishers increasingly turn to this model as a way to recoup costs and maximize revenue. Live service models create ongoing multiplayer
experiences designed to retain players for years, often on a subscription basis. This risks turning games from artistic and entertainment products into long-term revenue streams. Its adherents sometimes misunderstand what makes games replayable — not constant (monetized) updates and piled-on complexity attempting to monopolize players’ time and attention but high-quality design. Player time isn’t infinite, but the live service model’s
Fun, clarity, and focus are not simplistic, whether
in narrative or system structure. The recent success of titles like DOOM (2016), which embraced fun without pretense, and enduring popularity of Super Mario Bros. and The Legend of Zelda underscore this point. Enjoyment is the point. It’s why games have existed since time immemorial.
THE “MORE ADULT” PROBLEM In pursuing supposedly more adult themes and styles, many developers and publishers have inadvertently ended up treating these players like children. Modern AAA games often require excessive handholding, fearing that players might lose interest if they’re not constantly entertained with shiny but shallow new systems, incessant character dialogue, glowing indicators, and overstuffed and overexplained storylines. Games are being designed simply to avoid boredom,
treating players as though they need constant exposition or endless noise to stay engaged. When games are designed to rely on these crutches, it’s not the players who are at fault for losing interest — it’s the game itself. Gameplay-driven design avoids this trap. When a
game’s mechanics and world are engaging on their own, there’s no need for constant dialogue and filler to stave off boredom. Players are immersed because the core
goal of monopolizing players’ time and attention behaves like it is. The vast majority of live service games don’t achieve lasting success as players gravitate toward other titles or grow tired of repetitive mechanics. The industry’s fixation on live service games often overlooks this simple truth: not every game needs to be a sprawling, endless world to capture players’ hearts. As the industry grapples with
a backdrop of high-profile, high- budget AAA failures, smaller, more focused games are shining brighter than ever. Sony’s budget- friendly and comparatively unambitious Astro Bot receiving Game of the Year accolades is a testament to this. The industry, however, is failing to learn the obvious lessons here, fixated as it is on ill-fated pursuit of profit maximization. Players will gravitate toward games that respect
their intelligence, avoid pretense, and deliver a fun and meaningful experience. More than that, they’ll pay for them. Fun games matter. More than that, they sell. Inflated budgets and unnecessary complexity don’t, or at least won’t in the long term. Gaming has grown up. It doesn’t need to grow old.
April/May 2025 MCV/DEVELOP | 41
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