Is Gaming Better Than Ever?
Summary
TLDRThis video script explores the rapid evolution of the video game industry, highlighting its growth from simple pixels to complex, immersive worlds in a few decades. It discusses the industry's inherent iterative nature, where developers learn from past projects to enhance future ones, exemplified by the likes of FromSoftware. The script also touches on the challenges faced by developers, from long development cycles to the pressure of meeting high expectations. Despite these, the gaming industry continues to thrive, driven by passion, innovation, and the collective effort to create better experiences.
Takeaways
- 🎮 Video games, despite being a relatively young medium, have grown tremendously to become a leading entertainment industry.
- 🚀 The rapid evolution of gaming is impressive, with advancements from basic pixels to complex, lifelike simulations in a short span of time.
- 💻 Video games have been deeply connected to computing since their inception, often pushing the boundaries of what technology can achieve.
- 🛠️ Developers have historically used clever strategies and optimizations to maximize the capabilities of limited hardware.
- 🔄 Iterative design is a key process in game development, allowing studios to learn from past games and improve future ones.
- 🌟 FromSoft and Nintendo are highlighted as examples of studios that have iterated on their successes to create even better games.
- 💼 The gaming industry's growth has been fueled by increased resources, inspiration, and competition, leading to higher quality and more diverse games.
- 🏆 Indie games have seen explosive growth, with more resources and community support, leading to a surge in creativity and innovation.
- 📉 While technological advancements in gaming may be slowing, the industry continues to thrive due to iterative improvements and a growing number of developers.
- 🔮 Despite the perception of negativity and challenges, the overall trend in gaming is positive, with continuous improvement and a bright future.
Q & A
How old is the video game industry according to the script?
-The script suggests that video games are around 50 to 60 years old, considering the experimental beginnings.
What is the significance of the number of man-hours put into developing games like GTA 6 as mentioned in the script?
-The script highlights that the number of man-hours put into games like GTA 6 is so high that it could be compared to the effort required to send someone to the moon, emphasizing the scale and dedication behind such projects.
Why does the script mention the connection between video games and computing?
-The script explains that video games have been closely tied to computing since their inception, with early games often developed as tech demos to test the limits of computer capabilities.
What is the role of iteration in game development as discussed in the script?
-The script discusses iteration as a key process in game development where developers learn from their previous games, make improvements, and apply those lessons to future projects, leading to better and more refined games.
How does the script describe the impact of Doom's release and its source code on the gaming industry?
-The script points out that Doom, developed by ID Software, had a significant impact by being optimized to run on almost any hardware and its source code was released for free, leading to a legacy of modifications and adaptations across various platforms.
What does the script say about the graphical capabilities of games like Crysis in relation to hardware?
-The script mentions that Crysis was known for pushing graphics capabilities so far that it was nearly impossible to run at maximum settings with consumer-level hardware at the time, and it became a benchmark for performance for years.
Why does the script argue that gaming sentiment seems to be getting worse despite improvements in the industry?
-The script suggests that negativity is a powerful tool for getting people to care and act, and that the gaming industry's issues are often exaggerated or focused on to generate attention and discussion, which can make sentiment seem worse than it actually is.
What is the script's perspective on the future of the gaming industry despite the challenges it faces?
-The script maintains an optimistic view, stating that the power to make the gaming industry better lies within the hands of its creators and consumers, and that despite challenges, there is a continuous drive for improvement and innovation.
How does the script address the issue of game development cycles and their impact on game quality?
-The script acknowledges that long development cycles and high budgets, as seen with games like GTA 6, can lead to high-quality products, but also suggests that there is a balance to be found to ensure that the industry remains healthy and developers are treated fairly.
What does the script suggest about the role of competition in the indie game development scene?
-The script indicates that competition in the indie game scene is fierce and drives developers to create better and more innovative games, but it also highlights the pressure and potential financial struggles that can result from trying to stand out in a crowded market.
Outlines
🎮 The Rapid Evolution of Video Games
The paragraph discusses the relatively short history of video games, which are only about 50 to 60 years old, compared to other art forms like film and theater that have existed for much longer. Despite their youth, video games have become a massive and technologically impressive industry. The speaker uses the example of Grand Theft Auto 6 (GTA 6) to illustrate the scale of investment in terms of manpower and financial resources, suggesting that the revenue from such games is astronomical. The rapid advancement from simple pixelated graphics to sophisticated open-world games and VR simulations is highlighted as an impressive feat that few other industries have matched. The speaker argues that video games deserve more recognition for their swift progress, which is deeply intertwined with the evolution of computing technology.
🛠️ The Technological Drive Behind Gaming
This section delves into the historical connection between video games and computing, explaining how early games were developed as tech demos to test the capabilities of computers. The speaker mentions iconic early games like Spacewar and Pong, and how limitations in early hardware led to creative solutions in game design. The paragraph also discusses how certain design choices, like fixed camera angles in Resident Evil, were made to optimize performance with the technology available at the time. The speaker contrasts the development approach of Doom, which was optimized to run on low-spec hardware and had its source code released for free, with the high graphical demands of Crysis, a game that was so advanced it needed hardware not yet available to the public. The paragraph concludes by emphasizing the ongoing relationship between gaming and computer technology, with gaming often serving as a benchmark for technological advancement.
🔄 Iterative Design in Gaming
The speaker explores the concept of iterative design in game development, where studios learn from their previous games and improve upon them in subsequent titles. Using FromSoftware's games as an example, the paragraph discusses how the studio has refined its mechanics and storytelling across multiple titles. The recent Elden Ring DLC, Shadow of the Erdtree, is highlighted as an example of how feedback from players and lessons from previous games have been incorporated to enhance the gaming experience. The speaker also touches on the challenges of open-world game design and the iterative process of balancing difficulty and player progression. The paragraph concludes by emphasizing the importance of iteration in game development, suggesting that the best games are often the result of years of refinement and learning from past projects.
🌐 The Growth of Indie Games and Their Impact
This section discusses the significant growth of the indie game scene over the past decade, attributing this to increased resources, inspiration, and competition. The speaker points out that the availability of tutorials, open-source software, and a supportive community has made it easier than ever for individuals to create games. The paragraph also notes how the success of indie games has raised the bar for creativity and quality, with indie titles now competing with AAA games in terms of depth and complexity. The speaker argues that the indie scene's growth is a testament to the power of iteration and competition, as developers build upon the ideas and innovations of others to create new and compelling experiences for players.
📉 The Paradox of Negativity in Gaming
The final paragraph addresses the paradox of negativity in the gaming industry, where despite clear signs of progress and growth, there is a prevalent sentiment that things are getting worse. The speaker argues that negativity is a powerful tool for gaining attention and driving action, but it can also lead to a distorted perception of reality. They note that while issues like long development cycles, high costs, and studio closures are real, they are not new and do not necessarily indicate an overall decline in the industry. The speaker suggests that the industry's growth and the increasing number of successful games indicate a positive trend, but these are often overshadowed by negative narratives. The paragraph concludes by advocating for a more balanced perspective, recognizing both the challenges and the successes in gaming, and encouraging a proactive approach to improvement rather than being consumed by negativity.
Mindmap
Keywords
💡Video Games
💡Technical Impressiveness
💡GTA 6
💡Iterative Design
💡Indie Games
💡Graphics
💡Hardware Limitations
💡Sentiment
💡Competition
💡Remastering
💡Development Cycle
Highlights
Video games have come a long way in just 50-60 years, becoming a major entertainment industry.
Games like GTA 6 represent immense human achievement, with development efforts comparable to moon landings.
The rapid evolution of gaming from blocky pixels to lifelike simulations is unmatched by most other art forms.
Video games are inherently linked to computing, pushing the limits of technology since their inception.
Innovative solutions like Doom's optimization and Resident Evil's pre-rendered backgrounds exemplify gaming's technical progress.
Gaming's growth is tied to computer culture, with hardware advancements driving game development.
The iterative design process allows game studios to learn and improve from one game to the next.
Elden Ring's DLC showcases iterative design, addressing player feedback and improving on the base game.
The gaming industry's ability to learn from past projects is crucial for the creation of successful games.
Indie games have seen explosive growth, with increased resources and a competitive drive for innovation.
The ease of game development has democratized the industry, allowing anyone with an idea to create a game.
Competition in the indie scene has led to a plethora of high-quality games that push creative boundaries.
The gaming industry's sentiment has become more negative, despite objective improvements in the field.
Negativity can be a powerful tool for driving change, but it can also skew perceptions of the industry's health.
Gaming's current challenges are not new, but the industry's size and profitability have amplified them.
Despite setbacks, the gaming industry continues to push forward, driven by a passion for improvement.
The power to make gaming better lies in the hands of developers and players alike.
Transcripts
hey do you ever think about how crazy it
is that video games are only like 50
years old well 60 when you count the
experimental stuff I mean film and
animation and everything or at least
twice that and there are some art forms
like plays that go back hundreds of
years and yet a medium that might be
younger than your dad has become the
biggest most expensive technically
impressive entertainment industry in the
world games like GTA 6 are human
achievements with a number of manh hours
they're putting into that thing you
could put someone on the moon it's going
to make an amount of money so large we
don't have numbers to count it and it's
just one of many many games in
development right now it's kind of crazy
if you think about it in only the course
of not even one lifetime gaming went
from blocky pixels moving around a
screen to lifelike full open worlds and
VR simulations that tell interesting and
complex stories and have incredibly deep
and intricate gameplay that is a really
impressive feat and a level of growth
almost nothing else has ever matched and
I don't think gaming gets enough credit
for that this insanely quick progression
is even more interesting when you
realize it's essentially baked into the
medium video games since their Inception
have been heavily tied to Computing the
entire medium was basically invented by
hackers trying to test the limits of
what computers could do with games like
space war and pong being developed as
Tech demos and exercises even when games
started being sold commercially and
consoles and arcade cabinets became more
ubiquitous the games developed for them
were always pushing forward you know the
glomas and Mario only exist because they
ran out of storage space for more
enemies and just retextured a mushroom
and flipped the image back and forth to
make a walk site the fixed camera angles
in Resident Evil exist so they could
pre-render the backgrounds and save
polygons for the characters and enemies
a lot of early games were constantly
coming up with clever strategies to get
the most out of the limited Hardware
they were given one of the most famous
examples that you might know if you're
at all into PC gaming is Doom developed
by ID software and released in 1993 the
game was mostly programmed by actual
insane person Jean carac who is the
closest we will ever have to a real life
computer wizard since he decided to
optimize and beef up the engine of their
previous Wolfenstein 3D to get doomed to
run on basically anything with a chip in
it then release the source code of the
game for free in 1997 leading to people
to this day hacking everything from
Smart fridges to that shitty rabbit AI
thing to get them to play the game
contrast this with the other famous
kenet run blank game which is known for
the exact opposite reasons released in
2007 as a pretty okay Sci-Fi Action
shooter crisis isn't that memorable for
plot or gameplay I mean it's not even
the most popular franchise with cry in
the title that the studio would launch
but it does have an incredible Legacy
because for some reason krych just
decided to go [ __ ] insane when it
came to the graphics in the game pushing
them so far that crisis was nearly
impossible to run at Max settings with
consumer level Hardware it was literally
ahead of its time because you needed a
graphics card that wasn't publicly
available yet to get the most out of the
game meaning it could be used as a
benchmark for performance years after it
came out but that's the thing gaming has
always been inextricably tied to
computer culture in obvious ways like
the associations people have with
companies like Nvidia and in less
obvious ones like how the Xbox is short
for direct Xbox because it used
Microsoft's DirectX technology to make
it easier for PC developers to make
games for the console direct X
ironically being the thing you needed on
your PC for it to not explode when you
tried to run crisis and this computer
nerd drive to improve technology is
still very much around however there
have been obvious diminishing returns
over the years the leap from the PS1 to
the PS2 is bigger than the PS2 to the
PS3 which is much bigger than the PS4 to
the PS5 probably because the PS5 has no
games I mean games are still looking
better and better every year but there's
five new titles every week that look
pretty similar to the last few titles
and a lot of the big players when it
comes to Innovation take a years to
release plus older games will often get
re-released and remastered coloring our
perception of what they look like so
game to game generation to generation
it's harder to notice the Improvement as
it's happening we are inevitably
approaching a point where Hardware
upgrades and console Generations aren't
going to mean much the tools in Tech
available to game studios are already so
plentiful that many games don't use them
all but even if we're not anywhere close
to hitting that wall we're slowing down
as we approach it so to a lot of people
it's really easy to say things haven't
gotten better and speaking of things
that I want to look better uh my
skin I don't know I've partnered with
geology for this sponsored video and I
have no idea how to write a segue into
that listen they can't all be good
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and back to the video so while I was
making my last video I finally got
around to beating the new Elden ring DLC
shadow of the earth tree and as someone
who has played through all of the big
fromsoft Souls born KIRO whatever you
want to call them games something that
immediately grabbed me is this idea of
iterative design essentially how a
studio can learn from a game they made
figure out how to improve some stuff and
put those improvements to work in the
next game or how they can find something
people really liked about one of their
games and sort of focus more on that in
the next this is something that a lot of
developers do fromsoft isn't unique here
but I do think they're really good at it
and it's been fun to see their evolution
through all of the games that I've
played one of the things that I thought
was really cool was how when ring came
out and people were struggling with
Millennia a boss that is very quick and
fluid and susceptible to parrying people
said hey this is kind of like SEO if
this was a SEO boss it would probably be
much easier and so one of the first
upgrades you can get in Shadow of the
earth tree or at least the first one you
can visibly see when you start the DLC
is something that lets you parry enemies
like seura I thought that was neat and
something that shows from soft either
listens to their fans or independently
had a similar train of thought because
you go and fight most of the bosses in
the DLC and in the main game with this
SEO ability and it's way easier
especially for someone like me who's
already played SEO and learned that
mechanic something else people like me
criticized about the main game was that
the story and NPC quest lines felt
sparse so the DLC has this very direct
story line that involves a ton of
characters who can kind of change their
ending depending on your choices people
complained about the catacombs so they
all got revamped too much bigger
dungeons that usually lead to other
areas there's just a lot of stuff where
you can tell the devs saw the
shortcomings of of the main game and it
influenced their design for the DLC now
not every addition is amazing the
complaint of overleveling in the main
game is solved with a collectible item
that still left me in the exact same
position as before where I was massively
underleveled for some bosses and then
collected all the items and steamrolled
all the other bosses except the final
boss who is a nightmare of difficulty
that I wouldn't wish on my worst enemy
uh because he is my worst enemy [ __ ]
that guy but these are still iterative
decisions they are adding on to the
previous experience and trying to
improve it the level up system is an
early response to the massive challenge
of open world game design the final boss
isn't batshit hard out of nowhere it's
just harder than everything that came
before it's using all of the tools they
have at their disposal and it comes
alongside all these additional options
they've given to help you beat them like
the SEO ability if they have gone too
far which I think they have it's part of
this continual process where they can
learn from it and make a better Final
Boss Next time or even just patch this
one to to it down something they already
did with the last [ __ ] hard boss
from the main game Who coincidentally is
the same [ __ ] guy Elder ring and
Shadow of the earth tree aren't these
distinct products built in a vacuum none
of from soft's games are they're points
on a line that is trying its best to
always move upward because keep in mind
this iteration is the only reason Elden
ring exists in the first place it's the
only reason it's good or popular the
only way they'd make this big intricate
interconnected world is if people love
Dark Souls back in 2011 they're only
making making Souls like games in the
first place because people like demon
souls in 2009 and the incredible lore
and story and World design their games
are known for has been something they've
been working on since I don't know
kingsfield the point is you do not get a
game like Elden ring first try you can
assemble a talented group of people to
make something but it's going to be
really hard to replicate the success of
a team that's been working together with
the same director on the same types of
games on the same engine for over 10
years yeah all of their games are on one
custom in house engine that they've just
been adding stuff to since like 2006 by
the way there have been specific
mechanics and bosses and ideas in
fromsoft games that have gone too far or
not far enough you've gotten things like
Bed of Chaos or that [ __ ] snow level
from DS2 but the strength of a developer
who has been around for a while isn't
their ability to just make something
good first try it's in how they make
something better on the next and again
fromsoft isn't unique in this PE of the
kingdom was as good as it was because
it's the same director they've had since
Skyward Sword with the same producer
since Twilight Princess with the same
team for the last several games building
off of breath of the wild they could
only get wacky with it and include that
much content and detail because they're
not starting from scratch and that
specific idea for mashing a bunch of
parts together to make Contraptions was
something they only discovered from
people trying to do that in the last
game even ID software from back at the
beginning of the video made four
firstperson Shooters before Doom you do
not get one of the Great latest games
ever made without a hover tank one or a
catacombs 3D even John carac credits his
optimization on the Doom engine to
porting Wolfenstein 3D to the [ __ ]
Super Nintendo and trying to get that to
work so it's not a coincidence that
fromsoft and Nintendo creators of some
of the best games of the last few years
have also kept their talent around as
long as they have that they've both been
outspoken about not laying anyone off
that's kind of really important because
game development like any creative
Endeavor is an iterate process and you
need to have been able to have finished
something in order to improve on it
especially if that thing you finished
before wasn't the most successful that's
the best way you learn and I think
letting people learn is something the
industry ironically needs to learn
because without that you're not getting
any of these great games it is actually
incredible how big Indie Games have
gotten over the years I still remember
watching indie game the movie back in
2012 and seeing how cool these solo
projects were and over 10 years later
the level of quality has just has gone
up exponentially something like Super
Meat Boy or braid used to be this
award-winning achievement and now games
like Celeste and pizza Tower and animal
well or all over the place it feels like
at any point you can just pull up
steam's front page and find an indie
game release that day that's bound to oh
never mind that's anai the main couple
things that have caused this explosive
growth have been the increase in
resources inspiration and competition to
make a game by yourself back in the day
before YouTube and unity tutorials was a
Monumental task because on top top of
creating the entire thing yourself you
also had to learn everything about all
the stuff you use to make it and aside
from some textbooks explaining certain
Concepts and programming languages and
maybe documentation for the software you
were using you had nothing to go off of
so of course as all of those individual
pieces got more attention and people
willing to make tutorials and share
insights it got way easier to make a
game compounded by the fact that a lot
of these pieces like blender or Unity or
gdau got more and more open to the
public you have more options more people
willing to teach you those options and
more people working to make those
options better making your job even
easier anyone can make a game I cannot
stress that enough you need zero prior
knowledge or experience with anything
because all of it is available to you
online I went to school for 4 years to
learn how to code and design these
things but if I had spent those same
four years just grinding away at a
project I'd be so far ahead it's not
even funny also possibly not $60,000 in
debt so because anyone can make a game a
lot of people do and we have more games
than ever and the cool part about having
more games even in the AAA space where
they're so big and Technical that one
person couldn't possibly dream of
replicating them is that they all serve
as inspiration every game that comes out
is a game that then exists forever to
give you an idea to make a new one and a
lot of the best ideas are just other
ideas smashed together Harvest Moon and
pixel Graphics stardew Valley Dark Souls
Metroid Vania Hollow Knight Rog likee
Deck Builder and gambling batro none of
these are like Concepts nobody else
could ever come up with someone just had
the will to make them and they made them
really good so on top of this idea of
iteration we've discussed within one
Studio you have this whole other realm
of iteration on top of pre-existing
games from other people and that's
what's Driven a lot of the most creative
ideas and projects across all of gaming
but especially in the Indie space
because competition is so much more
Fierce now it's not just that you're
making a new game by yourself or with a
small team now you're making a game to
hopefully be better than the last one
made by one person or a small team and
you're competing with theoretically
anybody that just sits down one day and
wants to make something the bar has been
set indie game the movie is already out
there people have become billionaires
developing video games so there is all
this push and drive to get better and
better faster and faster in an
environment that is able to push things
out and evolve quicker than the big
developers can and the result for
players is just a ton of games all
coming out all the time that are
constantly improving you get games like
Hades and sefue that look like they
could be made by a studio 10 times their
size inscription and outer Wilds which
seem to permanently affect the people
who play them War Thunder which I just
found on an IGN list of top 100 indie
games above Castle Crashers who [ __ ]
wrote this thing we are getting to the
point where we're actively blurring the
definition of indie game because these
studios are getting so big that they're
getting picked up by and competing with
AAA publishers and that's an absolute
nightmare to try and argue about in the
comments of a YouTube video but it's a
blessing for the community who reap the
rewards of all of these games that are
much bigger and more expansive than ever
before so video games are getting better
technologically they're getting better
game to game and even between different
developers they're getting better as it
becomes easier to make them more people
get into the industry and competition
increases that sounds to me like things
are better than they've ever been and
yet for every positive Point I've made
you could make an equally negative one
Graphics are improving slower and slower
so companies are remastering old games
instead of focusing on new ones because
it's cheaper and makes easy money GTA 6
is taking about a decade to make with an
unhealthy long development cycle in a
rumored cost of over $2 billion just to
look as good as it does companies like
fromsoft and Nintendo are Rarities in
the current industry with bigger
competitors like Microsoft more willing
to just close an entire Studio even
after they release an award-winning game
meaning very few game devs have the AB
ility to learn and iterate on prior
releases because in all likelihood they
might just get fired after one that
competition in the Indie scene means
that if you're not grinding yourself to
the Bone to make something that can
compete with the best the industry has
to offer you might not sell enough
copies to make a living with even
high-profile developers like Jonathan
Blow re-releasing old games to terrible
sales in an attempt to get by it would
be incredibly easy for me to flip this
entire video on its head and scare you
by bringing up all the problems
surrounding the industry tell you how
all these good things are actually bad
and that's common territory for videos
like this to get into I've ended many
videos on my channel in a similar way
but now I really want to ask why because
the one part of gaming that I think
certainly feels like it's getting worse
lately is sentiment how people are
talking about the industry and the way
we're discussing it online that feels
demonstrably more negative than it was
even a few years ago you've got constant
videos and tweets and articles saying
gaming is dead this studio is ruined
this franchise isn't the same anymore
just a never-ending stream of people
saying that things are worse than ever
and it's really frustrating to see that
when they're often not like just
recently I saw a tweet regarding hell
divers 2 big game you might have heard
about it absolutely took over the
Internet for a while and this tweet was
saying that the game had completely
fallen off quote it is truly astounding
how a company turned their game of the
year Contender into a desolate Wasteland
in just 6 months and that's just wrong
hell divers 2 has an active daily player
base of over 38,000 people every day
that is what it's had for months the
game is still one of the most active on
all of steam but it had a balance patch
that some people didn't like so they
have to talk about the game like it's
dying in fact that's a very common way
to speak about a game you don't like to
say it's dead because it doesn't have
anyone playing it something people
repeat so much you'd think there was a
problem with games retaining Their
audience yet in 2019 the number of games
on steam with over 10,000 active daily
players was about 26 in 2024 that number
is over 100 so again the sentiment of
gaming feels much worse than the
problems actually are and the actual
problems are much older and more common
than you might think need I remind you
the developers featured in indie game
the movie have been on record to say
they often worked so hard they forgot to
eat because indie game development in
2009 was so stressful and competitive
the gaming industry had so many layoffs
leading into 2012 that news outlets
compiled lists of companies and
employees affected in the same way they
made a chart in 20123 and the tally was
over 11,000 people and drives to push
Graphics forward have been expensive
risky Endeavors since Final Fantasy 7
spent $21 million on just hardware for
the game which is still to this day one
of the most expensive ever made none of
these problems are new you can say that
they've gotten worse recently but you
can also say that the industry has just
gotten much larger games are more
profitable so they get bigger budgets
and more time to make them there's more
people working in the industry to lay
off more Indie success stories to hear
Tales of crunch from now that doesn't
mean these aren't problems it doesn't
mean they're not bad in fact these
issues being so prevalent for so long
should probably tell you we need to fix
them but none of this is evidence that
gaming is dead or getting worse and yet
people keep on saying that because we
really underestimate how powerful
negativity is getting someone to feel a
negative emotion is one of the most
effective ways you can get them to care
about something to get them to act in my
case I like to talk about issues in
different Industries and bring awareness
to them and get people invested you
might not give a [ __ ] about game
developers but if I show you a game you
liked and how hard people worked on it
and how bad they got treated and how the
studio got shut down well now suddenly
you might care a little bit and getting
you to care can get you to act when
another Studio needs support or when
workers go on strike or when greedy
Executives do something bad and people
should go after them now that's my
reasoning to use negative emotion to
persuade people and everyone does it
it's not an inherently bad thing but it
can be used for a bad purpose you can
have reasons to use it that aren't great
especially on social media where it gets
you more attention views and followers
the more negative you are you know 15K
likes on a tweet that isn't even true
people have realized that they can get
more attention to their cause if they
tell you that everything is [ __ ] and
the industry is dying and developers
hate you and you need to stop them so
that's the fuel for so many discussions
online it's the secret sauce behind a
lot of the discourse keep people feeling
bad because it's the best way to get
them on your side and this is why
sentiment feels like it's getting even
worse even if everything else is getting
better when you look at gaming from a
bird's eye view over a several year time
span it's a very positive trend it's a
line going up with dips and Dives here
and there but ultimately a lot of
improvement but when you zoom in on any
specific moment in time of course you're
going to find tons of issues and
problems and scary trends that seem very
threatening especially when you're
living through them and the sort of
paradox of it all is that these issues
can be very real and just because things
might get better anyways doesn't mean we
shouldn't try to fix it right now it
doesn't mean we shouldn't care but we
also shouldn't let the negativity
consume us we shouldn't spend every
waking moment stressing out about this
thinking the whole world is falling
apart because there's only so much we
can do and too many bad emotions can
just lead to us giving up entirely being
negative about the industry can
ironically be used in a very positive
way I don't think we should just stop
using it entirely even if such a thing
were possible but I do think we should
be more aware of how we're using it and
we should definitely be more aware of
how others are using it against us
because it can color our perception over
time make us think things are worse than
they really are so to answer the
question of is gaming better than ever I
think yeah personally it is but I don't
think it's better because Graphics are
prettier or games are more complex or
studios are more plentiful I think it's
better because we have the power to make
it better we've always had the power to
make it better and I've seen firsthand
that when you give people that power
they'll use it and they have used it
despite the issues and the problems and
the scary Trends they've used that power
and pushed forward they've worked toward
the common goal that we all have to make
this the best space it can possibly be
and I don't think that's going to change
anytime soon
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